UltimateZoneBuilder/Source/Core/Rendering/WorldVertex.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using CodeImp.DoomBuilder.Geometry;
using System.Runtime.InteropServices;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
// WorldVertex
[StructLayout(LayoutKind.Sequential)]
public struct WorldVertex
{
// Vertex format
public const int Stride = 36; //mxd: 9 * 4, was 6 * 4
// Members
public float x;
public float y;
public float z;
public int c;
public float u;
public float v;
//mxd
public float nx;
public float ny;
public float nz;
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// Constructor
public WorldVertex(float x, float y, float z, int c, float u, float v)
{
this.x = x;
this.y = y;
this.z = z;
this.c = c;
this.u = u;
this.v = v;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}
// Constructor
/*public WorldVertex(float x, float y, float z, int c, Vector2D t)
{
this.x = x;
this.y = y;
this.z = z;
this.c = c;
this.u = t.x;
this.v = t.y;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
/*public WorldVertex(Vector3D p, int c, float u, float v)
{
this.x = p.x;
this.y = p.y;
this.z = p.z;
this.c = c;
this.u = u;
this.v = v;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
public WorldVertex(Vector3D p, int c, Vector2D t)
{
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this.x = (float)p.x;
this.y = (float)p.y;
this.z = (float)p.z;
this.c = c;
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this.u = (float)t.x;
this.v = (float)t.y;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}
// Constructor
/*public WorldVertex(float x, float y, float z, float u, float v)
{
this.x = x;
this.y = y;
this.z = z;
this.c = -1;
this.u = u;
this.v = v;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
/*public WorldVertex(float x, float y, float z, Vector2D t)
{
this.x = x;
this.y = y;
this.z = z;
this.c = -1;
this.u = t.x;
this.v = t.y;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
/*public WorldVertex(Vector3D p, float u, float v)
{
this.x = p.x;
this.y = p.y;
this.z = p.z;
this.c = -1;
this.u = u;
this.v = v;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
/*public WorldVertex(Vector3D p, Vector2D t)
{
this.x = p.x;
this.y = p.y;
this.z = p.z;
this.c = -1;
this.u = t.x;
this.v = t.y;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
/*public WorldVertex(float x, float y, float z, int c)
{
this.x = x;
this.y = y;
this.z = z;
this.c = c;
this.u = 0.0f;
this.v = 0.0f;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
/*public WorldVertex(Vector3D p, int c)
{
this.x = p.x;
this.y = p.y;
this.z = p.z;
this.c = c;
this.u = 0.0f;
this.v = 0.0f;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}*/
// Constructor
public WorldVertex(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
this.c = -1;
this.u = 0.0f;
this.v = 0.0f;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}
// Constructor
public WorldVertex(Vector3D p)
{
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this.x = (float)p.x;
this.y = (float)p.y;
this.z = (float)p.z;
this.c = -1;
this.u = 0.0f;
this.v = 0.0f;
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//mxd
this.nx = 0.0f;
this.ny = 0.0f;
this.nz = 0.0f;
}
}
}