public _Billboard(GraphicsDevice device, Game game, string textureName, string texture2Name, Vector3 position, Vector2 size, _WallOrientation orientation) : base(device, game, textureName, texture2Name, position, size, orientation) { }
public _Quad(GraphicsDevice device, Game game, string textureName, string texture2Name, Vector3 position, Vector2 size, _WallOrientation orientation) { this.game = game; this.device = device; this.world = Matrix.Identity; switch (orientation) { case _WallOrientation.South: isSouth(position, size); break; case _WallOrientation.North: isNorth(position, size); break; case _WallOrientation.East: isEast(position, size); break; case _WallOrientation.West: isWest(position, size); break; case _WallOrientation.Up: isUp(position, size); break; case _WallOrientation.Down: isDown(position, size); break; } this.verts = new VertexPositionTexture[] { new VertexPositionTexture(v0, Vector2.Zero), //v0 new VertexPositionTexture(v1, Vector2.UnitX), //v1 new VertexPositionTexture(v2, Vector2.UnitY), //v2 new VertexPositionTexture(v3, Vector2.UnitX), //v3 new VertexPositionTexture(v4, Vector2.One), //v4 new VertexPositionTexture(v5, Vector2.UnitY), //v5 }; this.buffer = new VertexBuffer(this.device, typeof(VertexPositionTexture), this.verts.Length, BufferUsage.None); this.buffer.SetData <VertexPositionTexture>(this.verts); this.basicEffect = new BasicEffect(this.device); this.effect = this.game.Content.Load <Effect>(@"Effect\Effect1"); this.texture = this.game.Content.Load <Texture2D>(textureName); this.texture2 = this.game.Content.Load <Texture2D>(texture2Name); multi = 0; pode = false; }
public _Quad(GraphicsDevice device, Game game, Color color, Vector3 position, Vector2 size, _WallOrientation orientation) { this.game = game; this.device = device; this.world = Matrix.Identity; switch (orientation) { case _WallOrientation.South: isSouth(position, size); break; case _WallOrientation.North: isNorth(position, size); break; case _WallOrientation.East: isEast(position, size); break; case _WallOrientation.West: isWest(position, size); break; case _WallOrientation.Up: isUp(position, size); break; case _WallOrientation.Down: isDown(position, size); break; } this.verts = new VertexPositionColor[] { new VertexPositionColor(v0, color), //v0 new VertexPositionColor(v1, color), //v1 new VertexPositionColor(v2, color), //v2 new VertexPositionColor(v3, color), //v3 new VertexPositionColor(v4, color), //v4 new VertexPositionColor(v5, color), //v5 }; this.buffer = new VertexBuffer(this.device, typeof(VertexPositionColor), this.verts.Length, BufferUsage.None); this.buffer.SetData <VertexPositionColor>(this.verts); this.effect = new BasicEffect(this.device); }