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VertexPositionNormalTexture.cs
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VertexPositionNormalTexture.cs
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// Copyright (c) Stride contributors (https://stride3d.net) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
//
// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Runtime.InteropServices;
using Stride.Core.Mathematics;
namespace Stride.Graphics
{
/// <summary>
/// Describes a custom vertex format structure that contains position, normal and texture information.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 4)]
public struct VertexPositionNormalTexture : IEquatable<VertexPositionNormalTexture>, IVertex
{
/// <summary>
/// Initializes a new instance of the <see cref="VertexPositionNormalTexture"/> struct.
/// </summary>
/// <param name="position">The position of this vertex.</param>
/// <param name="normal">The vertex normal.</param>
/// <param name="textureCoordinate">UV texture coordinates.</param>
public VertexPositionNormalTexture(Vector3 position, Vector3 normal, Vector2 textureCoordinate) : this()
{
Position = position;
Normal = normal;
TextureCoordinate = textureCoordinate;
}
/// <summary>
/// XYZ position.
/// </summary>
public Vector3 Position;
/// <summary>
/// The vertex normal.
/// </summary>
public Vector3 Normal;
/// <summary>
/// UV texture coordinates.
/// </summary>
public Vector2 TextureCoordinate;
/// <summary>
/// Defines structure byte size.
/// </summary>
public static readonly int Size = 32;
/// <summary>
/// The vertex layout of this struct.
/// </summary>
public static readonly VertexDeclaration Layout = new VertexDeclaration(
VertexElement.Position<Vector3>(),
VertexElement.Normal<Vector3>(),
VertexElement.TextureCoordinate<Vector2>());
public bool Equals(VertexPositionNormalTexture other)
{
return Position.Equals(other.Position) && Normal.Equals(other.Normal) && TextureCoordinate.Equals(other.TextureCoordinate);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
return obj is VertexPositionNormalTexture && Equals((VertexPositionNormalTexture)obj);
}
public override int GetHashCode()
{
unchecked
{
int hashCode = Position.GetHashCode();
hashCode = (hashCode * 397) ^ Normal.GetHashCode();
hashCode = (hashCode * 397) ^ TextureCoordinate.GetHashCode();
return hashCode;
}
}
public VertexDeclaration GetLayout()
{
return Layout;
}
public void FlipWinding()
{
TextureCoordinate.X = (1.0f - TextureCoordinate.X);
}
public static bool operator ==(VertexPositionNormalTexture left, VertexPositionNormalTexture right)
{
return left.Equals(right);
}
public static bool operator !=(VertexPositionNormalTexture left, VertexPositionNormalTexture right)
{
return !left.Equals(right);
}
public override string ToString()
{
return string.Format("Position: {0}, Normal: {1}, Texcoord: {2}", Position, Normal, TextureCoordinate);
}
}
}