public static GameMesh CreateTriangle() { List <uint> idxs = new List <uint>() { 0, 1, 2 }; List <GameVertex> verts = new List <GameVertex>() { new GameVertex() { Position = new Vector3(-0.5f, -0.5f, 0.0f) }, new GameVertex() { Position = new Vector3(0.5f, -0.5f, 0.0f) }, new GameVertex() { Position = new Vector3(0.0f, 0.5f, 0.0f) } }; GameMesh ret = new GameMesh(verts, idxs, new List <GameTexture>()); ret.Log($"Creating Triangle Mesh", DebugChannel.Log, 8); return(ret); }
public static GameMesh CreateCube() { List <GameVertex> ret = new List <GameVertex>() { new GameVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, -1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, -1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(-1.0f, 1.0f, 1.0f) }, new GameVertex() { Position = new Vector3(1.0f, -1.0f, 1.0f) } }; List <uint> ind = new List <uint>(); for (int i = 0; i < ret.Count; i++) { GameVertex v = ret[i]; v.Position += Vector3.UnitZ * -1; ret[i] = v; ind.Add((uint)i); } GameMesh gm = new GameMesh(ret, ind, new List <GameTexture>()); ret.Log($"Creating Cube Mesh", DebugChannel.Log, 8); return(gm); }