Click or drag to resize

ModelManagerNewEmptyModel Method

빈모델을 생성

Namespace:  VIZCore3D.NET.Manager
Assembly:  VIZCore3D.NET (in VIZCore3D.NET.dll) Version: 2.8.24.1104 (2.8.24.1104)
Syntax
C#
public int NewEmptyModel(
	string name
)

Parameters

name
Type: SystemString
모델 이름

Return Value

Type: Int32
생성된 노드 인덱스
Examples
C#
// VIZCore3D.NET Control
private VIZCore3D.NET.VIZCore3DControl vizcore3d;

private void Example()
{
    // New Empty Model
    int index = vizcore3d.Model.NewEmptyModel("MODEL");

    string assemblyName = "ASSEMBLY";
    VIZCore3D.NET.Data.Node assemblyNode =
        vizcore3d.Structure.CreateNode(
            index                                   /* Parent Node Index */
            , VIZCore3D.NET.Data.NodeKind.ASSEMBLY  /* Node Kind */
            , assemblyName                          /* Node Name */
            );

    string partName = "PART";
    VIZCore3D.NET.Data.Node partNode =
        vizcore3d.Structure.CreateNode(
            assemblyNode.Index                      /* Parent Node Index */
            , VIZCore3D.NET.Data.NodeKind.PART      /* Node Kind */
            , partName                              /* Node Name */
            );

    string bodyName = "BODY";
    int bodyId =
        vizcore3d.Structure.CreateBody(
            partNode.Index                          /* Parent Node Index */
            , bodyName                              /* Node Name */
            );

    int bodyIndex = vizcore3d.Object3D.GetBodyIndex(bodyId);

    {
        List<float> length = new List<float>() { 1000.0f, 2000.0f, 3000.0f };

        VIZCore3D.NET.Data.Matrix3D matrix = new VIZCore3D.NET.Data.Matrix3D();
        matrix.Matrix[0] = 1.0f;
        matrix.Matrix[1] = 0.0f;
        matrix.Matrix[2] = 0.0f;

        matrix.Matrix[3] = 0.0f;
        matrix.Matrix[4] = 1.0f;
        matrix.Matrix[5] = 0.0f;

        matrix.Matrix[6] = 0.0f;
        matrix.Matrix[7] = 0.0f;
        matrix.Matrix[8] = 1.0f;

        matrix.Matrix[9] = 0.0f;
        matrix.Matrix[10] = 0.0f;
        matrix.Matrix[11] = 0.0f;

        vizcore3d.MeshEdit.AddPrimitiveBox(
            bodyIndex           /* Body Node Index */
            , length            /* Length */
            , matrix            /* Matrix */
            , Color.Orange      /* Color */
            , 1.0f              /* Scale */
            , false             /* Rebuild Data */
            );
    }

    {
        /* Radius : Top[0], Bottom[1] */
        List<float> radius = new List<float>() { 1000.0f, 1000.0f };

        VIZCore3D.NET.Data.Matrix3D matrix = new VIZCore3D.NET.Data.Matrix3D();
        matrix.Matrix[0] = 1.0f;
        matrix.Matrix[1] = 0.0f;
        matrix.Matrix[2] = 0.0f;

        matrix.Matrix[3] = 0.0f;
        matrix.Matrix[4] = 1.0f;
        matrix.Matrix[5] = 0.0f;

        matrix.Matrix[6] = 0.0f;
        matrix.Matrix[7] = 0.0f;
        matrix.Matrix[8] = 1.0f;

        matrix.Matrix[9] = 1000.0f;
        matrix.Matrix[10] = 1000.0f;
        matrix.Matrix[11] = 2000.0f;

        vizcore3d.MeshEdit.AddPrimitiveCone(
            bodyIndex           /* Body Node Index */
            , radius            /* Radius */
            , 2000.0f           /* Height */
            , matrix            /* Matrix */
            , Color.Blue        /* Color */
            , 12                /* Side Count */
            , 1.0f              /* Scale */
            , 1                 /* System Type */
            , false             /* Rebuild Data */
            );
    }

    vizcore3d.Structure.RebuildData();
}
See Also