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- ; CreateMesh Example
- ; ------------------
- ; In this example, we will create a custom mesh. This custom mesh will be in the shape of a ramp.
- Graphics3D 640,480
- SetBuffer BackBuffer()
- camera=CreateCamera()
- light=CreateLight()
- RotateEntity light,45,0,0
- ; Create blank mesh
- ramp=CreateMesh()
- ; Create blank surface which is attached to mesh (surfaces must always be attached to a mesh)
- surf=CreateSurface(ramp)
- ; Now we have our blank mesh and surface, we can start adding vertices to it, to form the shape of our
- ; ramp.
- ; Vertices are invisible 'points' in a 3D object that we can attach triangles too later.
- ; To create a single triangle, you need three vertices, one for each corner.
- ; However, you can share vertices between triangles, so you do not always need 3 new vertices per
- ; triangle.
- ; In the case of our ramp mesh, we will require 6 vertices, one for each corner
- v0=AddVertex(surf,0,0,0) ; bottom corner 1
- v1=AddVertex(surf,0,0,1) ; bottom corner 2
- v2=AddVertex(surf,4,0,1) ; bottom corner 3
- v3=AddVertex(surf,4,0,0) ; bottom corner 4
- v4=AddVertex(surf,0,2,0) ; top corner 1
- v5=AddVertex(surf,0,2,1) ; top corner 2
- ; Having created our blank mesh and surface, and added our vertices to form the shape of the mesh, we
- ; now need to add triangles to it in order to make it solid and visible to the user. We create
- ; triangles simply by connecting vertices up, very much like a 3D dot-to-dot.
- ; When adding triangles, we need to remember that they are only one sided, and the side they are
- ; visible from is determined by the order in which we specify the vertices when using AddTriangle.
- ; If the vertices, in the order that they are specified, are aligned in a clockwise fashion relative
- ; to the camera then they will appear visible, otherwise they won't.
- ; So, to make our ramp visible from the outside, we will be connecting all vertices in a clockwise
- ; fashion, relative to the camera.
- t0=AddTriangle(surf,v0,v3,v2) ; bottom triangle 1
- t1=AddTriangle(surf,v0,v2,v1) ; bottom triangle 2
- t2=AddTriangle(surf,v0,v4,v3) ; front triangle
- t3=AddTriangle(surf,v1,v2,v5) ; back triangle
- t4=AddTriangle(surf,v0,v1,v5) ; side triangle 1
- t5=AddTriangle(surf,v0,v5,v4) ; side triangle 2
- t6=AddTriangle(surf,v2,v4,v5) ; top triangle 1
- t7=AddTriangle(surf,v2,v3,v4) ; top triangle 2
- ; Now we will position our ramp in front of the camera so we can see it!
- PositionEntity ramp,0,-4,10
- ; Enable wireframe mode so we can see structure of model more clearly
- WireFrame True
- ; And a quick loop that renders the scene and displays the contents on the screen until we press esc
- While Not KeyDown(1)
- ; Constantly turn our ramp entity to show it off a bit
- TurnEntity ramp,0,1,0
- RenderWorld
- Flip
- Wend
- ; The end!
- End
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