Esempio n. 1
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        /// <summary>
        ///     Roteate a slope by 90° (rotation = 1), 180° (rotation = 2) or 270° (rotation = 3)
        /// </summary>
        /// <param name="frontCoordinates"></param>
        /// <param name="rotation"></param>
        protected FaceCoordinates RotateSlope(FaceCoordinates frontCoordinates, byte rotation)
        {
            for (int i = 0; i < rotation; i++)
            {
                Vector3 topLeft = frontCoordinates.BottomLeft;
                Vector3 topRight = frontCoordinates.TopLeft;
                Vector3 bottomRight = frontCoordinates.TopRight;
                Vector3 bottomLeft = frontCoordinates.BottomRight;

                frontCoordinates.TopLeft = topLeft;
                frontCoordinates.TopRight = topRight;
                frontCoordinates.BottomRight = bottomRight;
                frontCoordinates.BottomLeft = bottomLeft;
            }
            return frontCoordinates;
        }
Esempio n. 2
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 /// <summary>
 /// Creates a instance of GameObject
 /// </summary>
 /// <param name="startUpPosition">The initial position for the object</param>
 /// <param name="startUpRotation">The initial rotation of the object</param>
 /// <param name="shape">The shape of the object</param>
 protected GameObject(Vector3 startUpPosition, float startUpRotation, CompactRectangle shape)
 {
     drawCoordinates = new FaceCoordinates(startUpPosition, shape.Width, shape.Height);
     Position3 = startUpPosition;
     RotationAngle = startUpRotation;
     this.shape = shape;
     this.spriteID = 0;
     verticesCollection = new List<VertexPositionNormalTexture>();
     indicesCollection = new List<int>();
 }
Esempio n. 3
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 /// <summary>
 ///     Based in the position of the Block calculate the positons of the verticies of the block.
 /// </summary>
 /// <param name="frontCoords">The coordinates of the top face of the cube</param>
 /// <param name="backCoords">The coordinates of the botton face of the cube</param>
 protected void PrepareCoordinates(out FaceCoordinates frontCoords, out FaceCoordinates backCoords)
 {
     float x = 0;
     float y = 0;
     float width = 1;
     float height = 1;
     PrepareCoordinates(x, y, width, height, out frontCoords, out backCoords);
 }
Esempio n. 4
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        /// <summary>
        ///     Based in the position of the Block calculate the positons of the verticies of the block.
        /// </summary>
        /// <param name="frontCoords">The coordinates of the top face of the cube</param>
        /// <param name="backCoords">The coordinates of the botton face of the cube</param>
        /// <param name="x">X position of the TopLeft corner.</param>
        /// <param name="y">Y position of the TopLeft corner.</param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        protected void PrepareCoordinates(float x, float y, float width, float height, out FaceCoordinates frontCoords, out FaceCoordinates backCoords)
        {
            Vector3 position = Position;
            position.Y *= -1;

            //Coordinates of the cube
            Vector3 topLeftFront = (new Vector3(x, -y, 1f) + position) * GlobalScalar;
            Vector3 topRightFront = (new Vector3(x + width, -y, 1f) + position) * GlobalScalar;
            Vector3 bottomLeftFront = (new Vector3(x, -(y + height), 1f) + position) * GlobalScalar;
            Vector3 bottomRightFront = (new Vector3(x + width, -(y + height), 1f) + position) * GlobalScalar;
            frontCoords = new FaceCoordinates(topLeftFront, topRightFront, bottomRightFront, bottomLeftFront);

            Vector3 topLeftBack = (new Vector3(x, -y, 0.0f) + position) * GlobalScalar;
            Vector3 topRightBack = (new Vector3(x + width, -y, 0.0f) + position) * GlobalScalar;
            Vector3 bottomLeftBack = (new Vector3(x, -(y + height), 0.0f) + position) * GlobalScalar;
            Vector3 bottomRightBack = (new Vector3(x + width, -(y + height), 0.0f) + position) * GlobalScalar;
            backCoords = new FaceCoordinates(topLeftBack, topRightBack, bottomRightBack, bottomLeftBack);
        }
Esempio n. 5
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        /// <summary>
        /// Creates the Top vertices Coordinates.
        /// </summary>
        /// <param name="frontCoords"></param>
        /// <param name="backCoords"></param>
        protected void CreateTopVertices(FaceCoordinates frontCoords, FaceCoordinates backCoords, Vector2[] texture)
        {
            if (!Top)
                return;

