Mojo.DebugRenderer.RenderSphereSolidOnly C# (CSharp) Méthode

RenderSphereSolidOnly() public méthode

public RenderSphereSolidOnly ( DeviceContext deviceContext, System.Vector3 p, float radius, System.Vector3 color, Camera camera ) : void
deviceContext DeviceContext
p System.Vector3
radius float
color System.Vector3
camera Camera
Résultat void
        public void RenderSphereSolidOnly( DeviceContext deviceContext, Vector3 p, float radius, Vector3 color, Camera camera )
        {
            var databox = deviceContext.MapSubresource( mPositionVertexBuffer,
                                                        0,
                                                        NUM_VERTICES *
                                                        POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                        POSITION_NUM_BYTES_PER_COMPONENT,
                                                        MapMode.WriteDiscard,
                                                        SlimDX.Direct3D11.MapFlags.None );

            var currentPoint = new Vector3();
            var furtherSouthPoint = new Vector3();
            var numVertices = 0;

            // northSouthTheta traces from north pole to south pole
            float northSouthTheta = (float)Math.PI / 2;

            for ( int i = 0; i <= NUM_LATITUDE_LINES; i++ )
            {
                float currentLatitudeRadius = (float)Math.Cos( northSouthTheta ) * radius;
                float nextLatitudeRadius = (float)Math.Cos( northSouthTheta + LATITUDE_STEP ) * radius;

                // eastWestTheta traces around each latitude line
                float eastWestTheta = 0;

                for ( int j = 0; j <= NUM_LONGITUDE_LINES; j++ )
                {
                    currentPoint.X = p.X + ( (float)Math.Cos( eastWestTheta ) * currentLatitudeRadius );
                    currentPoint.Y = p.Y + ( (float)Math.Sin( northSouthTheta ) * radius );
                    currentPoint.Z = p.Z + ( (float)Math.Sin( eastWestTheta ) * currentLatitudeRadius );

                    databox.Data.Write( currentPoint );
                    numVertices++;

                    furtherSouthPoint.X = p.X + ( (float)Math.Cos( eastWestTheta ) * nextLatitudeRadius );
                    furtherSouthPoint.Y = p.Y + ( (float)Math.Sin( northSouthTheta + LATITUDE_STEP ) * radius );
                    furtherSouthPoint.Z = p.Z + ( (float)Math.Sin( eastWestTheta ) * nextLatitudeRadius );

                    databox.Data.Write( furtherSouthPoint );
                    numVertices++;

                    eastWestTheta += LONGITUDE_STEP;
                }

                northSouthTheta += LATITUDE_STEP;
            }

            deviceContext.UnmapSubresource( mPositionVertexBuffer, 0 );

            deviceContext.InputAssembler.InputLayout = mRenderSolidInputLayout;
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            deviceContext.InputAssembler.SetVertexBuffers( POSITION_SLOT,
                                                           new VertexBufferBinding( mPositionVertexBuffer,
                                                                                    POSITION_NUM_COMPONENTS_PER_VERTEX *
                                                                                    POSITION_NUM_BYTES_PER_COMPONENT,
                                                                                    0 ) );

            mEffect.GetVariableByName( "gTransform" ).AsMatrix().SetMatrix( camera.GetLookAtMatrix() * camera.GetProjectionMatrix() );
            mEffect.GetVariableByName( "gColor" ).AsVector().Set( color );

            mRenderSolidPass.Apply( deviceContext );
            deviceContext.Draw( numVertices, 0 );
        }