public VertexEntity(Vector3 position, Vector3 rotation, PredefinedObject shape, Color color, Vector3 scale) : this(position, rotation, PrimitiveType.TriangleList) { if (shape == PredefinedObject.Plane) { _vertices = new VertexPositionColorNormal[6]; _vertices[0].Position = new Vector3(-1.0f, 1.0f, 0.0f) * scale; _vertices[1].Position = new Vector3(1.0f, 1.0f, 0.0f) * scale; _vertices[2].Position = new Vector3(1.0f, -1.0f, 0.0f) * scale; _vertices[3].Position = new Vector3(-1.0f, 1.0f, 0.0f) * scale; _vertices[4].Position = new Vector3(1.0f, -1.0f, 0.0f) * scale; _vertices[5].Position = new Vector3(-1.0f, -1.0f, 0.0f) * scale; _vertices[0].Color = color; _vertices[1].Color = color; _vertices[2].Color = color; _vertices[3].Color = color; _vertices[4].Color = color; _vertices[5].Color = color; _vertices[0].Normal = new Vector3(0, 1, 0); _vertices[1].Normal = new Vector3(0, 1, 0); _vertices[2].Normal = new Vector3(0, 1, 0); _vertices[3].Normal = new Vector3(0, 1, 0); _vertices[4].Normal = new Vector3(0, 1, 0); _vertices[5].Normal = new Vector3(0, 1, 0); _indices = new int[] {0, 1, 2, 3, 4, 5}; _primCount = 2; InitBuffers(); } }
public TexturedVertexEntity(Vector3 position, Vector3 rotation, PredefinedObject shape, Color color, Vector3 scale, Texture2D texture) : base(position, rotation, PrimitiveType.TriangleList) { _effect = new BasicEffect(GameUtils.GetUtil<GraphicsDevice>()); if (shape == PredefinedObject.Plane) { _texture = texture; _vertices = new VertexPositionNormalTexture[6]; _vertices[0].Position = new Vector3(-1.0f, 1.0f, 0.0f) * scale; _vertices[1].Position = new Vector3(1.0f, 1.0f, 0.0f) * scale; _vertices[2].Position = new Vector3(1.0f, -1.0f, 0.0f) * scale; _vertices[3].Position = new Vector3(-1.0f, 1.0f, 0.0f) * scale; _vertices[4].Position = new Vector3(1.0f, -1.0f, 0.0f) * scale; _vertices[5].Position = new Vector3(-1.0f, -1.0f, 0.0f) * scale; _vertices[0].TextureCoordinate = new Vector2(0, 0); _vertices[1].TextureCoordinate = new Vector2(1, 0); _vertices[2].TextureCoordinate = new Vector2(1, 1); _vertices[3].TextureCoordinate = new Vector2(0, 0); _vertices[4].TextureCoordinate = new Vector2(1, 1); _vertices[5].TextureCoordinate = new Vector2(0, 1); _vertices[0].Normal = new Vector3(0, 1, 0); _vertices[1].Normal = new Vector3(0, 1, 0); _vertices[2].Normal = new Vector3(0, 1, 0); _vertices[3].Normal = new Vector3(0, 1, 0); _vertices[4].Normal = new Vector3(0, 1, 0); _vertices[5].Normal = new Vector3(0, 1, 0); _indices = new int[] {0, 1, 2, 3, 4, 5}; _primCount = 2; InitBuffers(); } }