public static void Set(PositionColorUVVertex[] vertices, ref uint vertexCount, float x, float y, float w, float h, Color color, Vector2 texCoordTL, Vector2 texCoordBR, float depth) { uint ucolor = color.ToUInt(); vertexTL.X = x; vertexTL.Y = y; vertexTL.Z = depth; vertexTL.Color = ucolor; vertexTL.U = texCoordTL.X; vertexTL.V = texCoordTL.Y; vertexTR.X = x + w; vertexTR.Y = y; vertexTR.Z = depth; vertexTR.Color = ucolor; vertexTR.U = texCoordBR.X; vertexTR.V = texCoordTL.Y; vertexBL.X = x; vertexBL.Y = y + h; vertexBL.Z = depth; vertexBL.Color = ucolor; vertexBL.U = texCoordTL.X; vertexBL.V = texCoordBR.Y; vertexBR.X = x + w; vertexBR.Y = y + h; vertexBR.Z = depth; vertexBR.Color = ucolor; vertexBR.U = texCoordBR.X; vertexBR.V = texCoordBR.Y; vertices[vertexCount++] = vertexTL; vertices[vertexCount++] = vertexTR; vertices[vertexCount++] = vertexBL; vertices[vertexCount++] = vertexTR; vertices[vertexCount++] = vertexBR; vertices[vertexCount++] = vertexBL; }
// Portions Copyright (C) The MonoGame Team public static void Set(PositionColorUVVertex[] vertices, ref uint vertexCount, float x, float y, float dx, float dy, float w, float h, float sin, float cos, Color color, Vector2 texCoordTL, Vector2 texCoordBR, float depth) { uint ucolor = color.ToUInt(); vertexTL.X = x + dx * cos - dy * sin; vertexTL.Y = y + dx * sin + dy * cos; vertexTL.Z = depth; vertexTL.Color = ucolor; vertexTL.U = texCoordTL.X; vertexTL.V = texCoordTL.Y; vertexTR.X = x + (dx + w) * cos - dy * sin; vertexTR.Y = y + (dx + w) * sin + dy * cos; vertexTR.Z = depth; vertexTR.Color = ucolor; vertexTR.U = texCoordBR.X; vertexTR.V = texCoordTL.Y; vertexBL.X = x + dx * cos - (dy + h) * sin; vertexBL.Y = y + dx * sin + (dy + h) * cos; vertexBL.Z = depth; vertexBL.Color = ucolor; vertexBL.U = texCoordTL.X; vertexBL.V = texCoordBR.Y; vertexBR.X = x + (dx + w) * cos - (dy + h) * sin; vertexBR.Y = y + (dx + w) * sin + (dy + h) * cos; vertexBR.Z = depth; vertexBR.Color = ucolor; vertexBR.U = texCoordBR.X; vertexBR.V = texCoordBR.Y; vertices[vertexCount++] = vertexTL; vertices[vertexCount++] = vertexTR; vertices[vertexCount++] = vertexBL; vertices[vertexCount++] = vertexTR; vertices[vertexCount++] = vertexBR; vertices[vertexCount++] = vertexBL; }