
Untitled
By: a guest on
May 14th, 2012 | syntax:
C# | size: 2.48 KB | hits: 22 | expires: Never
float height = 40;
hexagonData = new VertexPositionNormalTexture[4*3*6];
int index = 0;
for (int i = 0; i < 6; i++)
{
float dx = (float) Math.Cos(i * (Math.PI / 3));
float dy = (float) Math.Sin(i * (Math.PI / 3));
float dx2 = (float) Math.Cos((i + 1) * (Math.PI / 3));
float dy2 = (float) Math.Sin((i + 1) * (Math.PI / 3));
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(0, 0, 0), new Vector3(0, -1, 0), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx, 0, dy), new Vector3(0, -1, 0), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx2, 0, dy2), new Vector3(0, -1, 0), new Vector2(0, 0));
index++;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx2, -height, dy2), new Vector3(0, 1, 0), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx, -height, dy), new Vector3(0, 1, 0), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(0, -height, 0), new Vector3(0, 1, 0), new Vector2(0, 0));
index++;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx, 0, dy), new Vector3(dx, 0, dy), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx2, 0, dy2), new Vector3(dx, 0, dy), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx, -height, dy), new Vector3(dx, 0, dy), new Vector2(0, 0));
index++;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx2, 0, dy2), new Vector3(dx, 0, dy), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx, -height, dy), new Vector3(dx, 0, dy), new Vector2(0, 0));
index++;
hexagonData[index] = new VertexPositionNormalTexture(new Vector3(dx2, -height, dy2), new Vector3(dx, 0, dy), new Vector2(0, 0));
index++;
}