protected void QuakeVertexToBspVertex(InternalBspVertex src, out BspVertex dest, out TextureLightMap texLightMap) { dest = new BspVertex(); dest.position = new Vector3(src.point[0], src.point[1], src.point[2]); dest.normal = new Vector3(src.normal[0], src.normal[1], src.normal[2]); dest.texCoords = new Vector2(src.texture[0], src.texture[1]); dest.lightMap = new Vector2(src.lightMap[0], src.lightMap[1]); texLightMap = new TextureLightMap(); texLightMap.color = src.color; }
private void ReadVertices(InternalBspLump lump, BinaryReader reader) { reader.BaseStream.Seek(lump.offset, SeekOrigin.Begin); vertices = new InternalBspVertex[lump.size / Marshal.SizeOf(typeof(InternalBspVertex))]; for (int i = 0; i < vertices.Length; i++) { vertices[i] = new InternalBspVertex(); vertices[i].point = new float[] { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() }; vertices[i].texture = new float[] { reader.ReadSingle(), reader.ReadSingle() }; vertices[i].lightMap = new float[] { reader.ReadSingle(), reader.ReadSingle() }; vertices[i].normal = new float[] { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() }; vertices[i].color = reader.ReadInt32(); TransformVector(vertices[i].point); TransformVector(vertices[i].normal, true); } }
private void ReadVertices( InternalBspLump lump, BinaryReader reader ) { reader.BaseStream.Seek( lump.offset, SeekOrigin.Begin ); for ( int i = 0; i < vertices.Length; i++ ) { vertices[ i ] = new InternalBspVertex(); vertices[ i ].point = new float[] { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() }; vertices[ i ].texture = new float[] { reader.ReadSingle(), reader.ReadSingle() }; vertices[ i ].lightMap = new float[] { reader.ReadSingle(), reader.ReadSingle() }; vertices[ i ].normal = new float[] { reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle() }; vertices[ i ].color = reader.ReadInt32(); TransformVector( vertices[ i ].point ); TransformVector( vertices[ i ].normal, true ); } }