/// <summary>
        /// Builds cube sides into this VertexStructure (these sides are built up of  16 vertices, so texture coordinates and normals are set)
        /// </summary>
        /// <param name="start">Start poiint of the cube</param>
        /// <param name="size">Size of the cube</param>
        /// <param name="color">Color of the cube</param>
        public BuiltVerticesRange BuildCubeSides16V(Vector3 start, Vector3 size, Color4 color)
        {
            BuiltVerticesRange result = new BuiltVerticesRange(m_owner);

            result.StartVertex = m_owner.CountVertices;

            Vector3 dest = start + size;

            float texX = 1f;
            float texY = 1f;
            float texZ = 1f;

            if (m_tileSize != Vector2.Zero)
            {
                texX = size.X / m_tileSize.X;
                texY = size.Y / m_tileSize.Y;
                texZ = size.Z / m_tileSize.X;
            }

            //Front side
            Vertex vertex = new Vertex(start, color, new Vector2(0f, texY), new Vector3(0f, 0f, -1f));
            int    a      = m_owner.AddVertex(vertex);
            int    b      = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, start.Y, start.Z), new Vector2(texX, texY)));
            int    c      = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, dest.Y, start.Z), new Vector2(texX, 0f)));
            int    d      = m_owner.AddVertex(vertex.Copy(new Vector3(start.X, dest.Y, start.Z), new Vector2(0f, 0f)));

            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            //Right side
            a = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, start.Y, start.Z), new Vector3(1f, 0f, 0f), new Vector2(0f, texY)));
            b = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, start.Y, dest.Z), new Vector3(1f, 0f, 0f), new Vector2(texZ, texY)));
            c = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, dest.Y, dest.Z), new Vector3(1f, 0f, 0f), new Vector2(texZ, 0f)));
            d = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, dest.Y, start.Z), new Vector3(1f, 0f, 0f), new Vector2(0f, 0f)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            //Back side
            a = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, start.Y, dest.Z), new Vector3(0f, 0f, 1f), new Vector2(0f, texY)));
            b = m_owner.AddVertex(vertex.Copy(new Vector3(start.X, start.Y, dest.Z), new Vector3(0f, 0f, 1f), new Vector2(texX, texY)));
            c = m_owner.AddVertex(vertex.Copy(new Vector3(start.X, dest.Y, dest.Z), new Vector3(0f, 0f, 1f), new Vector2(texX, 0f)));
            d = m_owner.AddVertex(vertex.Copy(new Vector3(dest.X, dest.Y, dest.Z), new Vector3(0f, 0f, 1f), new Vector2(0f, 0f)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            //Left side
            a = m_owner.AddVertex(vertex.Copy(new Vector3(start.X, start.Y, dest.Z), new Vector3(-1f, 0f, 0f), new Vector2(0f, texY)));
            b = m_owner.AddVertex(vertex.Copy(new Vector3(start.X, start.Y, start.Z), new Vector3(-1f, 0f, 0f), new Vector2(texZ, texY)));
            c = m_owner.AddVertex(vertex.Copy(new Vector3(start.X, dest.Y, start.Z), new Vector3(-1f, 0f, 0f), new Vector2(texZ, 0f)));
            d = m_owner.AddVertex(vertex.Copy(new Vector3(start.X, dest.Y, dest.Z), new Vector3(-1f, 0f, 0f), new Vector2(0f, 0f)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            result.VertexCount = (int)(m_owner.CountVertices - result.StartVertex);
            return(result);
        }
        /// <summary>
        /// Builds a cube into this VertexStructure (this cube is built up of 24 vertices, so texture coordinates and normals are set)
        /// </summary>
        /// <param name="start">Start point of the cube</param>
        /// <param name="size">Size of the cube</param>
        /// <param name="color">Color of the cube</param>
        public BuiltVerticesRange BuildCube24V(Vector3 start, Vector3 size, Color4 color)
        {
            BuiltVerticesRange result = new BuiltVerticesRange(m_owner);

            result.Merge(this.BuildCubeSides16V(start, size, color));
            result.Merge(this.BuildCubeTop4V(start, size, color));
            result.Merge(this.BuildCubeBottom4V(start, size, color));

            return(result);
        }
Exemple #3
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 /// <summary>
 /// Merges this structure with the given one.
 /// This method does only work if the given structure does begin after the end of the current one.
 /// </summary>
 /// <param name="otherRange">The other range to merge with.</param>
 public void Merge(BuiltVerticesRange otherRange)
 {
     if (VertexCount <= 0)
     {
         StartVertex = otherRange.StartVertex;
         VertexCount = otherRange.VertexCount;
     }
     else
     {
         if (StartVertex + VertexCount != otherRange.StartVertex)
         {
             throw new SeeingSharpGraphicsException("Unable to merge given vertex ranges!");
         }
         VertexCount = (int)(VertexCount + otherRange.VertexCount);
     }
 }
        /// <summary>
        /// Builds a cube of 4 vertices and a defined hight.
        /// </summary>
        /// <param name="topA"></param>
        /// <param name="topB"></param>
        /// <param name="topC"></param>
        /// <param name="topD"></param>
        /// <param name="heigh"></param>
        /// <param name="color"></param>
        public BuiltVerticesRange BuildCube24V(Vector3 topA, Vector3 topB, Vector3 topC, Vector3 topD, float heigh, Color4 color)
        {
            BuiltVerticesRange result = new BuiltVerticesRange(m_owner);

            result.StartVertex = m_owner.CountVertices;
            int startTriangleIndex = this.CountTriangles;

