You have forgotten to multiply x and y radius values by the scale that you are using - the correct code would be ("* mult" was missing):
double OutRX = 3.804 * mult;
double OutRZ = 3.804 * mult;
Also CreateExtrudedMeshGeometry method requires additional shapeYVector parameter - without that parameter I get exception that shapeYVector and extrudeVectors are parallel. The changed CreateModel3D method looks like:
private Model3D CreateModel3D()
GeometryModel3D gm = new GeometryModel3D();
material = new DiffuseMaterial();
material.Brush = new SolidColorBrush(Color.FromRgb(39, 126, 147));
gm.Material = material;
Vector3D extrudeVector = new Vector3D(0, bdthickness * mult, 0); // direction into which the 2D object will be extrude - in this case UP
Vector3D shapeYVector = new Vector3D(0, 0, -1); // orientation of Y axis in the shape - in this case Z=-1 => into the monitor
Vector3D modelOffset = new Vector3D(0, 0, 0);
gm.Geometry = Mesh3DFactory.CreateExtrudedMeshGeometry(_points, false, modelOffset, extrudeVector, shapeYVector);
After that the following objects were created:
After that I have see that you also need to rotate the created object.
To do that you can use the RotateTransform3D and AxisAngleRotation3D - for example:
private void Page_Loaded(object sender, RoutedEventArgs e)
_points = new List<Point>();
Point point1 = new Point(3.804 * mult, -1.236 * mult);
Point point2 = new Point(3.804 * mult, 1.236 * mult);
Point point3 = new Point(2.853 * mult, .927 * mult);
Point point4 = new Point(2.853 * mult, -.927 * mult);
for (int a = 0; a < 360; a += 36) // 10 segments
var model3D = CreateModel3D();
model3D.Transform = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), a));
This code produces the following result:
I hope that this is what you wanted.
The AxisAngleRotation3D rotates around the specified axis - up vector in our case (0,1,0) - and for the specified angle (this time in degrees). The AxisAngleRotation3D is used to create RotateTransform3D that can be set to the Transform property.
The trick in your case is that RotateTransform3D by default rotates around (0,0,0) point (you can also specify any other center of rotation). And because your object is created at the exact position on the "circle" around the (0,0,0), you can simply rotate it around (0,0,0) and you get the other parts.
If your object would be created so that its center would be at (0,0,0), the the RotateTransform3D would rotate it around its own center. In this case you would first need to translate it to the circle (using TranslateTransform3D(radius, 0, 0) and the apply the rotation (you can group two or more transformation with Transform3DGroup).
For example you can quickly check that the objects are not intersecting with applying slight y translation to each part - this can be done with the following code:
var transform3DGroup = new Transform3DGroup();
transform3DGroup.Children.Add(new TranslateTransform3D(0, a, 0));
transform3DGroup.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), a)));
model3D.Transform = transform3DGroup;