Exemple #1
0
        public static void CreateUnitCube(List <Vector3> pos, List <Vector3> normal, List <Vector2> tex, List <uint> indices)
        {
            VertexPNT[] v = new VertexPNT[24];

            // Fill in the front face vertex data.
            v[0] = new VertexPNT(-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
            v[1] = new VertexPNT(-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
            v[2] = new VertexPNT(0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
            v[3] = new VertexPNT(0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);

            // Fill in the back face vertex data.
            v[4] = new VertexPNT(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
            v[5] = new VertexPNT(0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f);
            v[6] = new VertexPNT(0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
            v[7] = new VertexPNT(-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f);

            // Fill in the top face vertex data.
            v[8]  = new VertexPNT(-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
            v[9]  = new VertexPNT(-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
            v[10] = new VertexPNT(0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
            v[11] = new VertexPNT(0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);

            // Fill in the bottom face vertex data.
            v[12] = new VertexPNT(-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f);
            v[13] = new VertexPNT(0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
            v[14] = new VertexPNT(0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f);
            v[15] = new VertexPNT(-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f);

            // Fill in the left face vertex data.
            v[16] = new VertexPNT(-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
            v[17] = new VertexPNT(-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
            v[18] = new VertexPNT(-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
            v[19] = new VertexPNT(-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f);

            // Fill in the right face vertex data.
            v[20] = new VertexPNT(0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
            v[21] = new VertexPNT(0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
            v[22] = new VertexPNT(0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
            v[23] = new VertexPNT(0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);

            for (int i = 0; i < v.Length; ++i)
            {
                v[i].Position.Z *= -1;
                v[i].Normal.Z   *= -1;

                pos.Add(v[i].Position);
                normal.Add(v[i].Normal);
                if (tex != null)
                {
                    tex.Add(v[i].Tex);
                }
            }


            uint[] index = new uint[36];


            // Fill in the front face index data
            index[0] = 0; index[1] = 1; index[2] = 2;
            index[3] = 0; index[4] = 2; index[5] = 3;

            // Fill in the back face index data
            index[6] = 4; index[7] = 5; index[8] = 6;
            index[9] = 4; index[10] = 6; index[11] = 7;

            // Fill in the top face index data
            index[12] = 8; index[13] = 9; index[14] = 10;
            index[15] = 8; index[16] = 10; index[17] = 11;

            // Fill in the bottom face index data
            index[18] = 12; index[19] = 13; index[20] = 14;
            index[21] = 12; index[22] = 14; index[23] = 15;

            // Fill in the left face index data
            index[24] = 16; index[25] = 17; index[26] = 18;
            index[27] = 16; index[28] = 18; index[29] = 19;

            // Fill in the right face index data
            index[30] = 20; index[31] = 21; index[32] = 22;
            index[33] = 20; index[34] = 22; index[35] = 23;

            // reverse windings
            for (int i = 0; i < 34; i += 3)
            {
                indices.Add(index[i + 2]);
                indices.Add(index[i + 1]);
                indices.Add(index[i]);
            }
        }
Exemple #2
0
        public static void CreateUnitCube(List<Vector3> pos, List<Vector3> normal, List<Vector2> tex, List<uint> indices)
        {
            VertexPNT[] v = new VertexPNT[24];

            // Fill in the front face vertex data.
            v[0] = new VertexPNT(-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
            v[1] = new VertexPNT(-0.5f,  0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
            v[2] = new VertexPNT( 0.5f,  0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
            v[3] = new VertexPNT( 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);

            // Fill in the back face vertex data.
            v[4] = new VertexPNT(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);
            v[5] = new VertexPNT( 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f);
            v[6] = new VertexPNT( 0.5f,  0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);
            v[7] = new VertexPNT(-0.5f,  0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f);

            // Fill in the top face vertex data.
            v[8]  = new VertexPNT(-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f);
            v[9]  = new VertexPNT(-0.5f, 0.5f,  0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
            v[10] = new VertexPNT( 0.5f, 0.5f,  0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
            v[11] = new VertexPNT( 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);

            // Fill in the bottom face vertex data.
            v[12] = new VertexPNT(-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f);
            v[13] = new VertexPNT( 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f);
            v[14] = new VertexPNT( 0.5f, -0.5f,  0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f);
            v[15] = new VertexPNT(-0.5f, -0.5f,  0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f);

            // Fill in the left face vertex data.
            v[16] = new VertexPNT(-0.5f, -0.5f,  0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
            v[17] = new VertexPNT(-0.5f,  0.5f,  0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
            v[18] = new VertexPNT(-0.5f,  0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
            v[19] = new VertexPNT(-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f);

            // Fill in the right face vertex data.
            v[20] = new VertexPNT( 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
            v[21] = new VertexPNT( 0.5f,  0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f);
            v[22] = new VertexPNT( 0.5f,  0.5f,  0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
            v[23] = new VertexPNT( 0.5f, -0.5f,  0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f);

            for(int i = 0; i < v.Length; ++i)
            {
               v[i].Position.Z *= -1;
               v[i].Normal.Z *= -1;

                pos.Add(v[i].Position);
                normal.Add(v[i].Normal);
                if(tex != null)
                    tex.Add(v[i].Tex);
            }

            uint[] index = new uint[36];

            // Fill in the front face index data
            index[0] = 0; index[1] = 1; index[2] = 2;
            index[3] = 0; index[4] = 2; index[5] = 3;

            // Fill in the back face index data
            index[6] = 4; index[7] = 5; index[8] = 6;
            index[9] = 4; index[10] = 6; index[11] = 7;

            // Fill in the top face index data
            index[12] = 8; index[13] = 9; index[14] = 10;
            index[15] = 8; index[16] = 10; index[17] = 11;

            // Fill in the bottom face index data
            index[18] = 12; index[19] = 13; index[20] = 14;
            index[21] = 12; index[22] = 14; index[23] = 15;

            // Fill in the left face index data
            index[24] = 16; index[25] = 17; index[26] = 18;
            index[27] = 16; index[28] = 18; index[29] = 19;

            // Fill in the right face index data
            index[30] = 20; index[31] = 21; index[32] = 22;
            index[33] = 20; index[34] = 22; index[35] = 23;

            // reverse windings
            for (int i = 0; i < 34; i += 3)
            {
                indices.Add(index[i + 2]);
                indices.Add(index[i + 1]);
                indices.Add(index[i]);
            }
        }