Example #1
0
        public void AddWall(Vector3 LL, Vector3 normal, int tilesWide, int tilesHigh, int textureID)
        {
            VertexPositionNormalTexture lowerLeft, lowerRight, upperLeft, upperRight;
            Vector3 right = new Vector3(-normal.Y, normal.X, normal.Z);

            right.Normalize();
            lowerLeft  = new VertexPositionNormalTexture(LL, normal, TCLL * tilesHigh);
            lowerRight = new VertexPositionNormalTexture(LL + right * (tilesWide * Constants.TILE_SIZE), normal, TCLL * tilesHigh + TCUR * tilesWide);
            upperLeft  = new VertexPositionNormalTexture(LL + Vector3.UnitZ * (tilesHigh * Constants.TILE_SIZE), normal, TCUL);
            upperRight = new VertexPositionNormalTexture(LL + Vector3.UnitZ * (tilesHigh * Constants.TILE_SIZE) + right * (tilesWide * Constants.TILE_SIZE),
                                                         normal, TCUR * tilesWide);

            if (tilesHigh <= 1)
            {
                if (!NonTransWallTextureGroups.ContainsKey(textureID))
                {
                    VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
                    gp.Technique = RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
                    NonTransWallTextureGroups.Add(textureID, gp);
                }
                NonTransWallTextureGroups[textureID].Add(lowerLeft);
                NonTransWallTextureGroups[textureID].Add(upperLeft);
                NonTransWallTextureGroups[textureID].Add(lowerRight);
                NonTransWallTextureGroups[textureID].Add(lowerRight);
                NonTransWallTextureGroups[textureID].Add(upperLeft);
                NonTransWallTextureGroups[textureID].Add(upperRight);
            }


            else
            {
                if (!WallTextureGroups.ContainsKey(textureID))
                {
                    VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
                    gp.Technique           = RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
                    gp.TransparencyEnabled = true;
                    WallTextureGroups.Add(textureID, gp);
                }
                WallTextureGroups[textureID].Add(lowerLeft);
                WallTextureGroups[textureID].Add(upperLeft);
                WallTextureGroups[textureID].Add(lowerRight);
                WallTextureGroups[textureID].Add(lowerRight);
                WallTextureGroups[textureID].Add(upperLeft);
                WallTextureGroups[textureID].Add(upperRight);
            }
        }
Example #2
0
        public void AddFloor(Vector3 LL, int height, int textureID)
        {
            VertexPositionNormalTexture lowerLeft, lowerRight, upperLeft, upperRight;

            LL         = LL + Vector3.UnitZ * height * Constants.TILE_SIZE;
            lowerLeft  = new VertexPositionNormalTexture(LL, Vector3.UnitZ, TCLL);
            lowerRight = new VertexPositionNormalTexture(LL + Vector3.UnitX * Constants.TILE_SIZE, Vector3.UnitZ, TCLR);
            upperLeft  = new VertexPositionNormalTexture(LL + Vector3.UnitY * Constants.TILE_SIZE, Vector3.UnitZ, TCUL);
            upperRight = new VertexPositionNormalTexture(LL + (Vector3.UnitY + Vector3.UnitX) * Constants.TILE_SIZE
                                                         , Vector3.UnitZ, TCUR);
            if (height <= 1)
            {
                if (!FloorTextureGroups.ContainsKey(textureID))
                {
                    VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
                    gp.Technique = RendererAssetPool.UniversalEffect.Techniques.TexturedClamp;
                    FloorTextureGroups.Add(textureID, gp);
                }
                FloorTextureGroups[textureID].Add(lowerLeft);
                FloorTextureGroups[textureID].Add(upperLeft);
                FloorTextureGroups[textureID].Add(lowerRight);
                FloorTextureGroups[textureID].Add(lowerRight);
                FloorTextureGroups[textureID].Add(upperLeft);
                FloorTextureGroups[textureID].Add(upperRight);
            }
            else
            {
                if (!WallTextureGroups.ContainsKey(textureID))
                {
                    VertexGroup gp = new VertexGroup(TileList.GetTile(textureID));
                    gp.TransparencyEnabled = true;
                    gp.Technique           = RendererAssetPool.UniversalEffect.Techniques.TexturedWrap;
                    WallTextureGroups.Add(textureID, gp);
                }
                WallTextureGroups[textureID].Add(lowerLeft);
                WallTextureGroups[textureID].Add(upperLeft);
                WallTextureGroups[textureID].Add(lowerRight);
                WallTextureGroups[textureID].Add(lowerRight);
                WallTextureGroups[textureID].Add(upperLeft);
                WallTextureGroups[textureID].Add(upperRight);
            }
        }