C# 클래스 Protogame.ModelVertex

Represents a model vertex with all available data from the model.

Models may store different data in different areas depending on what shader is intended to be used with the model. For example, some models might specify vertex colors, and others might use textures and bump maps.

파일 보기 프로젝트 열기: RedpointGames/Protogame 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
BiTangent Vector3?
BoneIndices Byte4?
BoneWeights Vector4?
Colors Microsoft.Xna.Framework.Color[]
Normal Vector3?
Position Vector3?
Tangent Vector3?
TexCoordsUV Microsoft.Xna.Framework.Vector2[]
TexCoordsUVW Microsoft.Xna.Framework.Vector3[]

공개 메소드들

메소드 설명
ModelVertex ( Microsoft.Xna.Framework.Vector3 position, Microsoft.Xna.Framework.Vector3 normal, Microsoft.Xna.Framework.Vector3 tangent, Microsoft.Xna.Framework.Vector3 bitangent, Microsoft.Xna.Framework.Color colors, Vector2 texCoordsUV, Microsoft.Xna.Framework.Vector3 texCoordsUVW, Byte4 boneIndicies, Vector4 boneWeights ) : Microsoft.Xna.Framework
ToString ( ) : string

Provides a very basic representation of the vertex (just the position information).

Transform ( Matrix matrix ) : ModelVertex

Transforms the current model vertex by the matrix.

메소드 상세

ModelVertex() 공개 메소드

public ModelVertex ( Microsoft.Xna.Framework.Vector3 position, Microsoft.Xna.Framework.Vector3 normal, Microsoft.Xna.Framework.Vector3 tangent, Microsoft.Xna.Framework.Vector3 bitangent, Microsoft.Xna.Framework.Color colors, Vector2 texCoordsUV, Microsoft.Xna.Framework.Vector3 texCoordsUVW, Byte4 boneIndicies, Vector4 boneWeights ) : Microsoft.Xna.Framework
position Microsoft.Xna.Framework.Vector3
normal Microsoft.Xna.Framework.Vector3
tangent Microsoft.Xna.Framework.Vector3
bitangent Microsoft.Xna.Framework.Vector3
colors Microsoft.Xna.Framework.Color
texCoordsUV Microsoft.Xna.Framework.Vector2
texCoordsUVW Microsoft.Xna.Framework.Vector3
boneIndicies Byte4
boneWeights Microsoft.Xna.Framework.Vector4
리턴 Microsoft.Xna.Framework

ToString() 공개 메소드

Provides a very basic representation of the vertex (just the position information).
public ToString ( ) : string
리턴 string

Transform() 공개 메소드

Transforms the current model vertex by the matrix.
public Transform ( Matrix matrix ) : ModelVertex
matrix Microsoft.Xna.Framework.Matrix
리턴 ModelVertex

프로퍼티 상세

BiTangent 공개적으로 프로퍼티

The bitangent of the vertex, if specified.
public Vector3? BiTangent
리턴 Vector3?

BoneIndices 공개적으로 프로퍼티

The indicies of the bones associated with this vertex. This data is calculated by the model importer based on the bones configured in the model. If there are no bones in the model, or this vertex isn't affected by bones, this value is null.
public Byte4? BoneIndices
리턴 Byte4?

BoneWeights 공개적으로 프로퍼티

The weights of the bones associated with this vertex. This data is calculated by the model importer based on the bones configured in the model. If there are no bones in the model, or this vertex isn't affected by bones, this value is null.
public Vector4? BoneWeights
리턴 Vector4?

Colors 공개적으로 프로퍼티

The color channels associated with the vertex. A vertex can have zero or more color channels.
public Color[],Microsoft.Xna.Framework Colors
리턴 Microsoft.Xna.Framework.Color[]

Normal 공개적으로 프로퍼티

The normal of the vertex, if specified.
public Vector3? Normal
리턴 Vector3?

Position 공개적으로 프로퍼티

The 3D position in space of this vertex, if specified.
public Vector3? Position
리턴 Vector3?

Tangent 공개적으로 프로퍼티

The tangent of the vertex, if specified.
public Vector3? Tangent
리턴 Vector3?

TexCoordsUV 공개적으로 프로퍼티

The 2D texture coordinates associated with the vertex. These texture coordinates are often refered to as UV-coordinates. A vertex can have zero or more texture coordinate channels.
public Vector2[],Microsoft.Xna.Framework TexCoordsUV
리턴 Microsoft.Xna.Framework.Vector2[]

TexCoordsUVW 공개적으로 프로퍼티

The 3D texture coordinates associated with the vertex. These texture coordinates are often refered to as UVW-coordinates. Often you won't use these; they're only used if the model is being rendered using a 3D texture or cube, or if you're storing non-texture data in these channels. A vertex can have zero or more texture coordinate channels.
public Vector3[],Microsoft.Xna.Framework TexCoordsUVW
리턴 Microsoft.Xna.Framework.Vector3[]