Пример #1
0
        public Grid(Vector2i _dimensions, float _line_thickness = 0.2f, bool drawGui = false) : base(drawGui)
        {
            _loader = new ShaderLoader("Grid");
            mesh    = AddComponent(new Mesh(this, _loader));
            plane   = AddComponent(new Mesh(this, _loader));
            AddComponent(new CameraJumpTo(this));
            Name      = "Grid";
            rgb_grid  = new System.Numerics.Vector3(0.072f, 0.293f, 0.294f);
            rgb_plane = new System.Numerics.Vector3(0.158f, 0.158f, 0.158f);
            for (int x = 0; x <= _dimensions.X; x++)
            {
                Vector3 startpoint = new Vector3(x, 0, 0);
                Vector3 endpoint   = new Vector3(x, 0, _dimensions.Y);
                Vector3 a          = new Vector3(startpoint.X + _line_thickness, startpoint.Y + _line_thickness, startpoint.Z);
                Vector3 b          = new Vector3(startpoint.X - _line_thickness, startpoint.Y + _line_thickness, startpoint.Z);
                Vector3 c          = new Vector3(startpoint.X + _line_thickness, startpoint.Y - _line_thickness, startpoint.Z);
                Vector3 d          = new Vector3(startpoint.X - _line_thickness, startpoint.Y - _line_thickness, startpoint.Z);

                Vector3 a2 = new Vector3(endpoint.X + _line_thickness, endpoint.Y + _line_thickness, endpoint.Z);
                Vector3 b2 = new Vector3(endpoint.X - _line_thickness, endpoint.Y + _line_thickness, endpoint.Z);
                Vector3 c2 = new Vector3(endpoint.X + _line_thickness, endpoint.Y - _line_thickness, endpoint.Z);
                Vector3 d2 = new Vector3(endpoint.X - _line_thickness, endpoint.Y - _line_thickness, endpoint.Z);

                FinalVertices.AddRange(MakeQuad(a, b, c, d));     //front
                FinalVertices.AddRange(MakeQuad(a2, b2, c2, d2)); //back
                FinalVertices.AddRange(MakeQuad(b, a, a2, b2));   //top
                FinalVertices.AddRange(MakeQuad(d, d2, a2, a));   //right
                FinalVertices.AddRange(MakeQuad(c, d, d2, c2));   //bottom
                FinalVertices.AddRange(MakeQuad(b, b2, c2, c));   //left
            }

            for (int x = 0; x <= _dimensions.X; x++)
            {
                Vector3 startpoint = new Vector3(0, 0, x);
                Vector3 endpoint   = new Vector3(_dimensions.Y, 0, x);
                Vector3 a          = new Vector3(startpoint.X, startpoint.Y + _line_thickness, startpoint.Z + _line_thickness);
                Vector3 b          = new Vector3(startpoint.X, startpoint.Y + _line_thickness, startpoint.Z - _line_thickness);
                Vector3 c          = new Vector3(startpoint.X, startpoint.Y - _line_thickness, startpoint.Z + _line_thickness);
                Vector3 d          = new Vector3(startpoint.X, startpoint.Y - _line_thickness, startpoint.Z - _line_thickness);

                Vector3 a2 = new Vector3(endpoint.X, endpoint.Y + _line_thickness, endpoint.Z + _line_thickness);
                Vector3 b2 = new Vector3(endpoint.X, endpoint.Y + _line_thickness, endpoint.Z - _line_thickness);
                Vector3 c2 = new Vector3(endpoint.X, endpoint.Y - _line_thickness, endpoint.Z + _line_thickness);
                Vector3 d2 = new Vector3(endpoint.X, endpoint.Y - _line_thickness, endpoint.Z - _line_thickness);

                FinalVertices.AddRange(MakeQuad(a, b, c, d));     //front
                FinalVertices.AddRange(MakeQuad(a2, b2, c2, d2)); //back
                FinalVertices.AddRange(MakeQuad(b, a, a2, b2));   //top
                FinalVertices.AddRange(MakeQuad(d, d2, a2, a));   //right
                FinalVertices.AddRange(MakeQuad(c, d, d2, c2));   //bottom
                FinalVertices.AddRange(MakeQuad(b, b2, c2, c));   //left
            }

            GetComponent <Mesh>(plane).SetData(MakeQuad(new Vector3(0, 0, 0), new Vector3(100, 0, 0), new Vector3(100, 0, 100), new Vector3(0, 0, 100)), new List <Mesh.VertexAttribType>()
            {
                Mesh.VertexAttribType.V3
            });

            GetComponent <Mesh>(mesh).SetData(FinalVertices, new List <Mesh.VertexAttribType>()
            {
                Mesh.VertexAttribType.V3
            });
        }