// constructors public Mesh(string fileName) { var loader = new MeshLoader(); loader.Load(this, "../../" + fileName); color = new Vector3(0, 0, 0); }
public Mesh(string fileName, Mesh ouder, float transx, float transy, float transz, float rotX, float rotY, float rotZ, Texture texture, float B) { MeshLoader loader = new MeshLoader(); loader.Load(this, fileName); parent = ouder; locatie = Matrix4.CreateTranslation(transx, transy, transz); rot = new Vector3(rotX, rotY, rotZ); textuur = texture; a = B; // de rotatiesnelheid tov de parent }
// constructor public Mesh(Vector3 position, float scale, string fileName) : base(position, scale) { MeshLoader loader = new MeshLoader(); loader.Load(this, fileName); ambientReflect = new Vector3(0f, 0.5f, 1f); diffuseReflect = new Vector3(1f, 0.41f, 0.71f); specularReflect = new Vector3(1f, 1f, 1f); matShiny = 64; }
// constructor public Mesh(string fileName, float diffuse = 1, float specularity = 0, float reflection = 0, float refraction = 0, float eta = 0) { MeshLoader loader = new MeshLoader(); loader.Load(this, fileName); this.diffuse = diffuse; this.specularity = specularity; this.reflection = reflection; this.refraction = refraction; this.eta = eta; }
public MeshGroup(string fileName, Vector3 position, Vector3 Rotation, Vector3 scale, Vector3 RotationalVelocity = new Vector3(), Vector3 Velocity = new Vector3()) { offset = position; // +parent.mesh.offset; this.Rotation = Rotation; this.scale = scale; //physics implementation rotVelocity = RotationalVelocity; posVelocity = Velocity; MeshLoader loader = new MeshLoader(); loader.Load(this, fileName); meshes.Capacity = meshes.Count; }
int quadBufferId; // quad buffer // constructor public Mesh( string fileName ) { MeshLoader loader = new MeshLoader(); loader.Load( this, fileName ); }
public Matrix4 mTransform; // local transform matrix // constructor public Mesh(string fileName) { MeshLoader loader = new MeshLoader(); loader.Load(this, fileName); mTransform = Matrix4.Identity; }