AddPrimitivePyramid
Overloads
| Name | Description |
|---|---|
| AddPrimitivePyramid(int bodyIndex, SizeF bottom, SizeF top, SizeF offset, float height, Matrix3D matrix, Color color, bool rebuildData, int systemType) | Body 노드에 Pyramid Primitive 생성 |
AddPrimitivePyramid(int bodyIndex, SizeF bottom, SizeF top, SizeF offset, float height, Matrix3D matrix, Color color, bool rebuildData, int systemType)
public int AddPrimitivePyramid(int bodyIndex, SizeF bottom, SizeF top, SizeF offset, float height, Matrix3D matrix, Color color, bool rebuildData, int systemType)
Body 노드에 Pyramid Primitive 생성
Parameters
| Name | Type | Description |
|---|---|---|
| bodyIndex | int | 바디(Body) 노드 인덱스 |
| bottom | SizeF | Size Of Bottom |
| top | SizeF | Size Of Top |
| offset | SizeF | Size Of Offset |
| height | float | Height |
| matrix | Matrix3D | Matrix |
| color | Color | Color |
| rebuildData | bool | 데이터 재구성 여부 |
| systemType | int | System Type : 0(TRIBON), 1(AVEVA MARINE : Default) |
Returns
| Type | Description |
|---|---|
| int | 노드(BODY) 아이디 |
Examples
// 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);
{
SizeF bottom = new SizeF(30, 40);
SizeF top = new SizeF(10, 20);
SizeF offset = new SizeF(2.5f, 4.5f);
float height = 50;
VIZCore3D.NET.Data.Matrix3D matrix = new VIZCore3D.NET.Data.Matrix3D();
m.Identity();
//m.SetRotateX(vizcore3d.View.DegreesToRadians(45.0f));
//m.SetTranslate(1000, 0, 0, false);
vizcore3d.MeshEdit.AddPrimitivePyramid(
bodyIndex /* Body Node Index */
, bottom /* Bottom Of Size */
, top /* Top Of Size */
, offset /* Offset Of Size */
, height /* Height */
, matrix /* Matrix */
, Color.Green /* Color */
, false /* Rebuild Data */
, 1 /* System Type */
);
}
vizcore3d.Structure.RebuildData();
}