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using System;
using System.Collections.Generic;
using System.Windows;
using System.Collections.ObjectModel;
using System.Windows.Media;
namespace XamlKru.Math3D
{
public class PlaneModel3D
{
public IList<Point3D> Vertices
{
get;
private set;
}
public IList<Int32> Indices
{
get;
private set;
}
public IList<Point> TexturePositions
{
get;
private set;
}
public PlaneModel3D(Int32 xTileCount, Int32 yTileCount)
{
if (xTileCount<1)
throw new ArgumentOutOfRangeException("xTileCount");
if (yTileCount<1)
throw new ArgumentOutOfRangeException("yTileCount");
Vertices = new List<Point3D>();
Indices = new List<Int32>();
TexturePositions = new List<Point>();
Double dx = 1d / xTileCount;
Double dy = 1d / yTileCount;
Int32 xCount = xTileCount + 1;
Int32 yCount = yTileCount + 1;
for (Int32 ty = 0; ty < yCount; ty++)
{
for (Int32 tx = 0; tx < xCount; tx++)
{
Double x = dx * tx, y = dy * ty;
Vertices.Add(new Point3D(-1d + 2d * x, -1 + 2d * y, 0));
TexturePositions.Add(new Point(x, y));
if ((tx > 0) && (ty > 0))
{
Int32 indexA = (ty - 1) * xCount + (tx - 1);
Int32 indexB = indexA + 1;
Int32 indexC = indexA + xCount;
Int32 indexD = indexC + 1;
Indices.Add(indexA); Indices.Add(indexB); Indices.Add(indexC);
Indices.Add(indexB); Indices.Add(indexD); Indices.Add(indexC);
}
}
}
}
public PointCollection GetTexturePositions(Int32 triangleIndex)
{
Int32 indexA = Indices[triangleIndex * 3];
Int32 indexB = Indices[triangleIndex * 3 + 1];
Int32 indexC = Indices[triangleIndex * 3 + 2];
return new PointCollection
{
TexturePositions[indexA],
TexturePositions[indexB],
TexturePositions[indexC],
};
}
}
}
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Florian Krüsch works as a Freelance Software Architect, Developer and Consultant in Düsseldorf, Germany.
He is excited about WPF, Silverlight and ASP.net as well as Enterprise Development on the .NET platform.
When not thinking, coding or listening to podcasts, he enjoys spending his time with his family and his little son Nicki.