Holding geometry Data for Meshs in the RAM. Can be used for creating Mesh data independent from the source (file, generated from code, merged...).
        private GeometryData CreateTilemapData()
        {
            var tilesX = GetData<int>("tilesX");
            var tilesY = GetData<int>("tilesY");
            var tileElementSize = GetData<int>("tileElementSize");
            var diffuseTexture = _drawableElement.Material.DiffuseTexture;
            var tilesetElementsX = diffuseTexture.Width / tileElementSize;

            var geometryData = new GeometryData
            {
                Vertices = new VertexPositionNormalTexture[tilesX*tilesY*4],
                Indices = new ushort[tilesX*tilesY*6]
            };

            var tiles = GetData<string>("map")
                        .Split(new[] {','}, StringSplitOptions.RemoveEmptyEntries)
                        .Select(int.Parse).ToArray();

            var texturePartSize = diffuseTexture.GetTexcoordsFromPixelCoords(tileElementSize, tileElementSize);

            var vertexBaseIndex = 0;
            var indexBaseIndex = 0;
            for (var i = 0; i < Math.Min(tiles.Length, tilesX*tilesY); i++)
            {
                var element = tiles[i];
                if (element == 0) continue;
                var tilesetX = (element-1)%tilesetElementsX;
                var tilesetY = (element - 1) / tilesetElementsX;

                var mapX = i%tilesX;
                var mapY = i/tilesX;

                var position = new Vector3(mapX, 0.0f, mapY);
                var texcoords = diffuseTexture.GetTexcoordsFromPixelCoords(tilesetX* tileElementSize, tilesetY* tileElementSize);
                var normal = Vector3.UnitY;

                geometryData.Vertices[vertexBaseIndex+0] = new VertexPositionNormalTexture(position + new Vector3(0,0,-1), normal, texcoords + new Vector2(0, texturePartSize.Y));
                geometryData.Vertices[vertexBaseIndex+1] = new VertexPositionNormalTexture(position + new Vector3(0,0, 0), normal, texcoords + new Vector2(0,0));
                geometryData.Vertices[vertexBaseIndex+2] = new VertexPositionNormalTexture(position + new Vector3(1,0, -1), normal, texcoords + new Vector2(texturePartSize.X, texturePartSize.Y));
                geometryData.Vertices[vertexBaseIndex+3] = new VertexPositionNormalTexture(position + new Vector3(1, 0, 0), normal, texcoords + new Vector2(texturePartSize.X, 0));

                geometryData.Indices[indexBaseIndex + 0] = (ushort) vertexBaseIndex;
                geometryData.Indices[indexBaseIndex + 1] = (ushort) (vertexBaseIndex+2);
                geometryData.Indices[indexBaseIndex + 2] = (ushort) (vertexBaseIndex+1);
                geometryData.Indices[indexBaseIndex + 3] = (ushort) (vertexBaseIndex+1);
                geometryData.Indices[indexBaseIndex + 4] = (ushort) (vertexBaseIndex+2);
                geometryData.Indices[indexBaseIndex + 5] = (ushort) (vertexBaseIndex+3);

                vertexBaseIndex += 4;
                indexBaseIndex += 6;
            }

            return geometryData;
        }
Esempio n. 2
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        internal Mesh Clone()
        {
            var geometryData = new GeometryData
            {
                Vertices = new VertexPositionNormalTexture[VertexCount], Indices = new ushort[IndexCount],
            };

            _vertexBuffer.GetData(geometryData.Vertices);
            _indexBuffer.GetData(geometryData.Indices);

            return(new Mesh(_vertexBuffer.GraphicsDevice, geometryData));
        }
Esempio n. 3
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        public Mesh(GraphicsDevice device, GeometryData data, PrimitiveType primitiveType = PrimitiveType.TriangleList, bool holdGeometryData = true)
        {
            _primitiveType = primitiveType;
            GeometryData   = holdGeometryData ? data : null;
            VertexCount    = data.Vertices.Length;
            IndexCount     = data.Indices.Length;

            _vertexBuffer = new VertexBuffer(device, VertexPositionNormalTexture.VertexDeclaration, VertexCount, BufferUsage.WriteOnly);
            _indexBuffer  = new IndexBuffer(device, IndexElementSize.SixteenBits, IndexCount, BufferUsage.WriteOnly);

