Example #1
0
        public MSTSWagonViewer(Viewer viewer, MSTSWagon car)
            : base(viewer, car)
        {
            string steamTexture  = viewer.Simulator.BasePath + @"\GLOBAL\TEXTURES\smokemain.ace";
            string dieselTexture = viewer.Simulator.BasePath + @"\GLOBAL\TEXTURES\dieselsmoke.ace";

            // Particle Drawers called in Wagon so that wagons can also have steam effects.
            ParticleDrawers = (
                from effect in MSTSWagon.EffectData
                select new KeyValuePair <string, List <ParticleEmitterViewer> >(effect.Key, new List <ParticleEmitterViewer>(
                                                                                    from data in effect.Value
                                                                                    select new ParticleEmitterViewer(viewer, data, car.WorldPosition)))).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            // Initaialise particle viewers for special steam effects
            foreach (var emitter in ParticleDrawers)
            {
                // Exhaust for steam heating boiler
                if (emitter.Key.ToLowerInvariant() == "heatingsteamboilerfx")
                {
                    HeatingSteamBoiler.AddRange(emitter.Value);
                }

                foreach (var drawer in HeatingSteamBoiler)
                {
                    drawer.Initialize(dieselTexture);
                }

                // Exhaust for HEP/Power Generator
                if (emitter.Key.ToLowerInvariant() == "wagongeneratorfx")
                {
                    WagonGenerator.AddRange(emitter.Value);
                }

                foreach (var drawer in WagonGenerator)
                {
                    drawer.Initialize(dieselTexture);
                }

                // Smoke for wood/coal fire
                if (emitter.Key.ToLowerInvariant() == "wagonsmokefx")
                {
                    WagonSmoke.AddRange(emitter.Value);
                }

                foreach (var drawer in WagonSmoke)
                {
                    drawer.Initialize(steamTexture);
                }

                // Steam leak in heating hose

                if (emitter.Key.ToLowerInvariant() == "heatinghosefx")
                {
                    HeatingHose.AddRange(emitter.Value);
                }

                foreach (var drawer in HeatingHose)
                {
                    drawer.Initialize(steamTexture);
                }
            }

            var wagonFolderSlash = Path.GetDirectoryName(car.WagFilePath) + @"\";

            TrainCarShape = car.MainShapeFileName != string.Empty
                ? new PoseableShape(viewer, wagonFolderSlash + car.MainShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.ShadowCaster)
                : new PoseableShape(viewer, null, car.WorldPosition);

            // This insection initialises the MSTS style freight animation - can either be for a coal load, which will adjust with usage, or a static animation, such as additional shape.
            if (car.FreightShapeFileName != null)
            {
                car.HasFreightAnim = true;
                FreightShape       = new AnimatedShape(viewer, wagonFolderSlash + car.FreightShapeFileName + '\0' + wagonFolderSlash, new WorldPosition(car.WorldPosition), ShapeFlags.ShadowCaster);

                // Reproducing MSTS "bug" of not allowing tender animation in case both minLevel and maxLevel are 0 or maxLevel <  minLevel
                // Applies to both a standard tender locomotive or a tank locomotive (where coal load is on same "wagon" as the locomotive -  for the coal load on a tender or tank locomotive - in operation it will raise or lower with caol usage

                if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender || MSTSWagon is MSTSSteamLocomotive)
                {
                    var NonTenderSteamLocomotive = MSTSWagon as MSTSSteamLocomotive;

                    if ((MSTSWagon.WagonType == TrainCar.WagonTypes.Tender || MSTSWagon is MSTSLocomotive && (MSTSWagon.EngineType == TrainCar.EngineTypes.Steam && NonTenderSteamLocomotive.IsTenderRequired == 0.0)) && MSTSWagon.FreightAnimMaxLevelM != 0 && MSTSWagon.FreightAnimFlag > 0 && MSTSWagon.FreightAnimMaxLevelM > MSTSWagon.FreightAnimMinLevelM)
                    {
                        // Force allowing animation:
                        if (FreightShape.SharedShape.LodControls.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy.Length > 0)
                        {
                            FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy[0] = 1;
                        }
                    }
                }
            }


            if (car.InteriorShapeFileName != null)
            {
                InteriorShape = new AnimatedShape(viewer, wagonFolderSlash + car.InteriorShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.Interior, 30.0f);
            }

