static StepModel() { VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.0f))); //d VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.0f))); //d VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(1, 0))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1, 1))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0, 1))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0, 1))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(0, 0))); //d VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(1, 0))); //e SetupVb(); }
static CrossModel() { VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0), Vector3.Backward, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), Vector3.Backward, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), Vector3.Backward, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), Vector3.Backward, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0), Vector3.Backward, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0), Vector3.Backward, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, -0.5f), Vector3.Backward, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, -0.5f), Vector3.Backward, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0), Vector3.Backward, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0), Vector3.Backward, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0), Vector3.Backward, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, -0.5f), Vector3.Backward, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0), Vector3.Backward, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0), Vector3.Backward, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0.5f), Vector3.Backward, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, -0.5f, 0.5f), Vector3.Backward, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0.5f), Vector3.Backward, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0, 0.5f, 0), Vector3.Backward, new Vector2(0, 0))); SetupVb(); }
static CliffCornerModel() { VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.25f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.25f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.25f), new Vector3(0, 0, -1), new Vector2(1.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.25f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f))); //b SetupVb(); }
static CliffInsideModel() { VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(0.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(0.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(0.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(1.0f, 0.0f))); //d VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.0f))); //f VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e SetupVb(); }
static void Main() { #region NetTest //NetPeerConfiguration config = new NetPeerConfiguration("Watchtower"); //config.Port = 26556; //Console.Title = "CLIENT"; //Console.ForegroundColor = ConsoleColor.White; //Console.WriteLine("Press any key to connect."); //Console.ReadKey(); //NetClient client = new NetClient(config); //client.Start(); //NetOutgoingMessage hailMessage = client.CreateMessage("Hello"); //client.Connect("localhost", 26555, hailMessage); ////Settings settings = Settings.Load("Settings.txt"); ////Game.Initialize(settings); //NetIncomingMessage incomingMessage; //while (true) //{ // while ((incomingMessage = client.ReadMessage()) != null) // { // Console.WriteLine("Server:" + incomingMessage.ReadString()); // } //} // //Console.ReadKey(); #endregion float[] x = new float[] { 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f }; VertexData xyzd = new VertexData(); xyzd.Vertices = x; xyzd.Add(xyzd); Settings settings = Settings.Load("Settings.txt"); if (!File.Exists("Settings.txt")) { settings.Save("Settings.txt"); } Game.Initialize(settings); }
static FloorModel() { VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); SetupVb(); }
static CubeModel() { VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.0f))); //d VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f))); //c VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.0f))); //d VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.0f))); //d VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f))); //g VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f))); //h VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.0f))); //f VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f))); //f VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 1.0f))); //a VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f))); //b VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 0.0f))); //g VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f))); //f VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Down, new Vector2(0, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Down, new Vector2(0, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Down, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Down, new Vector2(1, 0))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Down, new Vector2(1, 1))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Down, new Vector2(0, 1))); SetupVb(); }
internal GCAttach(VertexSet[] vertexData, Mesh[] opaqueMeshes, Mesh[] transprentMeshes) { VertexData = new(); foreach (VertexSet v in vertexData) { if (VertexData.ContainsKey(v.Attribute)) { throw new ArgumentException($"Vertexdata contains two sets with the attribute {v.Attribute}"); } VertexData.Add(v.Attribute, v); } OpaqueMeshes = opaqueMeshes; TransparentMeshes = transprentMeshes; Name = "attach_" + GenerateIdentifier(); }
static StairsModel() { //Lower stair, front: //left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //Lower stair, top: //Left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(0, 1, 0), new Vector2(0.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f))); //Right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(0, 1, 0), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f))); //Upper stair, front: //left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(0, 0, 1), new Vector2(0.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(0, 0, 1), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //Upper stair, top: //Left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(0.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f))); //Right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(0, 1, 0), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(0, 1, 0), new Vector2(0.0f, 0.5f))); //Back: //Left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f))); //Right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 1.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f))); //Left side, lower: //Left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //Right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //Left side, upper: //Left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(-1, 0, 0), new Vector2(0.5f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.5f))); //Right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0), new Vector3(-1, 0, 0), new Vector2(0.5f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, 0), new Vector3(-1, 0, 0), new Vector2(0.5f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.5f))); //Right side, lower: //Left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f))); //Right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f))); //Right side, upper: //Left vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0), new Vector3(1, 0, 0), new Vector2(0.5f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(1, 0, 0), new Vector2(0.5f, 0.5f))); //Right vertex: VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.0f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 0.5f))); VertexData.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0, 0), new Vector3(1, 0, 0), new Vector2(0.5f, 0.5f))); SetupVb(); }