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Dec 16th, 2019
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C# 4.67 KB | None | 0 0
  1. public static VertexTextured[] CreateTexturedCube6(float _side, float _textureWidth, float _textureHeight)
  2. {
  3.     float h = _textureHeight;
  4.     float v = _side / 2f;
  5.  
  6.     float tx10 = 0f;
  7.     float tx11 = _textureWidth / 6f;
  8.  
  9.     float tx20 = _textureWidth / 6f;
  10.     float tx21 = _textureWidth / 6f * 2f;
  11.  
  12.     float tx30 = _textureWidth / 6f * 2f;
  13.     float tx31 = _textureWidth / 6f * 3f;
  14.  
  15.     float tx40 = _textureWidth / 6f * 3f;
  16.     float tx41 = _textureWidth / 6f * 4f;
  17.  
  18.     float tx50 = _textureWidth / 6f * 4f;
  19.     float tx51 = _textureWidth / 6f * 5f;
  20.  
  21.     float tx60 = _textureWidth / 6f * 5f;
  22.     float tx61 = _textureWidth;
  23.  
  24.     VertexTextured[] vertices =
  25.     {
  26.         // +Z
  27.         new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx10, h)), // UV: 0 / 0
  28.         new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx11, h)),  // UV: 0 / 1
  29.         new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx10, 0)),  // UV: 1 / 0
  30.         new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx10, 0)),  // UV: 1 / 0
  31.         new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx11, h)),  // UV: 0 / 1
  32.         new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx11, 0)),   // UV: 1 / 1
  33.        
  34.         // +X
  35.         new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx20, h)),  // UV: 0 / 0
  36.         new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx21, h)), // UV: 0 / 1
  37.         new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx20, 0)),   // UV: 1 / 0
  38.         new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx20, 0)),   // UV: 1 / 0
  39.         new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx21, h)), // UV: 0 / 1
  40.         new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx21, 0)),  // UV: 1 / 1
  41.  
  42.         // -Z
  43.         new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx30, h)),  // UV: 0 / 0
  44.         new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx31, h)), // UV: 0 / 1
  45.         new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx30, 0)),   // UV: 1 / 0
  46.         new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx30, 0)),   // UV: 1 / 0
  47.         new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx31, h)), // UV: 0 / 1
  48.         new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx31, 0)),  // UV: 1 / 1
  49.  
  50.         // -X
  51.         new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx40, h)), // UV: 0 / 0
  52.         new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx41, h)),  // UV: 0 / 1
  53.         new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx40, 0)),  // UV: 1 / 0
  54.         new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx40, 0)),  // UV: 1 / 0
  55.         new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx41, h)),  // UV: 0 / 1
  56.         new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx41, 0)),   // UV: 1 / 1
  57.  
  58.         // +Y
  59.         new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx50, h)),  // UV: 0 / 0
  60.         new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx51, h)),   // UV: 0 / 1
  61.         new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx50, 0)), // UV: 1 / 0
  62.         new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx50, 0)), // UV: 1 / 0
  63.         new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx51, h)),   // UV: 0 / 1
  64.         new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx51, 0)),  // UV: 1 / 1
  65.  
  66.         // -Y
  67.         new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx60, h)),  // UV: 0 / 0
  68.         new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx61, h)),   // UV: 0 / 1
  69.         new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx60, 0)), // UV: 1 / 0
  70.         new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx60, 0)), // UV: 1 / 0
  71.         new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx61, h)),   // UV: 0 / 1
  72.         new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx61, 0)),  // UV: 1 / 1
  73.     };
  74.  
  75.     return vertices;
  76. }
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