/// <summary> /// Converts a quick string of a Texture Coordinate set to an actual TextureCoordinates. /// </summary> /// <param name="str">The string.</param> /// <returns>The texture coordinates.</returns> public static TextureCoordinates FromString(string str) { TextureCoordinates tc = new TextureCoordinates(); string[] data = str.SplitFast('/'); tc.xscale = (float)Utilities.StringToFloat(data[0]); tc.yscale = (float)Utilities.StringToFloat(data[1]); tc.xshift = (float)Utilities.StringToFloat(data[2]); tc.yshift = (float)Utilities.StringToFloat(data[3]); tc.xflip = data[4] == "t"; tc.yflip = data[5] == "t"; return(tc); }
/// <summary> /// Converts a quick string of a Texture Coordinate set to an actual TextureCoordinates. /// </summary> /// <param name="str">The string.</param> /// <returns>The texture coordinates.</returns> public static TextureCoordinates FromString(string str) { TextureCoordinates tc = new TextureCoordinates(); string[] data = str.SplitFast('/'); tc.XScale = StringConversionHelper.StringToFloat(data[0]); tc.YScale = StringConversionHelper.StringToFloat(data[1]); tc.XShift = StringConversionHelper.StringToFloat(data[2]); tc.YShift = StringConversionHelper.StringToFloat(data[3]); tc.XFlip = data[4] == "t"; tc.YFlip = data[5] == "t"; return(tc); }
/// <summary> /// Generates a cube model. /// </summary> /// <returns>The cube model.</returns> public Model GenerateCube() { Model m = new Model("cube") { Engine = this, Skinned = true, ModelMin = new BEPUutilities.Vector3(-1, -1, -1), ModelMax = new BEPUutilities.Vector3(1, 1, 1) }; ModelMesh mm = new ModelMesh("cube"); mm.vbo.Prepare(); TextureCoordinates tc = new TextureCoordinates(); mm.vbo.AddSide(Location.UnitX, tc, offs: true); mm.vbo.AddSide(Location.UnitY, tc, offs: true); mm.vbo.AddSide(Location.UnitZ, tc, offs: true); mm.vbo.AddSide(-Location.UnitX, tc, offs: true); mm.vbo.AddSide(-Location.UnitY, tc, offs: true); mm.vbo.AddSide(-Location.UnitZ, tc, offs: true); m.Original = new Model3D(); Model3DMesh m3m = new Model3DMesh() { Name = "cube" }; m3m.Indices = new List <int>(mm.vbo.Indices.ConvertAll((u) => (int)u)); m3m.Vertices = new List <BEPUutilities.Vector3>(mm.vbo.Vertices.ConvertAll((o) => o.ToLocation().ToBVector())); m3m.TexCoords = new List <BEPUutilities.Vector2>(mm.vbo.TexCoords.ConvertAll((o) => new BEPUutilities.Vector2(o.X, o.Y))); m3m.Normals = new List <BEPUutilities.Vector3>(mm.vbo.Normals.ConvertAll((o) => o.ToLocation().ToBVector())); m.Original.Meshes = new List <Model3DMesh>() { m3m }; mm.vbo.GenerateVBO(); mm.VBOGenned = true; m.Meshes.Add(mm); return(m); }
/// <summary> /// Generates a cube model. /// </summary> /// <returns>The cube model.</returns> public Model GenerateCube() { Model m = new Model("cube") { Engine = this, Skinned = true, ModelMin = new BEPUutilities.Vector3(-1, -1, -1), ModelMax = new BEPUutilities.Vector3(1, 1, 1) }; ModelMesh mm = new ModelMesh("cube"); Renderable.ListBuilder builder = new Renderable.ListBuilder(); builder.Prepare(); TextureCoordinates tc = new TextureCoordinates(); builder.AddSide(Location.UnitX, tc, offs: true); builder.AddSide(Location.UnitY, tc, offs: true); builder.AddSide(Location.UnitZ, tc, offs: true); builder.AddSide(-Location.UnitX, tc, offs: true); builder.AddSide(-Location.UnitY, tc, offs: true); builder.AddSide(-Location.UnitZ, tc, offs: true); m.Original = new Model3D(); Model3DMesh m3m = new Model3DMesh() { Name = "cube" }; m3m.Indices = builder.Indices.ToArray(); m3m.Vertices = builder.Vertices.ConvertAll((o) => o.ToLocation().ToBVector()).ToArray(); m3m.TexCoords = builder.TexCoords.ConvertAll((o) => new BEPUutilities.Vector2(o.X, o.Y)).ToArray(); m3m.Normals = builder.Normals.ConvertAll((o) => o.ToLocation().ToBVector()).ToArray(); m.Original.Meshes = new Model3DMesh[] { m3m }; mm.BaseRenderable.GenerateVBO(builder); m.AddMesh(mm); return(m); }