            RunningGear    = new AnimatedPart(TrainCarShape);
            Pantograph1    = new AnimatedPart(TrainCarShape);
            Pantograph2    = new AnimatedPart(TrainCarShape);
            Pantograph3    = new AnimatedPart(TrainCarShape);
            Pantograph4    = new AnimatedPart(TrainCarShape);
            LeftDoor       = new AnimatedPart(TrainCarShape);
            RightDoor      = new AnimatedPart(TrainCarShape);
            Mirrors        = new AnimatedPart(TrainCarShape);
            Wipers         = new AnimatedPart(TrainCarShape);
            UnloadingParts = new AnimatedPart(TrainCarShape);
            Bell           = new AnimatedPart(TrainCarShape);

            if (car.FreightAnimations != null)
            {
                FreightAnimations = new FreightAnimationsViewer(viewer, car, wagonFolderSlash);
            }

            LoadCarSounds(wagonFolderSlash);
            //if (!(MSTSWagon is MSTSLocomotive))
            //    LoadTrackSounds();
            Viewer.SoundProcess.AddSoundSource(this, new TrackSoundSource(MSTSWagon, Viewer));

            // Determine if it has first pantograph. So we can match unnamed panto parts correctly
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains('1'))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].ToUpper().StartsWith("PANTO"))
                    {
                        HasFirstPanto = true; break;
                    }
                }
            }

            // Check bogies and wheels to find out what we have.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE1"))
                {
                    bogieMatrix1 = i;
                    numBogie1   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE2"))
                {
                    bogieMatrix2 = i;
                    numBogie2   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE"))
                {
                    bogieMatrix1 = i;
                }
                // For now, the total axle count consisting of axles that are part of the bogie are being counted.
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains("WHEELS"))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].Length == 8)
                    {
                        var tpmatrix = TrainCarShape.SharedShape.GetParentMatrix(i);
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS22") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }

                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                    }
                }
            }

            // Match up all the matrices with their parts.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.Hierarchy[i] == -1)
                {
                    MatchMatrixToPart(car, i, 0);
                }
            }

            car.SetUpWheels();

            // If we have two pantographs, 2 is the forwards pantograph, unlike when there's only one.
            if (!car.Flipped && !Pantograph1.Empty() && !Pantograph2.Empty())
            {
                AnimatedPart.Swap(ref Pantograph1, ref Pantograph2);
            }

            Pantograph1.SetState(MSTSWagon.Pantographs[1].CommandUp);
            Pantograph2.SetState(MSTSWagon.Pantographs[2].CommandUp);
            if (MSTSWagon.Pantographs.List.Count > 2)
            {
                Pantograph3.SetState(MSTSWagon.Pantographs[3].CommandUp);
            }
            if (MSTSWagon.Pantographs.List.Count > 3)
            {
                Pantograph4.SetState(MSTSWagon.Pantographs[4].CommandUp);
            }
            LeftDoor.SetState(MSTSWagon.DoorLeftOpen);
            RightDoor.SetState(MSTSWagon.DoorRightOpen);
            Mirrors.SetState(MSTSWagon.MirrorOpen);
            UnloadingParts.SetState(MSTSWagon.UnloadingPartsOpen);

            InitializeUserInputCommands();
        }
Example #2
0
        public MSTSWagonViewer(Viewer viewer, MSTSWagon car)
            : base(viewer, car)
        {
            var wagonFolderSlash = Path.GetDirectoryName(car.WagFilePath) + @"\";

