コード例 #1
0
 public bool Equals(BspGeometryVertex other)
 {
     return
         Position == other.Position &&
         Normal == other.Normal &&
         UV0 == other.UV0 &&
         UV1 == other.UV1 &&
         Color == other.Color;
 }
コード例 #2
0
ファイル: Adapter.cs プロジェクト: marmalade/bsp4Airplay
 private void TessalateFace(IList<BspGeometryFace> faces, BspGeometryFace f)
 {
     var v01 = new BspGeometryVertex() {
         Normal = f.Vertex0.Normal,
         Position = (f.Vertex0.Position + f.Vertex1.Position)*0.5f,
         UV0 = (f.Vertex0.UV0 + f.Vertex1.UV0) * 0.5f,
         UV1 = (f.Vertex0.UV1 + f.Vertex1.UV1) * 0.5f,
         Color = Color.FromArgb(
             (byte)(((int)f.Vertex0.Color.A + (int)f.Vertex1.Color.A) / 2),
             (byte)(((int)f.Vertex0.Color.R + (int)f.Vertex1.Color.R) / 2),
             (byte)(((int)f.Vertex0.Color.G + (int)f.Vertex1.Color.G) / 2),
             (byte)(((int)f.Vertex0.Color.B + (int)f.Vertex1.Color.B) / 2))
     };
     var v02 = new BspGeometryVertex() {
         Normal = f.Vertex0.Normal,
         Position = (f.Vertex0.Position + f.Vertex2.Position)*0.5f,
         UV0 = (f.Vertex0.UV0 + f.Vertex2.UV0) * 0.5f,
         UV1 = (f.Vertex0.UV1 + f.Vertex2.UV1) * 0.5f,
         Color = Color.FromArgb(
             (byte)(((int)f.Vertex0.Color.A + (int)f.Vertex2.Color.A) / 2),
             (byte)(((int)f.Vertex0.Color.R + (int)f.Vertex2.Color.R) / 2),
             (byte)(((int)f.Vertex0.Color.G + (int)f.Vertex2.Color.G) / 2),
             (byte)(((int)f.Vertex0.Color.B + (int)f.Vertex2.Color.B) / 2))
     };
     var v12 = new BspGeometryVertex() {
         Normal = f.Vertex1.Normal,
         Position = (f.Vertex1.Position + f.Vertex2.Position)*0.5f,
         UV0 = (f.Vertex1.UV0 + f.Vertex2.UV0) * 0.5f,
         UV1 = (f.Vertex1.UV1 + f.Vertex2.UV1) * 0.5f,
         Color = Color.FromArgb(
             (byte)(((int)f.Vertex1.Color.A + (int)f.Vertex2.Color.A) / 2),
             (byte)(((int)f.Vertex1.Color.R + (int)f.Vertex2.Color.R) / 2),
             (byte)(((int)f.Vertex1.Color.G + (int)f.Vertex2.Color.G) / 2),
             (byte)(((int)f.Vertex1.Color.B + (int)f.Vertex2.Color.B) / 2))
     };
     faces.Add(new BspGeometryFace()
     {
         Texture = f.Texture, Lightmap = f.Lightmap,
         Vertex0 = f.Vertex0,
         Vertex1 = v01,
         Vertex2 = v02
     });
     faces.Add(new BspGeometryFace()
     {
         Texture = f.Texture,
         Lightmap = f.Lightmap,
         Vertex0 = f.Vertex1,
         Vertex1 = v12,
         Vertex2 = v01
     });
     faces.Add(new BspGeometryFace()
     {
         Texture = f.Texture,
         Lightmap = f.Lightmap,
         Vertex0 = f.Vertex2,
         Vertex1 = v02,
         Vertex2 = v12
     });
     faces.Add(new BspGeometryFace()
     {
         Texture = f.Texture,
         Lightmap = f.Lightmap,
         Vertex0 = v01,
         Vertex1 = v12,
         Vertex2 = v02
     });
 }
コード例 #3
0
ファイル: Adapter.cs プロジェクト: marmalade/bsp4Airplay
 private LevelVBItem GetLevelVBItem(BspGeometryVertex bspGeometryVertex)
 {
     return new LevelVBItem() { Position = GetVec3(bspGeometryVertex.Position),
                                Normal = GetVec3Fixed(bspGeometryVertex.Normal),
                                UV0 = GetVec2Fixed(bspGeometryVertex.UV0),
                                UV1 = GetVec2Fixed(bspGeometryVertex.UV1),
                                Colour = GetColour(bspGeometryVertex.Color)
     };
 }
コード例 #4
0
ファイル: Adapter.cs プロジェクト: marmalade/bsp4Airplay
 private BspGeometryVertex CorrectLightmapCoords(BspGeometryVertex src, Size dstSize, AtlasItem item)
 {
     BspGeometryVertex res = new BspGeometryVertex();
     res.Color = src.Color;
     res.Normal = src.Normal;
     res.Position = src.Position;
     res.UV0 = src.UV0;
     var size =item.Size;
     var position =item.Position;
     res.UV1.X = ((float)item.Position.X + src.UV1.X * (float)size.Width) / (float)dstSize.Width;
     res.UV1.Y = ((float)item.Position.Y + src.UV1.Y * (float)size.Height) / (float)dstSize.Height;
     return res;
 }