            _vertexBuffer.SetData(data.Vertices);
            _indexBuffer.SetData(data.Indices);

            var min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
            var max = new Vector3(float.MinValue, float.MinValue, float.MinValue);

            foreach (var vertex in data.Vertices)
            {
                min.X = MathHelper.Min(min.X, vertex.Position.X);
                min.Y = MathHelper.Min(min.Y, vertex.Position.Y);
                min.Z = MathHelper.Min(min.Z, vertex.Position.Z);

                max.X = MathHelper.Max(max.X, vertex.Position.X);
                max.Y = MathHelper.Max(max.Y, vertex.Position.Y);
                max.Z = MathHelper.Max(max.Z, vertex.Position.Z);
            }
            LocalBounds = new BoundingBox(min, max);

            switch (primitiveType)
            {
            case PrimitiveType.TriangleList:
                _primitiveCount = IndexCount / 3;
                break;

            case PrimitiveType.TriangleStrip:
                break;

            case PrimitiveType.LineList:
                _primitiveCount = IndexCount / 2;
                break;

            case PrimitiveType.LineStrip:
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(primitiveType), primitiveType, null);
            }

            InstanceCount++;
        }
Esempio n. 4
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        private static ModelMesh LoadPMesh(GameMode gameMode, string filePath)
        {
            using (var fileStream = new FileStream(filePath, FileMode.Open))
            {
                using (var binaryReader = new BinaryReader(fileStream))
                {
                    var vertexCount = binaryReader.ReadInt32();
                    var indicesCount = binaryReader.ReadInt32();
                    var textureName = binaryReader.ReadString();

                    var textureFilePath = Path.Combine(Path.GetDirectoryName(filePath) ?? "", Path.GetFileName(textureName) ?? "");
                    Texture2D texture = null;
                    if (File.Exists(textureFilePath))
                    {
                        texture = gameMode.GetTextureFromRawFolder(textureFilePath);
                    }

                    var geometryData = new GeometryData
                    {
                        Vertices = new VertexPositionNormalTexture[vertexCount],
                        Indices = new ushort[indicesCount]
                    };

                    for (var i = 0; i < vertexCount; i++)
                    {
                        var position = new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
                        var normal = new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
                        var uv = new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
                        geometryData.Vertices[i] = new VertexPositionNormalTexture(position, normal, uv);
                    }

                    for(var i = 0; i < indicesCount; i++)
                    {
                        geometryData.Indices[i] = (ushort) binaryReader.ReadInt32();
                    }

                    return new ModelMesh
                    {
                        Mesh = new Mesh(gameMode.GraphicsDevice, geometryData, PrimitiveType.TriangleList, false),
                        Material = new Material
                        {
                            DiffuseTexture = texture
                        }
                    };
                }
            }
        }
Esempio n. 5
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        public Mesh(GraphicsDevice device, GeometryData data, PrimitiveType primitiveType = PrimitiveType.TriangleList, bool holdGeometryData = true)
        {
            _primitiveType = primitiveType;
            GeometryData = holdGeometryData ? data : null;
            VertexCount = data.Vertices.Length;
            IndexCount = data.Indices.Length;

            _vertexBuffer = new VertexBuffer(device, VertexPositionNormalTexture.VertexDeclaration, VertexCount, BufferUsage.WriteOnly);
            _indexBuffer = new IndexBuffer(device, IndexElementSize.SixteenBits, IndexCount, BufferUsage.WriteOnly);

            _vertexBuffer.SetData(data.Vertices);
            _indexBuffer.SetData(data.Indices);

            var min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
            var max  = new Vector3(float.MinValue, float.MinValue, float.MinValue);
            foreach (var vertex in data.Vertices)
            {
                min.X = MathHelper.Min(min.X, vertex.Position.X);
                min.Y = MathHelper.Min(min.Y, vertex.Position.Y);
                min.Z = MathHelper.Min(min.Z, vertex.Position.Z);

                max.X = MathHelper.Max(max.X, vertex.Position.X);
                max.Y = MathHelper.Max(max.Y, vertex.Position.Y);
                max.Z = MathHelper.Max(max.Z, vertex.Position.Z);
            }
            LocalBounds = new BoundingBox(min, max);

            switch (primitiveType)
            {
                case PrimitiveType.TriangleList:
                    _primitiveCount = IndexCount/3;
                    break;
                case PrimitiveType.TriangleStrip:
                    break;
                case PrimitiveType.LineList:
                    _primitiveCount = IndexCount/2;
                    break;
                case PrimitiveType.LineStrip:
                    break;
                default:
                    throw new ArgumentOutOfRangeException(nameof(primitiveType), primitiveType, null);
            }

