C# Класс 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.

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Открытые свойства

Свойство Тип Описание
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[]

Открытые методы

Метод Описание
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.

Описание методов

ModelVertex() публичный Метод

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
Результат Microsoft.Xna.Framework

ToString() публичный Метод

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

Transform() публичный Метод

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

Описание свойств

BiTangent публичное свойство

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

BoneIndices публичное свойство

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
Результат Byte4?

BoneWeights публичное свойство

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
Результат Vector4?

Colors публичное свойство

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

Normal публичное свойство

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

Position публичное свойство

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

Tangent публичное свойство

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

TexCoordsUV публичное свойство

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
Результат Microsoft.Xna.Framework.Vector2[]

TexCoordsUVW публичное свойство

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
Результат Microsoft.Xna.Framework.Vector3[]