/// <summary> /// Helper to add an axis-aligned side to this VBO. /// </summary> /// <param name="normal">The normal.</param> /// <param name="tc">The texture coordinates.</param> /// <param name="offs">Whether to offset.</param> /// <param name="texf">The texture ID.</param> public void AddSide(Location normal, TextureCoordinates tc, bool offs = false, float texf = 0) { // TODO: IMPROVE! Or discard?! for (int i = 0; i < 6; i++) { Normals.Add(normal.ToOpenTK()); Colors.Add(new Vector4(1f, 1f, 1f, 1f)); Indices.Add((uint)Indices.Count); BoneIDs.Add(new Vector4(0, 0, 0, 0)); BoneWeights.Add(new Vector4(0f, 0f, 0f, 0f)); BoneIDs2.Add(new Vector4(0, 0, 0, 0)); BoneWeights2.Add(new Vector4(0f, 0f, 0f, 0f)); } float aX = (tc.xflip ? 1 : 0) + tc.xshift; float aY = (tc.yflip ? 1 : 0) + tc.yshift; float bX = (tc.xflip ? 0 : 1) * tc.xscale + tc.xshift; float bY = (tc.yflip ? 1 : 0) + tc.yshift; float cX = (tc.xflip ? 0 : 1) * tc.xscale + tc.xshift; float cY = (tc.yflip ? 0 : 1) * tc.yscale + tc.yshift; float dX = (tc.xflip ? 1 : 0) + tc.xshift; float dY = (tc.yflip ? 0 : 1) * tc.yscale + tc.yshift; float zero = offs ? -0.5f : -1; // Sssh float one = offs ? 0.5f : 1; if (normal.Z == 1) { // T1 TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(zero, zero, one)); TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(zero, one, one)); TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(one, one, one)); // T2 TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(zero, zero, one)); TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(one, one, one)); TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(one, zero, one)); } else if (normal.Z == -1) { // T1 TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(one, one, zero)); TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(zero, one, zero)); TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(zero, zero, zero)); // T2 TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(one, zero, zero)); TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(one, one, zero)); TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(zero, zero, zero)); } else if (normal.X == 1) { // T1 TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(one, one, one)); TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(one, one, zero)); TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(one, zero, zero)); // T2 TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(one, zero, one)); TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(one, one, one)); TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(one, zero, zero)); } else if (normal.X == -1) { // T1 TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(zero, zero, zero)); TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(zero, one, zero)); TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(zero, one, one)); // T2 TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(zero, zero, zero)); TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(zero, one, one)); TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(zero, zero, one)); } else if (normal.Y == 1) { // T1 TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(one, one, one)); TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(zero, one, one)); TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(zero, one, zero)); // T2 TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(one, one, zero)); TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(one, one, one)); TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(zero, one, zero)); } else if (normal.Y == -1) { // T1 TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(zero, zero, zero)); TexCoords.Add(new Vector3(aX, aY, texf)); Vertices.Add(new Vector3(zero, zero, one)); TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(one, zero, one)); // T2 TexCoords.Add(new Vector3(dX, dY, texf)); Vertices.Add(new Vector3(zero, zero, zero)); TexCoords.Add(new Vector3(bX, bY, texf)); Vertices.Add(new Vector3(one, zero, one)); TexCoords.Add(new Vector3(cX, cY, texf)); Vertices.Add(new Vector3(one, zero, zero)); } else { throw new Exception("Lazy code can't handle unique normals! Only axis-aligned, normalized normals!"); } }