static CubeData () { // Temporary stream arrays because I'm way too lazy to convert these to individual vertices by hand var positions = new [] { // Front face new Vector3f(-1, -1, 1), new Vector3f( 1, -1, 1), new Vector3f( 1, 1, 1), new Vector3f(-1, 1, 1), // Back face new Vector3f(-1, -1, -1), new Vector3f(-1, 1, -1), new Vector3f( 1, 1, -1), new Vector3f( 1, -1, -1), // Top face new Vector3f(-1, 1, -1), new Vector3f(-1, 1, 1), new Vector3f( 1, 1, 1), new Vector3f( 1, 1, -1), // Bottom face new Vector3f(-1, -1, -1), new Vector3f( 1, -1, -1), new Vector3f( 1, -1, 1), new Vector3f(-1, -1, 1), // Right face new Vector3f( 1, -1, -1), new Vector3f( 1, 1, -1), new Vector3f( 1, 1, 1), new Vector3f( 1, -1, 1), // Left face new Vector3f(-1, -1, -1), new Vector3f(-1, -1, 1), new Vector3f(-1, 1, 1), new Vector3f(-1, 1, -1), }; var normals = new [] { // Front face new Vector3f(0, 0, 1), new Vector3f(0, 0, 1), new Vector3f(0, 0, 1), new Vector3f(0, 0, 1), // Back face new Vector3f(0, 0, -1), new Vector3f(0, 0, -1), new Vector3f(0, 0, -1), new Vector3f(0, 0, -1), // Top face new Vector3f(0, 1, 0), new Vector3f(0, 1, 0), new Vector3f(0, 1, 0), new Vector3f(0, 1, 0), // Bottom face new Vector3f(0, -1, 0), new Vector3f(0, -1, 0), new Vector3f(0, -1, 0), new Vector3f(0, -1, 0), // Right face new Vector3f(1, 0, 0), new Vector3f(1, 0, 0), new Vector3f(1, 0, 0), new Vector3f(1, 0, 0), // Left face new Vector3f(-1, 0, 0), new Vector3f(-1, 0, 0), new Vector3f(-1, 0, 0), new Vector3f(-1, 0, 0) }; var texCoords = new [] { // Front face new Vector2f(0, 0), new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1), // Back face new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1), new Vector2f(0, 0), // Top face new Vector2f(0, 1), new Vector2f(0, 0), new Vector2f(1, 0), new Vector2f(1, 1), // Bottom face new Vector2f(1, 1), new Vector2f(0, 1), new Vector2f(0, 0), new Vector2f(1, 0), // Right face new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1), new Vector2f(0, 0), // Left face new Vector2f(0, 0), new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1) }; Vertices = new CubeVertex[positions.Length]; for (var i = 0; i < Vertices.Length; i++) { Vertices[i] = new CubeVertex(positions[i], normals[i], texCoords[i]); } }
static CubeData() { // Temporary stream arrays because I'm way too lazy to convert these to individual vertices by hand var positions = new [] { // Front face new Vector3f(-1, -1, 1), new Vector3f(1, -1, 1), new Vector3f(1, 1, 1), new Vector3f(-1, 1, 1), // Back face new Vector3f(-1, -1, -1), new Vector3f(-1, 1, -1), new Vector3f(1, 1, -1), new Vector3f(1, -1, -1), // Top face new Vector3f(-1, 1, -1), new Vector3f(-1, 1, 1), new Vector3f(1, 1, 1), new Vector3f(1, 1, -1), // Bottom face new Vector3f(-1, -1, -1), new Vector3f(1, -1, -1), new Vector3f(1, -1, 1), new Vector3f(-1, -1, 1), // Right face new Vector3f(1, -1, -1), new Vector3f(1, 1, -1), new Vector3f(1, 1, 1), new Vector3f(1, -1, 1), // Left face new Vector3f(-1, -1, -1), new Vector3f(-1, -1, 1), new Vector3f(-1, 1, 1), new Vector3f(-1, 1, -1), }; var normals = new [] { // Front face new Vector3f(0, 0, 1), new Vector3f(0, 0, 1), new Vector3f(0, 0, 1), new Vector3f(0, 0, 1), // Back face new Vector3f(0, 0, -1), new Vector3f(0, 0, -1), new Vector3f(0, 0, -1), new Vector3f(0, 0, -1), // Top face new Vector3f(0, 1, 0), new Vector3f(0, 1, 0), new Vector3f(0, 1, 0), new Vector3f(0, 1, 0), // Bottom face new Vector3f(0, -1, 0), new Vector3f(0, -1, 0), new Vector3f(0, -1, 0), new Vector3f(0, -1, 0), // Right face new Vector3f(1, 0, 0), new Vector3f(1, 0, 0), new Vector3f(1, 0, 0), new Vector3f(1, 0, 0), // Left face new Vector3f(-1, 0, 0), new Vector3f(-1, 0, 0), new Vector3f(-1, 0, 0), new Vector3f(-1, 0, 0) }; var texCoords = new [] { // Front face new Vector2f(0, 0), new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1), // Back face new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1), new Vector2f(0, 0), // Top face new Vector2f(0, 1), new Vector2f(0, 0), new Vector2f(1, 0), new Vector2f(1, 1), // Bottom face new Vector2f(1, 1), new Vector2f(0, 1), new Vector2f(0, 0), new Vector2f(1, 0), // Right face new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1), new Vector2f(0, 0), // Left face new Vector2f(0, 0), new Vector2f(1, 0), new Vector2f(1, 1), new Vector2f(0, 1) }; Vertices = new CubeVertex[positions.Length]; for (var i = 0; i < Vertices.Length; i++) { Vertices[i] = new CubeVertex(positions[i], normals[i], texCoords[i]); } }