            TrainCarShape = car.MainShapeFileName != string.Empty
                ? new PoseableShape(viewer, wagonFolderSlash + car.MainShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.ShadowCaster)
                : new PoseableShape(viewer, null, car.WorldPosition);

            if (car.FreightShapeFileName != null)
            {
                car.HasFreightAnim = true;
                FreightShape       = new AnimatedShape(viewer, wagonFolderSlash + car.FreightShapeFileName + '\0' + wagonFolderSlash, new WorldPosition(car.WorldPosition), ShapeFlags.ShadowCaster);
                // Reproducing MSTS "bug" of not allowing tender animation in case both minLevel and maxLevel are 0 or maxLevel <  minLevel
                if (MSTSWagon.WagonType == TrainCar.WagonTypes.Tender && MSTSWagon.FreightAnimMaxLevelM != 0 && MSTSWagon.FreightAnimFlag > 0 && MSTSWagon.FreightAnimMaxLevelM > MSTSWagon.FreightAnimMinLevelM)
                {
                    // Force allowing animation:
                    if (FreightShape.SharedShape.LodControls.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives.Length > 0 && FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy.Length > 0)
                    {
                        FreightShape.SharedShape.LodControls[0].DistanceLevels[0].SubObjects[0].ShapePrimitives[0].Hierarchy[0] = 1;
                    }
                }
            }
            if (car.InteriorShapeFileName != null)
            {
                InteriorShape = new AnimatedShape(viewer, wagonFolderSlash + car.InteriorShapeFileName + '\0' + wagonFolderSlash, car.WorldPosition, ShapeFlags.Interior, 30.0f);
            }

            RunningGear    = new AnimatedPart(TrainCarShape);
            Pantograph1    = new AnimatedPart(TrainCarShape);
            Pantograph2    = new AnimatedPart(TrainCarShape);
            LeftDoor       = new AnimatedPart(TrainCarShape);
            RightDoor      = new AnimatedPart(TrainCarShape);
            Mirrors        = new AnimatedPart(TrainCarShape);
            Wipers         = new AnimatedPart(TrainCarShape);
            UnloadingParts = new AnimatedPart(TrainCarShape);

            if (car.FreightAnimations != null)
            {
                FreightAnimations = new FreightAnimationsViewer(viewer, car, wagonFolderSlash);
            }

            LoadCarSounds(wagonFolderSlash);
            //if (!(MSTSWagon is MSTSLocomotive))
            //    LoadTrackSounds();
            Viewer.SoundProcess.AddSoundSource(this, new TrackSoundSource(MSTSWagon, Viewer));

            // Determine if it has first pantograph. So we can match unnamed panto parts correctly
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains('1'))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].ToUpper().StartsWith("PANTO"))
                    {
                        HasFirstPanto = true; break;
                    }
                }
            }

            // Check bogies and wheels to find out what we have.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE1"))
                {
                    bogieMatrix1 = i;
                    numBogie1   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE2"))
                {
                    bogieMatrix2 = i;
                    numBogie2   += 1;
                }
                if (TrainCarShape.SharedShape.MatrixNames[i].Equals("BOGIE"))
                {
                    bogieMatrix1 = i;
                    numBogie    += 1;
                }
                // For now, the total axle count consisting of axles that are part of the bogie are being counted.
                if (TrainCarShape.SharedShape.MatrixNames[i].Contains("WHEELS"))
                {
                    if (TrainCarShape.SharedShape.MatrixNames[i].Length == 8)
                    {
                        var tpmatrix = TrainCarShape.SharedShape.GetParentMatrix(i);
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS22") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix1)
                        {
                            bogie1Axles += 1;
                        }

                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS11") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS12") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS13") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS21") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                        if (TrainCarShape.SharedShape.MatrixNames[i].Equals("WHEELS23") && tpmatrix == bogieMatrix2)
                        {
                            bogie2Axles += 1;
                        }
                    }
                }
            }

            // Match up all the matrices with their parts.
            for (var i = 0; i < TrainCarShape.Hierarchy.Length; i++)
            {
                if (TrainCarShape.Hierarchy[i] == -1)
                {
                    MatchMatrixToPart(car, i, 0);
                }
            }

            car.SetUpWheels();

            // If we have two pantographs, 2 is the forwards pantograph, unlike when there's only one.
            if (!car.Flipped && !Pantograph1.Empty() && !Pantograph2.Empty())
            {
                AnimatedPart.Swap(ref Pantograph1, ref Pantograph2);
            }

            Pantograph1.SetState(MSTSWagon.Pantographs[1].CommandUp);
            Pantograph2.SetState(MSTSWagon.Pantographs[2].CommandUp);
            LeftDoor.SetState(MSTSWagon.DoorLeftOpen);
            RightDoor.SetState(MSTSWagon.DoorRightOpen);
            Mirrors.SetState(MSTSWagon.MirrorOpen);
            UnloadingParts.SetState(MSTSWagon.UnloadingPartsOpen);

