Exemplo n.º 1
0
        /// <summary>
        /// Actualiza el BoundingBox de la caja.
        /// No contempla rotacion
        /// </summary>
        private void updateBoundingBox()
        {
            Vector3 midSize = Vector3.Scale(size, 0.5f);

            boundingBox.setExtremes(Vector3.Subtract(translation, midSize), Vector3.Add(translation, midSize));
        }
Exemplo n.º 2
0
        /// <summary>
        /// Actualizar parámetros de la pared en base a los valores configurados
        /// </summary>
        public void updateValues()
        {
            float autoWidth;
            float autoHeight;

            //Calcular los 4 corners de la pared, segun el tipo de orientacion
            Vector3 bLeft, tLeft, bRight, tRight;

            if (orientation == Orientations.XYplane)
            {
                bLeft  = origin;
                tLeft  = new Vector3(origin.X + size.X, origin.Y, origin.Z);
                bRight = new Vector3(origin.X, origin.Y + size.Y, origin.Z);
                tRight = new Vector3(origin.X + size.X, origin.Y + size.Y, origin.Z);

                autoWidth  = (size.X / texture.Width);
                autoHeight = (size.Y / texture.Height);
            }
            else if (orientation == Orientations.YZplane)
            {
                bLeft  = origin;
                tLeft  = new Vector3(origin.X, origin.Y, origin.Z + size.Z);
                bRight = new Vector3(origin.X, origin.Y + size.Y, origin.Z);
                tRight = new Vector3(origin.X, origin.Y + size.Y, origin.Z + size.Z);

                autoWidth  = (size.Y / texture.Width);
                autoHeight = (size.Z / texture.Height);
            }
            else
            {
                bLeft  = origin;
                tLeft  = new Vector3(origin.X + size.X, origin.Y, origin.Z);
                bRight = new Vector3(origin.X, origin.Y, origin.Z + size.Z);
                tRight = new Vector3(origin.X + size.X, origin.Y, origin.Z + size.Z);

                autoWidth  = (size.X / texture.Width);
                autoHeight = (size.Z / texture.Height);
            }

            //Auto ajustar UV
            if (autoAdjustUv)
            {
                this.uTile = autoHeight;
                this.vTile = autoWidth;
            }
            float offsetU = this.uvOffset.X;
            float offsetV = this.uvOffset.Y;

            //Primer triangulo
            vertices[0] = new CustomVertex.PositionTextured(bLeft, offsetU + uTile, offsetV + vTile);
            vertices[1] = new CustomVertex.PositionTextured(tLeft, offsetU, offsetV + vTile);
            vertices[2] = new CustomVertex.PositionTextured(tRight, offsetU, offsetV);

            //Segundo triangulo
            vertices[3] = new CustomVertex.PositionTextured(bLeft, offsetU + uTile, offsetV + vTile);
            vertices[4] = new CustomVertex.PositionTextured(tRight, offsetU, offsetV);
            vertices[5] = new CustomVertex.PositionTextured(bRight, offsetU + uTile, offsetV);

            /*Versión con triángulos para el otro sentido
             * //Primer triangulo
             * vertices[0] = new CustomVertex.PositionTextured(tLeft, 0 * this.uTile, 1 * this.vTile);
             * vertices[1] = new CustomVertex.PositionTextured(bLeft, 1 * this.uTile, 1 * this.vTile);
             * vertices[2] = new CustomVertex.PositionTextured(bRight, 1 * this.uTile, 0 * this.vTile);
             *
             * //Segundo triangulo
             * vertices[3] = new CustomVertex.PositionTextured(bRight, 1 * this.uTile, 0 * this.vTile);
             * vertices[4] = new CustomVertex.PositionTextured(tRight, 0 * this.uTile, 0 * this.vTile);
             * vertices[5] = new CustomVertex.PositionTextured(tLeft, 0 * this.uTile, 1 * this.vTile);
             */

            //BoundingBox
            boundingBox.setExtremes(bLeft, tRight);
        }