            InstanceCount++;
        }
Esempio n. 6
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        public CollisionManager()
        {
            _allColliders = new List<Collider>();
            _allTriggers = new List<Collider>();
            _allTriggersAndColliders = new List<Collider>();

            var geometryBox = new GeometryData
            {
                Vertices = new[]
                {
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Zero, Vector2.Zero),
                    new VertexPositionNormalTexture(new Vector3( 0.5f, -0.5f, -0.5f), Vector3.Zero, Vector2.Zero),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f,  0.5f), Vector3.Zero, Vector2.Zero),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Zero, Vector2.Zero),

                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Zero, Vector2.Zero),
                    new VertexPositionNormalTexture(new Vector3( 0.5f, 0.5f, -0.5f), Vector3.Zero, Vector2.Zero),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f,  0.5f), Vector3.Zero, Vector2.Zero),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Zero, Vector2.Zero),
                },
                Indices = new ushort[]
                {
                    0,1,1,2,2,3,3,0,
                    4,5,5,6,6,7,7,4,
                    0,4,1,5,2,6,3,7
                }
            };

            _boundingBoxMesh = new Mesh(GameInstance.GraphicsDevice, geometryBox, PrimitiveType.LineList, false)
            {
                PreventDrawCallCount = true
            };

            _lineDrawEffect = GameInstance.Content.Load<Effect>(ResourceNames.Effects.DebugShadowMap);
            _worldViewProjection = _lineDrawEffect.Parameters["WorldViewProjection"];
            _modulateColor = _lineDrawEffect.Parameters["Color"];
            _lineTechnique = _lineDrawEffect.Techniques["LineDraw"];
        }
Esempio n. 7
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        internal Mesh Clone()
        {
            var geometryData = new GeometryData
            {
                Vertices = new VertexPositionNormalTexture[VertexCount], Indices = new ushort[IndexCount],
            };

            _vertexBuffer.GetData(geometryData.Vertices);
            _indexBuffer.GetData(geometryData.Indices);

            return new Mesh(_vertexBuffer.GraphicsDevice, geometryData);
        }
Esempio n. 8
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        private static GeometryData GenerateGeometryDataFromAssimpMesh(Assimp.Mesh mesh)
        {
            var geometryData = new GeometryData
            {
                Vertices = new VertexPositionNormalTexture[mesh.VertexCount],
                Indices = new ushort[mesh.FaceCount * 3]
            };

            geometryData.Vertices = new VertexPositionNormalTexture[mesh.VertexCount];

            for (var i = 0; i < mesh.VertexCount; i++)
            {
                var vertex = mesh.Vertices[i];
                geometryData.Vertices[i].Position = new Vector3(vertex.X, vertex.Y, vertex.Z);

                var normal = mesh.HasNormals ? mesh.Normals[i] : new Vector3D();
                geometryData.Vertices[i].Normal = new Vector3(normal.X, normal.Y, normal.Z);

                var texcoord = mesh.HasTextureCoords(0) ? mesh.TextureCoordinateChannels[0][i] : new Vector3D();
                geometryData.Vertices[i].TextureCoordinate = new Vector2(texcoord.X, texcoord.Y);
            }

            for (var i = 0; i < mesh.FaceCount; i++)
            {
                geometryData.Indices[i * 3 + 0] = (ushort)mesh.Faces[i].Indices[0];
                geometryData.Indices[i * 3 + 1] = (ushort)mesh.Faces[i].Indices[1];
                geometryData.Indices[i * 3 + 2] = (ushort)mesh.Faces[i].Indices[2];
            }

            return geometryData;
        }
Esempio n. 9
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        /// <summary>
        /// Generates Cube with optional texcoord offset.
        /// </summary>
        /// <param name="offsetAndScaleSides">Offset then scale for each side in order: front, back, right, left, top, bottom.</param>
        /// <returns>Cube</returns>
        public static GeometryData GenerateCubeData(Vector2[] offsetAndScaleSides = null)
        {
            var t = offsetAndScaleSides == null || offsetAndScaleSides.Length < 12
                ? DefaultOffsetAndScaleSides
                : offsetAndScaleSides;

            var data = new GeometryData
            {
                Vertices = new[]
                {
                    //front
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Backward,
                        t[0] + new Vector2(0.0f, 1.0f) * t[1]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Backward,
                        t[0] + new Vector2(0.0f, 0.0f) * t[1]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Backward,
                        t[0] + new Vector2(1.0f, 1.0f) * t[1]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Backward,
                        t[0] + new Vector2(1.0f, 0.0f) * t[1]),

