public LevelGeometry_Curve(XElement xmlElement) : base(xmlElement) { float width = float.Parse(xmlElement.Attribute(WIDTH_ATTRIBUTE_NAME).Value, CultureInfo.InvariantCulture); float height = float.Parse(xmlElement.Attribute(HEIGHT_ATTRIBUTE_NAME).Value, CultureInfo.InvariantCulture); float depth = float.Parse(xmlElement.Attribute(DEPTH_ATTRIBUTE_NAME).Value, CultureInfo.InvariantCulture); Vector3 fbl = Vector3.Parse(xmlElement.Attribute(FRONT_BOTTOM_LEFT_ATTRIBUTE_NAME).Value); float yawRot = float.Parse(xmlElement.Attribute(YAW_ROTATION_ATTRIBUTE_NAME).Value, CultureInfo.InvariantCulture); float pitchRot = float.Parse(xmlElement.Attribute(PITCH_ROTATION_ATTRIBUTE_NAME).Value, CultureInfo.InvariantCulture); float rollRot = float.Parse(xmlElement.Attribute(ROLL_ROTATION_ATTRIBUTE_NAME).Value, CultureInfo.InvariantCulture); uint numSegments = uint.Parse(xmlElement.Attribute(NUM_SEGMENTS_ATTRIBUTE_NAME).Value, CultureInfo.InvariantCulture); this.ShapeDesc = new MeshGenerator.CurveDesc( new Cuboid(fbl, width, height, depth), yawRot, pitchRot, rollRot, numSegments ); }
public LevelGeometry_Curve(Vector2 textureScaling, Vector3 scale, Vector3 eulerRotations, Vector3 translation, bool isInsideOut, MeshGenerator.CurveDesc shapeDesc, int id) : base(textureScaling, scale, eulerRotations, translation, isInsideOut, id) { ShapeDesc = shapeDesc; }