            InitializeUserInputCommands();
        }
Example #3
0
 /// <summary>
 /// Construct with a link to the shape that contains the animated parts
 /// </summary>
 public AnimatedPart(PoseableShape poseableShape)
 {
     PoseableShape = poseableShape;
 }
        public ThreeDimCabDPI(Viewer viewer, int iMatrix, string size, string aceFile, PoseableShape trainCarShape, CabViewControlRenderer c)
        //           : base(viewer, iMatrix, size, aceFile, trainCarShape, c)
        {
            Size = int.Parse(size) * 0.001f;//input size is in mm
            if (aceFile != "")
            {
                AceFile = aceFile.ToUpper();
                if (!AceFile.EndsWith(".ACE"))
                {
                    AceFile = AceFile + ".ACE";                            //need to add ace into it
                }
            }
            else
            {
                AceFile = "";
            }

            CVFR          = (DistributedPowerInterfaceRenderer)c;
            DPITable      = CVFR.DPI.DPDefaultWindow.DPITable;
            DPIStatus     = CVFR.DPI.DPIStatus;
            Viewer        = viewer;
            TrainCarShape = trainCarShape;
            XNAMatrix     = TrainCarShape.SharedShape.Matrices[iMatrix];
            // 9 rows, 5 columns plus first one; first one has a couple of triangles for the whole string,
            // the other ones have a couple of triangles for each char, and there are max 7 chars per string;
            // this leads to 1944 vertices
            var maxVertex = 2048;

            //Material = viewer.MaterialManager.Load("Scenery", Helpers.GetRouteTextureFile(viewer.Simulator, Helpers.TextureFlags.None, texture), (int)(SceneryMaterialOptions.None | SceneryMaterialOptions.AlphaBlendingBlend), 0);
            Material = FindMaterial(false); //determine normal material
                                            // Create and populate a new ShapePrimitive
            NumVertices = NumIndices = 0;

            VertexList          = new VertexPositionNormalTexture[maxVertex];
            TriangleListIndices = new short[maxVertex / 2 * 3]; // as is NumIndices

            //start position is the center of the text
            var start    = new Vector3(0, 0, 0);
            var rotation = 0;

            //find the left-most of text
            Vector3 offset;

            offset.X = 0;

            offset.Y = -Size;
            var    param = new string(' ', MaxDigits);
            var    color = ColorYellow;
            var    headerIndex = 0;
            float  tX, tY;
            Matrix rot;

            for (int iRow = 0; iRow < DPITable.NumberOfRowsFull; iRow++)
            {
                // fill with blanks at startup
                tX = 0.875f;
                tY = 0.125f;
                //the left-bottom vertex
                Vector3            v = new Vector3(offset.X, offset.Y, 0.01f);
                v += start; Vertex v1 = new Vertex(v.X, v.Y, v.Z, 0, 0, -1, tX, tY);

                //the right-bottom vertex
                v.X = offset.X + Size * 7 * 0.5f; v.Y = offset.Y;
                v  += start; Vertex v2 = new Vertex(v.X, v.Y, v.Z, 0, 0, -1, tX + 0.125f, tY);

                //the right-top vertex
                v.X = offset.X + Size * 7 * 0.5f; v.Y = offset.Y + Size;
                v  += start; Vertex v3 = new Vertex(v.X, v.Y, v.Z, 0, 0, -1, tX + 0.125f, tY - 0.0625f);

                //the left-top vertex
                v.X = offset.X; v.Y = offset.Y + Size;
                v  += start; Vertex v4 = new Vertex(v.X, v.Y, v.Z, 0, 0, -1, tX, tY - 0.0625f);

                //create first triangle
                TriangleListIndices[NumIndices++] = (short)NumVertices;
                TriangleListIndices[NumIndices++] = (short)(NumVertices + 2);
                TriangleListIndices[NumIndices++] = (short)(NumVertices + 1);
                // Second triangle:
                TriangleListIndices[NumIndices++] = (short)NumVertices;
                TriangleListIndices[NumIndices++] = (short)(NumVertices + 3);
                TriangleListIndices[NumIndices++] = (short)(NumVertices + 2);

