Beispiel #1
0
        public static EntityModel CreateRectangle(Vector2 size, EntityID texid)
        {
            Vector2[] vertices = new Vector2[] { new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1) };
            int[]     elements = new int[] { 0, 1, 2, 3, 0 };
            Vector2[] uvs;
            int       t = (int)texid;

            if (t < 128)
            {
                //16 x 16
                float x = ((float)(t % EntityTextureSize)) / EntityTextureSize;
                float y = ((float)(t / EntityTextureSize)) / EntityTextureSize;
                float s = 1f / EntityTextureSize;
                float h = 1f / (EntityTextureSize * EntityTextureSize * 2);
                uvs = new Vector2[] { new Vector2(x + h, y + s - h), new Vector2(x + h, y + h), new Vector2(x + s - h, y + h), new Vector2(x + s - h, y + s - h) };
            }
            else
            {
                //16 x 32
                float x = ((float)(t % EntityTextureSize)) / EntityTextureSize;
                float y = ((float)(t / EntityTextureSize)) / EntityTextureSize;
                float s = 1f / EntityTextureSize;
                float h = 1f / (EntityTextureSize * EntityTextureSize * 2);
                uvs = new Vector2[] { new Vector2(x + h, y + 2 * s - h), new Vector2(x + h, y + h), new Vector2(x + s - h, y + h), new Vector2(x + s - h, y + 2 * s - h) };
            }
            EntityVAO vao = new EntityVAO(vertices, elements, uvs);

            return(new EntityModel(vao, BeginMode.TriangleStrip, size));
        }
Beispiel #2
0
        public static EntityModel CreateHitboxRectangle()
        {
            Vector2[] vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) };
            int[]     elements = new int[] { 0, 1, 2, 3, 0 };
            int       t        = (int)EntityID.HitboxOutline;
            float     x        = ((float)(t % EntityTextureSize)) / EntityTextureSize;
            float     y        = ((float)(t / EntityTextureSize)) / EntityTextureSize;
            float     s        = 1f / EntityTextureSize;
            float     h        = 1f / (EntityTextureSize * EntityTextureSize * 2);

            Vector2[] uvs = new Vector2[] { new Vector2(x + h, y + s - h), new Vector2(x + h, y + h), new Vector2(x + s - h, y + h), new Vector2(x + s - h, y + s - h) };
            var       vao = new EntityVAO(vertices, elements, uvs);

            return(new EntityModel(vao, BeginMode.LineStrip, new Vector2(1, 1)));
        }
Beispiel #3
0
 public EntityModel(EntityVAO vao, BeginMode drawmode, Vector2 size)
 {
     this.vao      = vao;
     this.drawmode = drawmode;
     this.size     = size;
 }