            Coors.Add(new VertexPositionNormalTexture(frontCoords.TopRight, Vector3.Zero, texture[2]));
            Coors.Add(new VertexPositionNormalTexture(backCoords.TopLeft, Vector3.Zero, texture[0]));
            Coors.Add(new VertexPositionNormalTexture(backCoords.TopRight, Vector3.Zero, texture[1]));
            Coors.Add(new VertexPositionNormalTexture(frontCoords.TopLeft, Vector3.Zero, texture[3]));

            int startIndex = Coors.Count - 4;
            IndexBufferCollection.Add(startIndex);
            IndexBufferCollection.Add(startIndex + 1);
            IndexBufferCollection.Add(startIndex + 2);
            IndexBufferCollection.Add(startIndex);
            IndexBufferCollection.Add(startIndex + 3);
            IndexBufferCollection.Add(startIndex + 1);
        }
Esempio n. 6
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        protected void CreateLeftVertices(FaceCoordinates frontCoords, FaceCoordinates backCoords, Vector2[] texture)
        {
            if (!Left)
                return;

            Coors.Add(new VertexPositionNormalTexture(frontCoords.TopLeft, Vector3.Zero, texture[3]));
            Coors.Add(new VertexPositionNormalTexture(backCoords.BottomLeft, Vector3.Zero, texture[1]));
            Coors.Add(new VertexPositionNormalTexture(frontCoords.BottomLeft, Vector3.Zero, texture[2]));
            Coors.Add(new VertexPositionNormalTexture(backCoords.TopLeft, Vector3.Zero, texture[0]));

            //Left also has a strange index buffer order...
            int startIndex = Coors.Count - 4;
            IndexBufferCollection.Add(startIndex + 2);
            IndexBufferCollection.Add(startIndex + 1);
            IndexBufferCollection.Add(startIndex);
            IndexBufferCollection.Add(startIndex + 1);
            IndexBufferCollection.Add(startIndex + 3);
            IndexBufferCollection.Add(startIndex);
        }
Esempio n. 7
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        /// <summary>
        /// Creates the Lid vertices Coordinates.
        /// </summary>
        /// <param name="lidCoords">The lid coordinates.</param>
        /// <param name="texture">The lid texture</param>
        protected void CreateFrontVertices(FaceCoordinates lidCoords, Vector2[] texture)
        {
            if (!Lid)
                return;

            Coors.Add(new VertexPositionNormalTexture(lidCoords.TopRight, Vector3.Zero, texture[2]));
            Coors.Add(new VertexPositionNormalTexture(lidCoords.BottomRight, Vector3.Zero, texture[1]));
            Coors.Add(new VertexPositionNormalTexture(lidCoords.TopLeft, Vector3.Zero, texture[3]));
            Coors.Add(new VertexPositionNormalTexture(lidCoords.BottomLeft, Vector3.Zero, texture[0]));

            int startIndex = Coors.Count - 4;
            IndexBufferCollection.Add(startIndex);
            IndexBufferCollection.Add(startIndex + 1);
            IndexBufferCollection.Add(startIndex + 2);
            IndexBufferCollection.Add(startIndex + 1);
            IndexBufferCollection.Add(startIndex + 3);
            IndexBufferCollection.Add(startIndex + 2);
        }
Esempio n. 8
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        /// <summary>
        ///     Creates a Low Slope.
        /// </summary>
        /// <param name="subType"></param>
        /// <param name="rotation"></param>
        protected void SetLowSlope(byte subType, byte rotation)
        {
            //Sample is a right slope, use it for orientation, it gets rotated to fit all other directions
            FaceCoordinates frontCoordinates;
            FaceCoordinates backCoordinates;
            PrepareCoordinates(out frontCoordinates, out backCoordinates);

            float slopeScalar = 1f;

            switch (subType)
            {
                case 26:
                    slopeScalar = 0.5f;
                    break;
                case 45:
                    slopeScalar = 0;
                    break;
                case 7:
                    slopeScalar = 0.875f;
                    break;
            }

