Example #1
0
        public override void OnVertexWrite(double deltaTime, IVertexHandler vertexHandler)
        {
            base.OnVertexWrite(deltaTime, vertexHandler);

            float BX = GameObject.Transform.Bounds.X / 2;
            float BY = GameObject.Transform.Bounds.Y / 2;
            float BZ = GameObject.Transform.Bounds.Z / 2;

            Vec3[] verts = new Vec3[]
            {
                new Vec3(-BX, -BY, -BZ),
                new Vec3(-BX, BY, -BZ),
                new Vec3(BX, BY, -BZ),
                new Vec3(BX, -BY, -BZ),
                new Vec3(-BX, -BY, BZ),
                new Vec3(-BX, BY, BZ),
                new Vec3(BX, BY, BZ),
                new Vec3(BX, -BY, BZ),
            };
            uint[] inds = new uint[]
            {
                //正面
                0, 1, 2, 3,
                //背面
                4, 5, 6, 7,
                //左側面
                0, 1, 5, 4,
                //右側面
                2, 3, 7, 6,
                //上側面
                1, 2, 6, 5,
                //下側面
                0, 3, 7, 4
            };
            Vec3[] normals = new Vec3[verts.Length];

            // Compute normals for each face
            for (int i = 0; i < inds.Length; i += 3)
            {
                Vector3 v1 = verts[inds[i]];
                Vector3 v2 = verts[inds[i + 1]];
                Vector3 v3 = verts[inds[i + 2]];

                // The normal is the cross product of two sides of the triangle
                normals[inds[i]]     += (Vec3)Vector3.Cross(v2 - v1, v3 - v1);
                normals[inds[i + 1]] += (Vec3)Vector3.Cross(v2 - v1, v3 - v1);
                normals[inds[i + 2]] += (Vec3)Vector3.Cross(v2 - v1, v3 - v1);
            }

            for (int i = 0; i < normals.Length; i++)
            {
                normals[i] = ((Vector3)normals[i]).Normalized();
            }

            vertexHandler.SetNormals(normals);
            vertexHandler.SetIndices(inds);
            vertexHandler.SetVertces3(verts);
        }
Example #2
0
 public override void OnVertexWrite(double deltaTime, IVertexHandler vertexHandler)
 {
     base.OnVertexWrite(deltaTime, vertexHandler);
     vertexHandler.SetVertces3(new Vec3[]
     {
         -(GameObject.Transform.Bounds / 2),
         GameObject.Transform.Bounds / 2
     });
 }
Example #3
0
 public override void OnVertexWrite(double deltaTime, IVertexHandler vertexHandler)
 {
     base.OnVertexWrite(deltaTime, vertexHandler);
     vertexHandler.SetVertces3(new Vec3[]
     {
         Vec3.Zero,
         new Vec3(0, GameObject.Transform.Bounds.Y, GameObject.Transform.Bounds.Z),
         new Vec3(GameObject.Transform.Bounds.X, GameObject.Transform.Bounds.Y, GameObject.Transform.Bounds.Z),
         new Vec3(GameObject.Transform.Bounds.X, 0, GameObject.Transform.Bounds.Z)
     });
     vertexHandler.SetUv(new Vec2[]
     {
         new Vec2(0.0f, 0.0f),
         new Vec2(0.0f, 1.0f),
         new Vec2(1.0f, 1.0f),
         new Vec2(1.0f, 0.0f)
     });
 }
Example #4
0
        public override void OnVertexWrite(double deltaTime, IVertexHandler vertexHandler)
        {
            base.OnVertexWrite(deltaTime, vertexHandler);

            vertexHandler.SetVertces3(new Vec3[] { Vec3.Zero });
        }
Example #5
0
 public override void OnVertexWrite(double deltaTime, IVertexHandler vertexHandler)
 {
     base.OnVertexWrite(deltaTime, vertexHandler);
     vertexHandler.SetVertces3(GetVec3s());
 }
Example #6
0
 /// <summary>
 /// 頂点書き込み処理をする関数
 /// </summary>
 /// <param name="deltaTime"></param>
 /// <param name="vertexHandler"></param>
 public virtual void OnVertexWrite(double deltaTime, IVertexHandler vertexHandler)
 {
 }