private static Mesh BuildSlope2Ramp(MeshBuilder mb, ContentManager c) { float width = 1f; float height = 1f; float depth = 1f; float widthHalf = width / 2; float heightHalf = height / 2; float depthHalf = depth / 2; mb.Begin(); //front mb.AddTriangle(new Vector3(-widthHalf, (heightHalf), (depthHalf)), new Vector3((0), -(heightHalf), (depthHalf)), new Vector3(-(widthHalf), -(heightHalf), (depthHalf)), front[0], front[2] - new Vector2(.25f, 0), front[3], false); //left mb.AddQuad(new Vector3(-widthHalf, (heightHalf), -(depthHalf)), new Vector3(-widthHalf, (heightHalf), (depthHalf)), new Vector3(-(widthHalf), -(heightHalf), (depthHalf)), new Vector3(-(widthHalf), -(heightHalf), -(depthHalf)), false, left[0], left[1], left[2], left[3]); //back mb.AddTriangle(new Vector3(-widthHalf, (heightHalf), -(depthHalf)), new Vector3(-(widthHalf), -(heightHalf), -(depthHalf)), new Vector3((0), -(heightHalf), -(depthHalf)), front[0], front[3], front[2] - new Vector2(.25f, 0), false); //right mb.AddQuad(new Vector3(-widthHalf, heightHalf, (depthHalf)), new Vector3(-widthHalf, heightHalf, -(depthHalf)), new Vector3((0), -(heightHalf), -(depthHalf)), new Vector3((0), -(heightHalf), (depthHalf)), false, top[0], top[1], top[2], top[3]); //bottom mb.AddQuad(new Vector3(-widthHalf, -(heightHalf), (depthHalf)), new Vector3(0, -(heightHalf), (depthHalf)), new Vector3((0), -(heightHalf), -(depthHalf)), new Vector3(-(widthHalf), -(heightHalf), -(depthHalf)), false, bottom[0], bottom[1] - new Vector2(.25f, 0), bottom[2] - new Vector2(.25f, 0), bottom[3]); Mesh m = mb.End(); m.Texture = c.Load<Texture2D>("Textures/BlockTextures/Block7"); m.NormalMap = c.Load<Texture2D>("Textures/BlockTextures/Block7N"); return m; }
private static Mesh BuildSlopeHalfRamp(MeshBuilder mb, ContentManager c) { float width = 1f; float height = 1f; float depth = 1f; float widthHalf = width / 2; float heightHalf = height / 2; float depthHalf = depth / 2; mb.Begin(); //front mb.AddTriangle(new Vector3(-widthHalf, (0), (depthHalf)), new Vector3((widthHalf), -(heightHalf), (depthHalf)), new Vector3(-(widthHalf), -(heightHalf), (depthHalf)), false); //left mb.AddQuad(new Vector3(-widthHalf, (0), -(depthHalf)), new Vector3(-widthHalf, (0), (depthHalf)), new Vector3(-(widthHalf), -(heightHalf), (depthHalf)), new Vector3(-(widthHalf), -(heightHalf), -(depthHalf)), false); //back mb.AddTriangle(new Vector3(-widthHalf, (0), -(depthHalf)), new Vector3(-(widthHalf), -(heightHalf), -(depthHalf)), new Vector3((widthHalf), -(heightHalf), -(depthHalf)), false); //right mb.AddQuad(new Vector3(-widthHalf, 0, (depthHalf)), new Vector3(-widthHalf, 0, -(depthHalf)), new Vector3((widthHalf), -(heightHalf), -(depthHalf)), new Vector3((widthHalf), -(heightHalf), (depthHalf)), false); //bottom mb.AddQuad(new Vector3(-widthHalf, -(heightHalf), (depthHalf)), new Vector3(widthHalf, -(heightHalf), (depthHalf)), new Vector3((widthHalf), -(heightHalf), -(depthHalf)), new Vector3(-(widthHalf), -(heightHalf), -(depthHalf)), false); return mb.End(); }
private static Mesh BuildConvexRamp(MeshBuilder mb, ContentManager c) { mb.Begin(); //mb.AddQuad(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-0.5f, -0.5f, -0.5f), false); mb.AddQuad(new Vector3(0.5f, 0.5f, -0.5f), new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0.5f, -0.5f, -0.5f), false, left[0], left[1], left[2], left[3]); mb.AddQuad(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0.5f, -0.5f, -0.5f), new Vector3(-0.5f, -0.5f, -0.5f), false, bottom[0], bottom[1], bottom[2], bottom[3]); for (int i = 0; i < sphereIterations; i++) { //Draw the curved surface, and the two sides float angle = ((float)i / sphereIterations) * MathHelper.PiOver2; float nextAngle = ((float)(i + 1) / sphereIterations) * MathHelper.PiOver2; Vector3 offset = new Vector3(-0.5f); Vector3 v1 = new Vector3(0, (float)Math.Cos(angle), (float)Math.Sin(angle)) + offset; Vector3 v2 = new Vector3(1, (float)Math.Cos(angle), (float)Math.Sin(angle)) + offset; Vector3 v3 = new Vector3(1, (float)Math.Cos(nextAngle), (float)Math.Sin(nextAngle)) + offset; Vector3 v4 = new Vector3(0, (float)Math.Cos(nextAngle), (float)Math.Sin(nextAngle)) + offset; mb.AddQuad(v1, v2, v3, v4, true, new Vector2(0.5f, i * (0.5f / sphereIterations)), new Vector2(1, (i + 1) * (0.5f / sphereIterations))); //Draw the two sides v1 = new Vector3(1, 0, 0) + offset; v2 = new Vector3(1, (float)Math.Cos(nextAngle), (float)Math.Sin(nextAngle)) + offset; v3 = new Vector3(1, (float)Math.Cos(angle), (float)Math.Sin(angle)) + offset; //calculate texture coordinates Vector2 v1Tex = new Vector2(v1.Z + .5f, -v1.Y + .5f); Vector2 v2Tex = new Vector2(v2.Z + .5f, -v2.Y + .5f); Vector2 v3Tex = new Vector2(v3.Z + .5f, -v3.Y + .5f); v1Tex /= 2; v2Tex /= 2; v3Tex /= 2; //add back side mb.AddTriangle(v1, v2, v3, new Vector2(v1Tex.X + .5f, v1Tex.Y + .5f), new Vector2(v2Tex.X + .5f, v2Tex.Y + .5f), new Vector2(v3Tex.X + .5f, v3Tex.Y + .5f), false); offset = new Vector3(-1, 0, 0); //add front side mb.AddTriangle(v1 + offset, v3 + offset, v2 + offset, new Vector2(v1Tex.X + .5f, v1Tex.Y + .5f), new Vector2(v3Tex.X + .5f, v3Tex.Y + .5f), new Vector2(v2Tex.X + .5f, v2Tex.Y + .5f), false); } mb.RotateAllVerts(Quaternion.CreateFromAxisAngle(Vector3.Up, MathHelper.PiOver2)); Mesh m = mb.End(); m.Texture = c.Load<Texture2D>("Textures/BlockTextures/Block5"); m.NormalMap = c.Load<Texture2D>("Textures/BlockTextures/Block5N"); return m; }