                    //back
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Forward,
                        t[2] + new Vector2(0.0f, 1.0f) * t[3]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Forward,
                        t[2] + new Vector2(0.0f, 0.0f) * t[3]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Forward,
                        t[2] + new Vector2(1.0f, 1.0f) * t[3]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Forward,
                        t[2] + new Vector2(1.0f, 0.0f) * t[3]),

                    //right
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Right,
                        t[4] + new Vector2(0.0f, 1.0f) * t[5]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Right,
                        t[4] + new Vector2(0.0f, 0.0f) * t[5]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Right,
                        t[4] + new Vector2(1.0f, 1.0f) * t[5]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Right,
                        t[4] + new Vector2(1.0f, 0.0f) * t[5]),

                    //left
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Left,
                        t[6] + new Vector2(0.0f, 1.0f) * t[7]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Left,
                        t[6] + new Vector2(0.0f, 0.0f) * t[7]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Left,
                        t[6] + new Vector2(1.0f, 1.0f) * t[7]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Left,
                        t[6] + new Vector2(1.0f, 0.0f) * t[7]),

                    //top
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up,
                        t[8] + new Vector2(0.0f, 1.0f) * t[9]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Up,
                        t[8] + new Vector2(0.0f, 0.0f) * t[9]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Up,
                        t[8] + new Vector2(1.0f, 1.0f) * t[9]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up,
                        t[8] + new Vector2(1.0f, 0.0f) * t[9]),

                    //bottom
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Down,
                        t[10] + new Vector2(0.0f, 1.0f) * t[11]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Down,
                        t[10] + new Vector2(0.0f, 0.0f) * t[11]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Down,
                        t[10] + new Vector2(1.0f, 1.0f) * t[11]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Down,
                        t[10] + new Vector2(1.0f, 0.0f) * t[11]),
                },
                Indices = new ushort[36]
            };


            for (var i = 0; i < 6; i++)
            {
                data.Indices[i * 6 + 0] = (ushort)(i * 4 + 0);
                data.Indices[i * 6 + 1] = (ushort)(i * 4 + 1);
                data.Indices[i * 6 + 2] = (ushort)(i * 4 + 2);
                data.Indices[i * 6 + 3] = (ushort)(i * 4 + 1);
                data.Indices[i * 6 + 4] = (ushort)(i * 4 + 3);
                data.Indices[i * 6 + 5] = (ushort)(i * 4 + 2);
            }

            return data;
        }
Esempio n. 10
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        /// <summary>
        /// Generates Cube with optional texcoord offset.
        /// </summary>
        /// <param name="offsetAndScaleSides">Offset then scale for each side in order: front, back, right, left, top, bottom.</param>
        /// <returns>Cube</returns>
        public static GeometryData GenerateCubeData(Vector2[] offsetAndScaleSides = null)
        {
            var t = offsetAndScaleSides == null || offsetAndScaleSides.Length < 12
                ? DefaultOffsetAndScaleSides
                : offsetAndScaleSides;

            var data = new GeometryData
            {
                Vertices = new[]
                {
                    //front
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Backward,
                                                    t[0] + new Vector2(0.0f, 1.0f) * t[1]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Backward,
                                                    t[0] + new Vector2(0.0f, 0.0f) * t[1]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Backward,
                                                    t[0] + new Vector2(1.0f, 1.0f) * t[1]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Backward,
                                                    t[0] + new Vector2(1.0f, 0.0f) * t[1]),

                    //back
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Forward,
                                                    t[2] + new Vector2(0.0f, 1.0f) * t[3]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Forward,
                                                    t[2] + new Vector2(0.0f, 0.0f) * t[3]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Forward,
                                                    t[2] + new Vector2(1.0f, 1.0f) * t[3]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Forward,
                                                    t[2] + new Vector2(1.0f, 0.0f) * t[3]),

