public DoubleFloorModel(EntityInfo entity, GraphicsDevice graphicsDevice) : base(entity, graphicsDevice) { if (ModelVertices.Count > 0) { Setup(); return; } ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(0, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(1, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); Setup(); }
public CornerModel(EntityInfo entity, GraphicsDevice graphicsDevice) : base(entity, graphicsDevice) { if (ModelVertices.Count > 0) { Setup(); return; } ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f))); //h ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 1.0f))); //h ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0.0f, 0.0f))); //e ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1.0f, 1.0f))); //c ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f))); //b ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 1.0f))); //c ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0.0f, 0.0f))); //e ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 0.0f))); //e ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1.0f, 1.0f))); //a ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0.0f, 1.0f))); //b Setup(); }
public CliffInsideModel(EntityInfo entity, GraphicsDevice graphicsDevice) : base(entity, graphicsDevice) { if (ModelVertices.Count > 0) { Setup(); return; } ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(0, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, -0.5f), Vector3.Up, new Vector2(1, 0))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(1, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.5f), Vector3.Up, new Vector2(0, 1))); ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(0.0f, 1.0f))); //h ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(0.0f, 0.0f))); //e ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(1.0f, 1.0f))); //c ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.5f, 0.25f), Vector3.Forward, new Vector2(1.0f, 1.0f))); //c ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(0.0f, 0.0f))); //e ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(0.5f, -0.25f, 0.5f), Vector3.Forward, new Vector2(1.0f, 0.0f))); //d ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 1.0f))); //h ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.25f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 1.0f))); //a ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0.0f, 0.0f))); //f ModelVertices.Add(new VertexPositionNormalTexture(new Vector3(-0.5f, -0.25f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1.0f, 0.0f))); //e Setup(); }