public static void ToVector4(ref Color4 color, out Vector4 vector) { vector.X = color.R / 255f; vector.Y = color.G / 255f; vector.Z = color.B / 255f; vector.W = color.A / 255f; }
public TriangleColorComponent(Vector4 color1, Vector4 color2, Vector4 color3) { Colors = new Vector4[3] {color1, color2, color3}; }
public VertexProcessor(SoftwareVertex vertex, Vector4[] colors, Vector3[] normals, Vector2[] uvs, HardwareMeshProcessor mesh) { Positions = new Vector3[mesh.positions.Count]; for (int i = 0; i != Positions.Length; ++i) { Positions[i] = mesh.positions[i][vertex.Index]; } Colors = colors; Normals = normals; UVs = uvs; mesh.Verticies.AddLast(this); }
public TriangleProcessor(SoftwareTriangle triangle, HardwareMeshProcessor mesh, bool loadColors, bool loadUVs, bool loadNormals) { // get color components var colors = new Vector4[3][]; if (loadColors) { int componentCount = mesh.colorComponents.Count; for (int i = 0; i != colors.Length; ++i) { colors[i] = new Vector4[componentCount]; } for (int i = 0; i != componentCount; ++i) { var colorComponent = mesh.colorComponents[i][triangle.Index].Colors; colors[0][i] = colorComponent[0]; colors[1][i] = colorComponent[1]; colors[2][i] = colorComponent[2]; } } // get normal components var normals = new Vector3[3][]; if (loadNormals) { int componentCount = mesh.normalComponents.Count; for (int i = 0; i != normals.Length; ++i) { normals[i] = new Vector3[componentCount]; } for (int i = 0; i != componentCount; ++i) { var normalComponent = mesh.normalComponents[i][triangle.Index].Normals; normals[0][i] = normalComponent[0]; normals[1][i] = normalComponent[1]; normals[2][i] = normalComponent[2]; } } // get uv components var uvs = new Vector2[3][]; if (loadUVs) { int componentCount = mesh.uvComponents.Count; for (int i = 0; i != uvs.Length; ++i) { uvs[i] = new Vector2[componentCount]; } for (int i = 0; i != componentCount; ++i) { var normalComponent = mesh.uvComponents[i][triangle.Index].UVs; uvs[0][i] = normalComponent[0]; uvs[1][i] = normalComponent[1]; uvs[2][i] = normalComponent[2]; } } // add verticies var vertex1 = new VertexProcessor(triangle.Verticies[0], colors[0], normals[0], uvs[0], mesh); var vertex2 = new VertexProcessor(triangle.Verticies[1], colors[1], normals[1], uvs[1], mesh); var vertex3 = new VertexProcessor(triangle.Verticies[2], colors[2], normals[2], uvs[2], mesh); Verticies = new VertexProcessor[3] {vertex1, vertex2, vertex3}; mesh.Triangles.Add(this); }
public Vector3 UnProjectNormalized(Vector2 screenPosition) { var pos = new Vector4(screenPosition, 0, 1); var near = pos.UnProject(TransformInverseMatrix, ViewPort.Position.X, ViewPort.Position.Y, ViewPort.Size.Width, ViewPort.Size.Height); pos.Z = 1; var far = pos.UnProject(TransformInverseMatrix, ViewPort.Position.X, ViewPort.Position.Y, ViewPort.Size.Width, ViewPort.Size.Height); return (far - near).ToVector3().Normalize(); }
public Vector4 UnProject(Vector4 screenPosition) { return screenPosition.UnProject(TransformInverseMatrix, ViewPort.Position.X, ViewPort.Position.Y, ViewPort.Size.Width, ViewPort.Size.Height); }
public Vector4 UnProject(Vector2 screenPosition) { var pos = new Vector4(screenPosition, 0, 1); return pos.UnProject(TransformInverseMatrix, ViewPort.Position.X, ViewPort.Position.Y, ViewPort.Size.Width, ViewPort.Size.Height); }
public Vector4 Project(Vector4 position) { return position.Project(ProjectionMatrix, ViewMatrix, ViewPort.Position.X, ViewPort.Position.Y, ViewPort.Size.Width, ViewPort.Size.Height); }
public Vector2 Project(Vector3 position) { var pos = new Vector4(position, 1); return pos.Project(ProjectionMatrix, ViewMatrix, ViewPort.Position.X, ViewPort.Position.Y, ViewPort.Size.Width, ViewPort.Size.Height).ToVector2(); }