                    //right
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Right,
                                                    t[4] + new Vector2(0.0f, 1.0f) * t[5]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Right,
                                                    t[4] + new Vector2(0.0f, 0.0f) * t[5]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Right,
                                                    t[4] + new Vector2(1.0f, 1.0f) * t[5]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Right,
                                                    t[4] + new Vector2(1.0f, 0.0f) * t[5]),

                    //left
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Left,
                                                    t[6] + new Vector2(0.0f, 1.0f) * t[7]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Left,
                                                    t[6] + new Vector2(0.0f, 0.0f) * t[7]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Left,
                                                    t[6] + new Vector2(1.0f, 1.0f) * t[7]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Left,
                                                    t[6] + new Vector2(1.0f, 0.0f) * t[7]),

                    //top
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up,
                                                    t[8] + new Vector2(0.0f, 1.0f) * t[9]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Up,
                                                    t[8] + new Vector2(0.0f, 0.0f) * t[9]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Up,
                                                    t[8] + new Vector2(1.0f, 1.0f) * t[9]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up,
                                                    t[8] + new Vector2(1.0f, 0.0f) * t[9]),

                    //bottom
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Down,
                                                    t[10] + new Vector2(0.0f, 1.0f) * t[11]),
                    new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Down,
                                                    t[10] + new Vector2(0.0f, 0.0f) * t[11]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Down,
                                                    t[10] + new Vector2(1.0f, 1.0f) * t[11]),
                    new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Down,
                                                    t[10] + new Vector2(1.0f, 0.0f) * t[11]),
                },
                Indices = new ushort[36]
            };


            for (var i = 0; i < 6; i++)
            {
                data.Indices[i * 6 + 0] = (ushort)(i * 4 + 0);
                data.Indices[i * 6 + 1] = (ushort)(i * 4 + 1);
                data.Indices[i * 6 + 2] = (ushort)(i * 4 + 2);
                data.Indices[i * 6 + 3] = (ushort)(i * 4 + 1);
                data.Indices[i * 6 + 4] = (ushort)(i * 4 + 3);
                data.Indices[i * 6 + 5] = (ushort)(i * 4 + 2);
            }

            return(data);
        }
Esempio n. 11
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        public void Preload()
        {
            var data = FileLoader.GetFiles(new[]
            {
                PrimitivesFilePath,
                NaturesFilePath,
                TypesFilePath,
                PokedexesFilePath
            });

            _primitiveModels = DataModel<PrimitiveModel[]>.FromByteArray(data[0].Data);
            foreach (var primitiveModel in _primitiveModels)
            {
                var geometryData = new GeometryData
                {
                    Vertices = primitiveModel.Vertices.Select(v => new VertexPositionNormalTexture
                    {
                        Position = v.Position.GetVector3(),
                        TextureCoordinate = v.TexCoord.GetVector2(),
                        Normal = v.Normal.GetVector3()
                    }).ToArray(),
                    Indices = primitiveModel.Indices.Select(i => (ushort)i).ToArray()
                };

                Mesh mesh = null;
                GameContext.EnsureExecutedInMainThread(() => mesh = new Mesh(GraphicsDevice, geometryData));
                _meshPrimitivesByName.Add(primitiveModel.Id, mesh);
            }

            _natureModels = DataModel<NatureModel[]>.FromByteArray(data[1].Data);
            _typeModels = DataModel<TypeModel[]>.FromByteArray(data[2].Data);
            _pokedexModels = DataModel<PokedexModel[]>.FromByteArray(data[3].Data);

            var movesFilePaths = FileLoader.GetFilesOfFolder(MoveFilesPath);
            _moveModels = movesFilePaths.Select(d => DataModel<MoveModel>.FromByteArray(d.Data)).ToArray();

            var itemsFiles = FileLoader.GetFilesOfFolder(ItemFilesPath);
            _itemModels = itemsFiles.Select(d => DataModel<ItemModel>.FromByteArray(d.Data)).ToArray();

            var abilityFiles = FileLoader.GetFilesOfFolder(AbilityFilesPath);
            _abilityModels = abilityFiles.Select(d => DataModel<AbilityModel>.FromByteArray(d.Data)).ToArray();
        }