            Vector3 middleTopLeft = frontCoordinates.TopLeft;
            Vector3 middleTopRight = frontCoordinates.TopRight;
            Vector3 middleBottomRight = frontCoordinates.BottomRight;
            Vector3 middleBottomLeft = frontCoordinates.BottomLeft;
            var middleCoordinates = new FaceCoordinates(middleTopLeft, middleTopRight, middleBottomRight, middleBottomLeft);

            if (rotation > 0)
            {
                frontCoordinates = RotateSlope(frontCoordinates, rotation);
                backCoordinates = RotateSlope(backCoordinates, rotation);
                middleCoordinates = RotateSlope(middleCoordinates, rotation);
            }

            middleCoordinates.TopLeft.Z -= slopeScalar * GlobalScalar.Z;
            middleCoordinates.TopRight.Z -= slopeScalar * GlobalScalar.Z;
            middleCoordinates.BottomRight.Z -= slopeScalar * GlobalScalar.Z;
            middleCoordinates.BottomLeft.Z -= slopeScalar * GlobalScalar.Z;

            //Lid face
            if (Lid)
            {
                RotationType lidRotation = Lid.Rotation;
                lidRotation = RotateEnum(lidRotation, rotation);
                Vector2[] texPos = textures.GetNormalTexture((UInt32)Lid.TileNumber, Lid.Rotation, Lid.Flip);
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.TopRight, Vector3.Zero, texPos[2]));
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.BottomRight, Vector3.Zero, texPos[1]));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.BottomLeft, Vector3.Zero, texPos[0]));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.TopLeft, Vector3.Zero, texPos[3]));

                int startIndex = Coors.Count - 4;
                IndexBufferCollection.Add(startIndex);
                IndexBufferCollection.Add(startIndex + 1);
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex);
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 3);
            }

            BlockFace topFace = null;
            BlockFace bottomFace = null;
            BlockFace rightFace = null;
            switch (rotation)
            {
                case 0: //No rotation
                    topFace = Top;
                    bottomFace = Bottom;
                    rightFace = Right;
                    break;
                case 1: //
                    topFace = Left;
                    bottomFace = Right;
                    rightFace = Top;
                    break;
                case 2:
                    topFace = Bottom;
                    bottomFace = Top;
                    rightFace = Left;
                    break;
                case 3:
                    topFace = Right;
                    bottomFace = Left;
                    rightFace = Bottom;
                    break;
            }

            //Top face
            if (topFace)
            {
                Vector2[] texPos = textures.GetNormalTexture((UInt32)topFace.TileNumber, topFace.Rotation, topFace.Flip);
                Vector2 center = GetCenterPosition(ref texPos[3], ref texPos[0], slopeScalar);
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.TopRight, Vector3.Zero, center));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.TopRight, Vector3.Zero, texPos[0]));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.TopLeft, Vector3.Zero, texPos[1]));

                int startIndex = Coors.Count - 3;
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 1);
                IndexBufferCollection.Add(startIndex + 0);
            }
            //Bottom face
            if (bottomFace)
            {
                Vector2[] texPos = textures.GetNormalTexture((UInt32)bottomFace.TileNumber, bottomFace.Rotation, bottomFace.Flip);
                Vector2 center = GetCenterPosition(ref texPos[2], ref texPos[1], slopeScalar);
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.BottomRight, Vector3.Zero, center));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.BottomRight, Vector3.Zero, texPos[1]));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.BottomLeft, Vector3.Zero, texPos[0]));

                int startIndex = Coors.Count - 3;
                IndexBufferCollection.Add(startIndex);
                IndexBufferCollection.Add(startIndex + 1);
                IndexBufferCollection.Add(startIndex + 2);
            }