            // Calculate texture coordinates
            Vector3 size = new Vector3(
                (topB - topA).Length(),
                Math.Abs(heigh),
                (topC - topB).Length());
            float texX = 1f;
            float texY = 1f;
            float texZ = 1f;

            if (m_tileSize != Vector2.Zero)
            {
                texX = size.X / m_tileSize.X;
                texY = size.Y / m_tileSize.Y;
                texZ = size.Z / m_tileSize.X;
            }

            // Calculate bottom vectors
            Vector3 bottomA = new Vector3(topA.X, topA.Y - heigh, topA.Z);
            Vector3 bottomB = new Vector3(topB.X, topB.Y - heigh, topB.Z);
            Vector3 bottomC = new Vector3(topC.X, topC.Y - heigh, topC.Z);
            Vector3 bottomD = new Vector3(topD.X, topD.Y - heigh, topD.Z);

            // Build Top side
            Vertex vertex = new Vertex(topA, color, new Vector2(texX, 0f), new Vector3(0f, 1f, 0f));
            int    a      = m_owner.AddVertex(vertex);
            int    b      = m_owner.AddVertex(vertex.Copy(topB, new Vector2(texX, texY)));
            int    c      = m_owner.AddVertex(vertex.Copy(topC, new Vector2(0f, texY)));
            int    d      = m_owner.AddVertex(vertex.Copy(topD, new Vector2(0f, 0f)));

            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            // Build Bottom side
            vertex = new Vertex(topA, color, new Vector2(0f, 0f), new Vector3(0f, -1f, 0f));
            a      = m_owner.AddVertex(vertex);
            b      = m_owner.AddVertex(vertex.Copy(topD, new Vector2(texX, 0f)));
            c      = m_owner.AddVertex(vertex.Copy(topC, new Vector2(texX, texY)));
            d      = m_owner.AddVertex(vertex.Copy(topB, new Vector2(0f, texY)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            // Build Front side
            vertex = new Vertex(topA, color, new Vector2(0f, texY), new Vector3(0f, 0f, -1f));
            a      = m_owner.AddVertex(vertex);
            b      = m_owner.AddVertex(vertex.Copy(topB, new Vector2(texX, texY)));
            c      = m_owner.AddVertex(vertex.Copy(bottomB, new Vector2(texX, 0f)));
            d      = m_owner.AddVertex(vertex.Copy(bottomA, new Vector2(0f, 0f)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            // Build Right side
            a = m_owner.AddVertex(vertex.Copy(topB, new Vector3(1f, 0f, 0f), new Vector2(0f, texY)));
            b = m_owner.AddVertex(vertex.Copy(topC, new Vector3(1f, 0f, 0f), new Vector2(texZ, texY)));
            c = m_owner.AddVertex(vertex.Copy(bottomC, new Vector3(1f, 0f, 0f), new Vector2(texZ, 0f)));
            d = m_owner.AddVertex(vertex.Copy(bottomB, new Vector3(1f, 0f, 0f), new Vector2(0f, 0f)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            // Build Back side
            a = m_owner.AddVertex(vertex.Copy(topC, new Vector3(0f, 0f, 1f), new Vector2(0f, texY)));
            b = m_owner.AddVertex(vertex.Copy(topD, new Vector3(0f, 0f, 1f), new Vector2(texX, texY)));
            c = m_owner.AddVertex(vertex.Copy(bottomD, new Vector3(0f, 0f, 1f), new Vector2(texX, 0f)));
            d = m_owner.AddVertex(vertex.Copy(bottomC, new Vector3(0f, 0f, 1f), new Vector2(0f, 0f)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            // Build Left side
            a = m_owner.AddVertex(vertex.Copy(topD, new Vector3(-1f, 0f, 0f), new Vector2(0f, texY)));
            b = m_owner.AddVertex(vertex.Copy(topA, new Vector3(-1f, 0f, 0f), new Vector2(texZ, texY)));
            c = m_owner.AddVertex(vertex.Copy(bottomA, new Vector3(-1f, 0f, 0f), new Vector2(texZ, 0f)));
            d = m_owner.AddVertex(vertex.Copy(bottomD, new Vector3(-1f, 0f, 0f), new Vector2(0f, 0f)));
            this.AddTriangle(a, c, b);
            this.AddTriangle(a, d, c);

            // Calculate normals finally
            this.CalculateNormalsFlat(startTriangleIndex, this.CountTriangles - startTriangleIndex);

            result.VertexCount = (int)(m_owner.CountVertices - result.StartVertex);
            return(result);
        }