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- public static VertexTextured[] CreateTexturedCube6(float _side, float _textureWidth, float _textureHeight)
- {
- float h = _textureHeight;
- float v = _side / 2f;
- float tx10 = 0f;
- float tx11 = _textureWidth / 6f;
- float tx20 = _textureWidth / 6f;
- float tx21 = _textureWidth / 6f * 2f;
- float tx30 = _textureWidth / 6f * 2f;
- float tx31 = _textureWidth / 6f * 3f;
- float tx40 = _textureWidth / 6f * 3f;
- float tx41 = _textureWidth / 6f * 4f;
- float tx50 = _textureWidth / 6f * 4f;
- float tx51 = _textureWidth / 6f * 5f;
- float tx60 = _textureWidth / 6f * 5f;
- float tx61 = _textureWidth;
- VertexTextured[] vertices =
- {
- // +Z
- new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx10, h)), // UV: 0 / 0
- new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx11, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx10, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx10, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx11, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx11, 0)), // UV: 1 / 1
- // +X
- new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx20, h)), // UV: 0 / 0
- new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx21, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx20, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx20, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx21, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx21, 0)), // UV: 1 / 1
- // -Z
- new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx30, h)), // UV: 0 / 0
- new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx31, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx30, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx30, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx31, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx31, 0)), // UV: 1 / 1
- // -X
- new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx40, h)), // UV: 0 / 0
- new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx41, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx40, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx40, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx41, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx41, 0)), // UV: 1 / 1
- // +Y
- new VertexTextured(new Vector4(-v, v, v, 1f), new Vector4(0f), new Vector2(tx50, h)), // UV: 0 / 0
- new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx51, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx50, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(-v, v, -v, 1f), new Vector4(0f), new Vector2(tx50, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(v, v, v, 1f), new Vector4(0f), new Vector2(tx51, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(v, v, -v, 1f), new Vector4(0f), new Vector2(tx51, 0)), // UV: 1 / 1
- // -Y
- new VertexTextured(new Vector4(-v, -v, v, 1f), new Vector4(0f), new Vector2(tx60, h)), // UV: 0 / 0
- new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx61, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx60, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(-v, -v, -v, 1f), new Vector4(0f), new Vector2(tx60, 0)), // UV: 1 / 0
- new VertexTextured(new Vector4(v, -v, v, 1f), new Vector4(0f), new Vector2(tx61, h)), // UV: 0 / 1
- new VertexTextured(new Vector4(v, -v, -v, 1f), new Vector4(0f), new Vector2(tx61, 0)), // UV: 1 / 1
- };
- return vertices;
- }
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