Пример #1
0
        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();
        }
Пример #2
0
        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();
        }
Пример #3
0
        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();
        }