UltimateZoneBuilder/Source/Core/Rendering/WorldVertex.cs
MaxED 76559ae881 Added GZDoom's glowing flats (http://www.zdoom.org/wiki/GLDEFS#Glowing_flats) support to Classic and Visual modes.
MAPINFO: added "DoomEdNum" and "SpawnNums" blocks support.
MAPINFO: added "#include" directive support.
MAPINFO: added "$gzdb_skip" special comment support.
DECORATE: "spawnthing" Game Configuration block is now updated using "SpawnID" actor property.
Game configurations: added "class" property to the most of ZDoom things.
Actions: removed "Reload MAPINFO" action.
Documentation: merged "GLDEFS and MODELDEF support", "(Z)MAPINFO support" and "TEXTURES support" topics into "(G)ZDoom text lumps support", added info about the other text lumps GZDB can use.
2015-04-14 11:33:57 +00:00

236 lines
4 KiB
C#

#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;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
// WorldVertex
public struct WorldVertex
{
// Vertex format
public const int Stride = 9 * 4; //mxd: 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 = p.x;
this.y = p.y;
this.z = p.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(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 = p.x;
this.y = p.y;
this.z = 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;
}
}
}