            //Right face
            if (rightFace) //this face is not supported by GTA2, the editor removes this face.
            {
                Vector2[] texPos = textures.GetNormalTexture((UInt32)rightFace.TileNumber, rightFace.Rotation, rightFace.Flip);
                Vector2 center = GetCenterPosition(ref texPos[1], ref texPos[2], slopeScalar);
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.TopRight, Vector3.Zero, center));
                center = GetCenterPosition(ref texPos[0], ref texPos[3], slopeScalar);
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.BottomRight, Vector3.Zero, center));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.BottomRight, Vector3.Zero, texPos[3]));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.TopRight, Vector3.Zero, texPos[2]));

                int startIndex = Coors.Count - 4;
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 1);
                IndexBufferCollection.Add(startIndex + 0);
                IndexBufferCollection.Add(startIndex);
                IndexBufferCollection.Add(startIndex + 3);
                IndexBufferCollection.Add(startIndex + 2);
            }
        }
Esempio n. 9
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        protected void SetUpSlopeHigh(byte subType, byte rotation)
        {
            //Sample is a right slope, use it for orientation, it gets rotated to fit all other directions
            FaceCoordinates frontCoordinates;
            FaceCoordinates backCoordinates;
            PrepareCoordinates(out frontCoordinates, out backCoordinates);

            float middleSlopeScalar = 1f;
            float frontSlopeScalar = 0f;
            switch (subType)
            {
                case 26:
                    middleSlopeScalar = 0.5f;
                    frontSlopeScalar = 0;
                    break;
                case 7:
                    middleSlopeScalar = 0.875f;
                    frontSlopeScalar = 0.75f;
                    break;
                case 8:
                    middleSlopeScalar = 0.75f;
                    frontSlopeScalar = 0.625f;
                    break;
                case 9:
                    middleSlopeScalar = 0.625f;
                    frontSlopeScalar = 0.5f;
                    break;
                case 10:
                    middleSlopeScalar = 0.5f;
                    frontSlopeScalar = 0.375f;
                    break;
                case 11:
                    middleSlopeScalar = 0.375f;
                    frontSlopeScalar = 0.25f;
                    break;
                case 12:
                    middleSlopeScalar = 0.25f;
                    frontSlopeScalar = 0.125f;
                    break;
                case 13:
                    middleSlopeScalar = 0.125f;
                    frontSlopeScalar = 0;
                    break;
            }

            Vector3 middleTopLeft = frontCoordinates.TopLeft;
            Vector3 middleTopRight = frontCoordinates.TopRight;
            Vector3 middleBottomRight = frontCoordinates.BottomRight;
            Vector3 middleBottomLeft = frontCoordinates.BottomLeft;
            var middleCoordinates = new FaceCoordinates(middleTopLeft, middleTopRight, middleBottomRight, middleBottomLeft);

            if (rotation > 0)
            {
                frontCoordinates = RotateSlope(frontCoordinates, rotation);
                backCoordinates = RotateSlope(backCoordinates, rotation);
                middleCoordinates = RotateSlope(middleCoordinates, rotation);
            }

            frontCoordinates.TopLeft.Z -= frontSlopeScalar * GlobalScalar.Z;
            frontCoordinates.TopRight.Z -= frontSlopeScalar * GlobalScalar.Z;
            frontCoordinates.BottomRight.Z -= frontSlopeScalar * GlobalScalar.Z;
            frontCoordinates.BottomLeft.Z -= frontSlopeScalar * GlobalScalar.Z;

            middleCoordinates.TopLeft.Z -= middleSlopeScalar * GlobalScalar.Z;
            middleCoordinates.TopRight.Z -= middleSlopeScalar * GlobalScalar.Z;
            middleCoordinates.BottomRight.Z -= middleSlopeScalar * GlobalScalar.Z;
            middleCoordinates.BottomLeft.Z -= middleSlopeScalar * GlobalScalar.Z;

