port from perforce
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133
aiwaz/Aiwaz.Resources/Prefab/Cube.cs
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133
aiwaz/Aiwaz.Resources/Prefab/Cube.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Aiwaz.Contracts;
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using SlimDX;
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using Aiwaz.Resources.Attributes;
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using System.Collections.ObjectModel;
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namespace Aiwaz.Resources.Prefab
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{
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[CreationParameters("Standard unity-sized non-inverted cube")]
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public class CubeParams : ICreationParams
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{
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public float Width;
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public float Height;
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public float Depth;
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public bool IsInverted;
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public CubeParams()
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{
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Width = 1.0f;
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Height = 1.0f;
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Depth = 1.0f;
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IsInverted = false;
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}
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}
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[AiwazResource("Cube", "A simple non-uniform cube")]
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public class Cube : Resource
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{
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public struct CommonCubeVertex
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{
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public CommonCubeVertex(SlimDX.Vector3 pos,
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SlimDX.Vector3 normal,
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SlimDX.Vector3 tangent,
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SlimDX.Vector2 tex)
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{
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this.Pos = pos;
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this.Normal = normal;
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this.Tangent = tangent;
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this.Tex = tex;
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}
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public SlimDX.Vector3 Pos;
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public SlimDX.Vector3 Normal;
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public SlimDX.Vector3 Tangent;
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public SlimDX.Vector2 Tex;
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};
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public GeometryBuffer GeometryBuffer { get; protected set; }
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public Cube(CubeParams parameters)
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{
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creationParams = parameters;
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float width = parameters.Width * 0.5f;
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float height = parameters.Height * 0.5f;
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float depth = parameters.Depth * 0.5f;
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float normal = parameters.IsInverted ? -1.0f : 1.0f;
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float tangent = 1.0f;//isInverted ? -1.0f : 1.0f;
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CommonCubeVertex[] vertices = new CommonCubeVertex[]
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{
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, -depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, -depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, depth ), new SlimDX.Vector3(0.0f, normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, -depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, -depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, depth ), new SlimDX.Vector3(0.0f, -normal, 0.0f), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, -depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, -depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, depth ), new SlimDX.Vector3(-normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, tangent, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, -depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, -depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, depth ), new SlimDX.Vector3(normal, 0.0f, 0.0f), new SlimDX.Vector3(0.0f, -tangent, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, -depth ), new SlimDX.Vector3(0.0f, 0.0f, -normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, -height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, -height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 1.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( width, height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 0.0f, 0.0f ) ),
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new CommonCubeVertex ( new SlimDX.Vector3( -width, height, depth ), new SlimDX.Vector3(0.0f, 0.0f, normal), new SlimDX.Vector3(-tangent, 0.0f, 0.0f), new SlimDX.Vector2( 1.0f, 0.0f ) ),
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};
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var vertexElements = new VertexElement[]
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{
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new VertexElement(VertexElement.Format.Position),
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new VertexElement(VertexElement.Format.Normal),
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new VertexElement(VertexElement.Format.Tangent),
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new VertexElement(VertexElement.Format.Texture2D)
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};
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var invertedIndices = new uint[] { 0,1,3, 3,1,2, 5,4,6, 6,4,7, 8,9,11, 11,9,10, 13,12,14, 14,12,15, 16,17,19, 19,17,18, 21,20,22, 22,20,23 };
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var normalIndices = new uint[] { 3,1,0, 2,1,3, 6,4,5, 7,4,6, 11,9,8, 10,9,11, 14,12,13, 15,12,14, 19,17,16, 18,17,19, 22,20,21, 23,20,22 };
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this.GeometryBuffer = GeometryBuffer.Create<CommonCubeVertex>(
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parameters.IsInverted ? invertedIndices : normalIndices,
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vertices,
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vertexElements,
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false);
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}
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private ICreationParams creationParams;
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public override ICreationParams CreationParams
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{
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get { return creationParams; }
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}
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private ObservableCollection<IResource> children;
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[ReadOnly]
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public override ObservableCollection<IResource> Children
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{
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get
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{
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if (children == null)
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{
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children = new ObservableCollection<IResource>();
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children.Add(GeometryBuffer);
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}
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return children;
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}
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}
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}
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}
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