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- #region File Description
- //-----------------------------------------------------------------------------
- // Quad.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- using System;
- using System.Collections.Generic;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Content;
- namespace TexturedQuad
- {
- public struct Quad
- {
- public Vector3 Origin;
- public Vector3 UpperLeft;
- public Vector3 LowerLeft;
- public Vector3 UpperRight;
- public Vector3 LowerRight;
- public Vector3 Normal;
- public Vector3 Up;
- public Vector3 Left;
- public VertexPositionNormalTexture[] Vertices;
- // public int[] Indexes;
- public short[] Indexes;
- public Quad( Vector3 origin, Vector3 normal, Vector3 up,
- float width, float height )
- {
- Vertices = new VertexPositionNormalTexture[4];
- Indexes = new short[6];
- Origin = origin;
- Normal = normal;
- Up = up;
- // Calculate the quad corners
- Left = Vector3.Cross( normal, Up );
- Vector3 uppercenter = (Up * height / 2) + origin;
- UpperLeft = uppercenter + (Left * width / 2);
- UpperRight = uppercenter - (Left * width / 2);
- LowerLeft = UpperLeft - (Up * height);
- LowerRight = UpperRight - (Up * height);
- FillVertices();
- }
-
- private void FillVertices()
- {
- // Fill in texture coordinates to display full texture
- // on quad
- Vector2 textureUpperLeft = new Vector2( 0.0f, 0.0f );
- Vector2 textureUpperRight = new Vector2( 1.0f, 0.0f );
- Vector2 textureLowerLeft = new Vector2( 0.0f, 1.0f );
- Vector2 textureLowerRight = new Vector2( 1.0f, 1.0f );
- // Provide a normal for each vertex
- for (int i = 0; i < Vertices.Length; i++)
- {
- Vertices[i].Normal = Normal;
- }
- // Set the position and texture coordinate for each
- // vertex
- Vertices[0].Position = LowerLeft;
- Vertices[0].TextureCoordinate = textureLowerLeft;
- Vertices[1].Position = UpperLeft;
- Vertices[1].TextureCoordinate = textureUpperLeft;
- Vertices[2].Position = LowerRight;
- Vertices[2].TextureCoordinate = textureLowerRight;
- Vertices[3].Position = UpperRight;
- Vertices[3].TextureCoordinate = textureUpperRight;
- // Set the index buffer for each vertex, using
- // clockwise winding
- Indexes[0] = 0;
- Indexes[1] = 1;
- Indexes[2] = 2;
- Indexes[3] = 2;
- Indexes[4] = 1;
- Indexes[5] = 3;
- }
- }
- }
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