            //Front face (diagonal)
            if (Lid.TileNumber > 0)
            {
                RotationType lidRotation = Lid.Rotation;
                lidRotation = RotateEnum(lidRotation, rotation);
                Vector2[] texPos = textures.GetNormalTexture((UInt32)Lid.TileNumber, Lid.Rotation, Lid.Flip);
                Coors.Add(new VertexPositionNormalTexture(frontCoordinates.TopRight, Vector3.Zero, texPos[2]));
                Coors.Add(new VertexPositionNormalTexture(frontCoordinates.BottomRight, Vector3.Zero, texPos[1]));
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.BottomLeft, Vector3.Zero, texPos[0]));
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.TopLeft, Vector3.Zero, texPos[3]));

                int startIndex = Coors.Count - 4;
                IndexBufferCollection.Add(startIndex + 0);
                IndexBufferCollection.Add(startIndex + 1);
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 0);
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 3);
            }

            BlockFace topFace = null;
            BlockFace bottomFace = null;
            BlockFace leftFace = null;
            BlockFace rightFace = null;
            switch (rotation)
            {
                case 0:
                    topFace = Top;
                    bottomFace = Bottom;
                    leftFace = Left;
                    rightFace = Right;
                    break;
                case 1:
                    topFace = Left;
                    bottomFace = Right;
                    leftFace = Bottom;
                    rightFace = Top;
                    break;
                case 2:
                    topFace = Bottom;
                    bottomFace = Top;
                    leftFace = Right;
                    rightFace = Left;
                    break;
                case 3:
                    topFace = Right;
                    bottomFace = Left;
                    leftFace = Top;
                    rightFace = Bottom;
                    break;
            }

            //Top face
            if (topFace)
            {
                Vector2[] texPos = textures.GetNormalTexture((UInt32)topFace.TileNumber, topFace.Rotation, topFace.Flip);
                Vector2 center = GetCenterPosition(ref texPos[0], ref texPos[3], frontSlopeScalar);
                Coors.Add(new VertexPositionNormalTexture(frontCoordinates.TopRight, Vector3.Zero, center)); //was 3
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.TopRight, Vector3.Zero, texPos[0]));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.TopLeft, Vector3.Zero, texPos[1]));
                center = GetCenterPosition(ref texPos[1], ref texPos[2], middleSlopeScalar);
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.TopLeft, Vector3.Zero, center));

                int startIndex = Coors.Count - 4;
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 1);
                IndexBufferCollection.Add(startIndex + 0);

                IndexBufferCollection.Add(startIndex + 3);
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 0);
            }
            //Bottom face
            if (bottomFace)
            {
                Vector2[] texPos = textures.GetNormalTexture((UInt32)bottomFace.TileNumber, bottomFace.Rotation, bottomFace.Flip);
                Vector2 center = GetCenterPosition(ref texPos[2], ref texPos[1], frontSlopeScalar);
                Coors.Add(new VertexPositionNormalTexture(frontCoordinates.BottomRight, Vector3.Zero, center)); //was texPos[2]
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.BottomRight, Vector3.Zero, texPos[1]));
                Coors.Add(new VertexPositionNormalTexture(backCoordinates.BottomLeft, Vector3.Zero, texPos[0]));
                center = GetCenterPosition(ref texPos[3], ref texPos[0], middleSlopeScalar);
                Coors.Add(new VertexPositionNormalTexture(middleCoordinates.BottomLeft, Vector3.Zero, center));

                int startIndex = Coors.Count - 4;
                IndexBufferCollection.Add(startIndex);
                IndexBufferCollection.Add(startIndex + 1);
                IndexBufferCollection.Add(startIndex + 2);

                IndexBufferCollection.Add(startIndex + 0);
                IndexBufferCollection.Add(startIndex + 2);
                IndexBufferCollection.Add(startIndex + 3);
            }

            //ToDo Left face (but probably not supported in GTA2 anyway)

            //Right face
            Vector2[] texture = textures.GetNormalTexture((UInt32)Right.TileNumber, Right.Rotation, Right.Flip);
            CreateRightVertices(frontCoordinates, backCoordinates, texture);
        }