Class SweptAreaSolid

SweptAreaSolid class

A SweptAreaSolid constructs a geometry by sweeping a profile along a directrix.

public class SweptAreaSolid : Entity, IMeshConvertible

Constructors

NameDescription
SweptAreaSolid()The default constructor.

Properties

NameDescription
Directrix { get; set; }The directrix that the swept area sweeping along with.
EndPoint { get; set; }The end point of the directrix.
Excluded { get; set; }Gets or sets whether to exclude this entity during exporting.
virtual Name { get; set; }Gets or sets the name.
ParentNode { get; set; }Gets or sets the first parent node, if set the first parent node, this entity will be detached from other parent nodes.
ParentNodes { get; }Gets all parent nodes, an entity can be attached to multiple parent nodes for geometry instancing
Properties { get; }Gets the collection of all properties.
Scene { get; }Gets the scene that this object belongs to
Shape { get; set; }The base profile to construct the geometry.
StartPoint { get; set; }The start point of the directrix.

Methods

NameDescription
FindProperty(string)Finds the property. It can be a dynamic property (Created by CreateDynamicProperty/SetProperty) or native property(Identified by its name)
GetBoundingBox()Gets the bounding box of current entity in its object space coordinate system.
virtual GetEntityRendererKey()Gets the key of the entity renderer registered in the renderer
GetProperty(string)Get the value of specified property
RemoveProperty(Property)Removes a dynamic property.
RemoveProperty(string)Remove the specified property identified by name
SetProperty(string, object)Sets the value of specified property
ToMesh()Convert current object to mesh

Examples

The following code shows how to modeling an solid entity by sweeping a C-shape on a circle

var directrix = new Circle(20);
var shape = new CShape();

var swept = new SweptAreaSolid()
{
  Shape = shape,
  Directrix = directrix,
  StartPoint = EndPoint.FromDegree(0),
  EndPoint = EndPoint.FromDegree(130)
};

var scene = new Scene();
scene.RootNode.CreateChildNode(swept);
scene.Save("swept.obj");

See Also