Exemple #1
0
        private static Mesh BuildQuarterBoxMesh(MeshBuilder mb, ContentManager c)
        {
            float width = 1f;
            float height = 0.5f;
            float depth = 0.5f;

            mb.Begin();
            //front
            mb.AddQuad(new Vector3(-(width / 2), (height / 2), (depth / 2)), new Vector3((width / 2), (height / 2), (depth / 2)), new Vector3((width / 2), -(height / 2), (depth / 2)), new Vector3(-(width / 2), -(height / 2), (depth / 2)), false, front[0] + new Vector2(0, .25f), front[1] + new Vector2(0, .25f), front[2], front[3]);
            //left
            mb.AddQuad(new Vector3(-(width / 2), (height / 2), -(depth / 2)), new Vector3(-(width / 2), (height / 2), (depth / 2)), new Vector3(-(width / 2), -(height / 2), (depth / 2)), new Vector3(-(width / 2), -(height / 2), -(depth / 2)), false, left[0] + new Vector2(0, .25f), left[1] + new Vector2(0, .25f), left[2], left[3]);
            //back
            mb.AddQuad(new Vector3((width / 2), (height / 2), -(depth / 2)), new Vector3(-(width / 2), (height / 2), -(depth / 2)), new Vector3(-(width / 2), -(height / 2), -(depth / 2)), new Vector3((width / 2), -(height / 2), -(depth / 2)), false, front[1] + new Vector2(0, .25f), front[0] + new Vector2(0, .25f), front[3], front[2]);
            //right
            mb.AddQuad(new Vector3((width / 2), (height / 2), (depth / 2)), new Vector3((width / 2), (height / 2), -(depth / 2)), new Vector3((width / 2), -(height / 2), -(depth / 2)), new Vector3((width / 2), -(height / 2), (depth / 2)), false, left[1] + new Vector2(0, .25f), left[0] + new Vector2(0, .25f), left[3], left[2]);
            //top
            mb.AddQuad(new Vector3(-(width / 2), (height / 2), -(depth / 2)), new Vector3((width / 2), (height / 2), -(depth / 2)), new Vector3((width / 2), (height / 2), (depth / 2)), new Vector3(-(width / 2), (height / 2), (depth / 2)), false, top[0], top[1], top[2] - new Vector2(0, .25f), top[3] - new Vector2(0, .25f));
            //bottom
            mb.AddQuad(new Vector3(-(width / 2), -(height / 2), (depth / 2)), new Vector3((width / 2), -(height / 2), (depth / 2)), new Vector3((width / 2), -(height / 2), -(depth / 2)), new Vector3(-(width / 2), -(height / 2), -(depth / 2)), false, bottom[0] + new Vector2(0, .25f), bottom[1] + new Vector2(0, .25f), bottom[2], bottom[3]);
            mb.OffsetAllVerts(new Vector3(0, -0.25f, -0.25f)); //Offset the verts, because the above code centers the tile over the wrong position
            Mesh m = mb.End();
            m.Texture = c.Load<Texture2D>("Textures/BlockTextures/Block2");
            m.NormalMap = c.Load<Texture2D>("Textures/BlockTextures/Block1N");

            return m;
        }
Exemple #2
0
        private static Mesh BuildHalfBoxMesh(MeshBuilder mb, ContentManager c)
        {
            float width = 1f;
            float height = 0.5f;
            float depth = 1f;

            Vector2[] localFront = new Vector2[4];
            Vector2[] localLeft = new Vector2[4];
            Array.Copy(front, localFront, localFront.Length);
            Array.Copy(left, localLeft, localLeft.Length);

            for (int i = 0; i < 2; i++)
            {
                localFront[i].Y = (front[i].Y - 1) / 2 + 1;
                localLeft[i].Y = (left[i].Y - 1) / 2 + 1;
            }

            mb.Begin();
            //front
            mb.AddQuad(new Vector3(-(width / 2), (height / 2), (depth / 2)), new Vector3((width / 2), (height / 2), (depth / 2)), new Vector3((width / 2), -(height / 2), (depth / 2)), new Vector3(-(width / 2), -(height / 2), (depth / 2)), false, localFront[0], localFront[1], localFront[2], localFront[3]);
            //left
            mb.AddQuad(new Vector3(-(width / 2), (height / 2), -(depth / 2)), new Vector3(-(width / 2), (height / 2), (depth / 2)), new Vector3(-(width / 2), -(height / 2), (depth / 2)), new Vector3(-(width / 2), -(height / 2), -(depth / 2)), false, localLeft[0], localLeft[1], localLeft[2], localLeft[3]);
            //back
            mb.AddQuad(new Vector3((width / 2), (height / 2), -(depth / 2)), new Vector3(-(width / 2), (height / 2), -(depth / 2)), new Vector3(-(width / 2), -(height / 2), -(depth / 2)), new Vector3((width / 2), -(height / 2), -(depth / 2)), false, localFront[1], localFront[0], localFront[3], localFront[2]);
            //right
            mb.AddQuad(new Vector3((width / 2), (height / 2), (depth / 2)), new Vector3((width / 2), (height / 2), -(depth / 2)), new Vector3((width / 2), -(height / 2), -(depth / 2)), new Vector3((width / 2), -(height / 2), (depth / 2)), false, localLeft[1], localLeft[0], localLeft[3], localLeft[2]);
            //top
            mb.AddQuad(new Vector3(-(width / 2), (height / 2), -(depth / 2)), new Vector3((width / 2), (height / 2), -(depth / 2)), new Vector3((width / 2), (height / 2), (depth / 2)), new Vector3(-(width / 2), (height / 2), (depth / 2)), false, top[0], top[1], top[2], top[3]);
            //bottom
            mb.AddQuad(new Vector3(-(width / 2), -(height / 2), (depth / 2)), new Vector3((width / 2), -(height / 2), (depth / 2)), new Vector3((width / 2), -(height / 2), -(depth / 2)), new Vector3(-(width / 2), -(height / 2), -(depth / 2)), false, bottom[0], bottom[1], bottom[2], bottom[3]);
            mb.OffsetAllVerts(new Vector3(0, -0.25f, 0)); //Offset the verts, because the above code centers the tile over the wrong position

            Mesh m = mb.End();
            m.Texture = c.Load<Texture2D>("Textures/BlockTextures/Block2");
            m.NormalMap = c.Load<Texture2D>("Textures/BlockTextures/Block1N");

            return m;
        }