#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; // 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; //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; //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; //mxd this.nx = 0.0f; this.ny = 0.0f; this.nz = 0.0f; }*/ // Constructor public WorldVertex(Vector3D p, int c, Vector2D t) { this.x = (float)p.x; this.y = (float)p.y; this.z = (float)p.z; this.c = c; this.u = (float)t.x; this.v = (float)t.y; //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; //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; //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; //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; //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; //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; //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; //mxd this.nx = 0.0f; this.ny = 0.0f; this.nz = 0.0f; } // Constructor public WorldVertex(Vector3D p) { 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; //mxd this.nx = 0.0f; this.ny = 0.0f; this.nz = 0.0f; } } }