                //create vertex
                VertexList[NumVertices].Position     = v1.Position; VertexList[NumVertices].Normal = v1.Normal; VertexList[NumVertices].TextureCoordinate = v1.TexCoord;
                VertexList[NumVertices + 1].Position = v2.Position; VertexList[NumVertices + 1].Normal = v2.Normal; VertexList[NumVertices + 1].TextureCoordinate = v2.TexCoord;
                VertexList[NumVertices + 2].Position = v3.Position; VertexList[NumVertices + 2].Normal = v3.Normal; VertexList[NumVertices + 2].TextureCoordinate = v3.TexCoord;
                VertexList[NumVertices + 3].Position = v4.Position; VertexList[NumVertices + 3].Normal = v4.Normal; VertexList[NumVertices + 3].TextureCoordinate = v4.TexCoord;
                NumVertices += 4;
                headerIndex++;
                offset.X = 0;

                for (int iCol = 1; iCol < NumColumns; iCol++)
                {
                    for (int iChar = 0; iChar < param.Length; iChar++)
                    {
                        tX = GetTextureCoordX(param, iChar);
                        tY = GetTextureCoordY(param, iChar, color);
                        var offX = offset.X + Size * (1 + HeaderMaxDigits + (MaxDigits) * (iCol - 1)) * 0.5f;
                        //the left-bottom vertex
                        Vector3             va = new Vector3(offX, offset.Y, 0.01f);
                        va += start; Vertex v5 = new Vertex(va.X, va.Y, va.Z, 0, 0, -1, tX, tY);

                        //the right-bottom vertex
                        va.X = offX + Size * 0.5f; va.Y = offset.Y;
                        va  += start; Vertex v6 = new Vertex(va.X, va.Y, va.Z, 0, 0, -1, tX + 0.125f, tY);

                        //the right-top vertex
                        va.X = offX + Size * 0.5f; va.Y = offset.Y + Size;
                        va  += start; Vertex v7 = new Vertex(va.X, va.Y, va.Z, 0, 0, -1, tX + 0.125f, tY - 0.0625f);

                        //the left-top vertex
                        va.X = offX; va.Y = offset.Y + Size;
                        va  += start; Vertex v8 = new Vertex(va.X, va.Y, va.Z, 0, 0, -1, tX, tY - 0.0625f);

                        //create first triangle
                        TriangleListIndices[NumIndices++] = (short)NumVertices;
                        TriangleListIndices[NumIndices++] = (short)(NumVertices + 2);
                        TriangleListIndices[NumIndices++] = (short)(NumVertices + 1);
                        // Second triangle:
                        TriangleListIndices[NumIndices++] = (short)NumVertices;
                        TriangleListIndices[NumIndices++] = (short)(NumVertices + 3);
                        TriangleListIndices[NumIndices++] = (short)(NumVertices + 2);

                        //create vertex
                        VertexList[NumVertices].Position     = v5.Position; VertexList[NumVertices].Normal = v5.Normal; VertexList[NumVertices].TextureCoordinate = v5.TexCoord;
                        VertexList[NumVertices + 1].Position = v6.Position; VertexList[NumVertices + 1].Normal = v6.Normal; VertexList[NumVertices + 1].TextureCoordinate = v6.TexCoord;
                        VertexList[NumVertices + 2].Position = v7.Position; VertexList[NumVertices + 2].Normal = v7.Normal; VertexList[NumVertices + 2].TextureCoordinate = v7.TexCoord;
                        VertexList[NumVertices + 3].Position = v8.Position; VertexList[NumVertices + 3].Normal = v8.Normal; VertexList[NumVertices + 3].TextureCoordinate = v8.TexCoord;
                        NumVertices += 4;
                        offset.X    += Size * 0.5f; offset.Y += 0; //move to next digit
                    }
                    offset.X = 0;
                }
                offset.Y -= Size; //move to next digit
            }

            //create the shape primitive
            shapePrimitive = new MutableShapePrimitive(Material, NumVertices, NumIndices, new[] { -1 }, 0);
            UpdateShapePrimitive(Material);
        }