Merge remote-tracking branch 'refs/remotes/origin/Emb_tower'
This commit is contained in:
commit
9f7149fbfe
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@ -1635,6 +1635,8 @@
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<Compile Include="Resources\Models\Blocks\BlockModel.vb" />
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<Compile Include="Resources\Models\Blocks\CornerModel.vb" />
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<Compile Include="Resources\Models\Blocks\CubeModel.vb" />
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<Compile Include="Resources\Models\Blocks\DiagonalWallModel.vb" />
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<Compile Include="Resources\Models\Blocks\HalfDiagonalWallModel.vb" />
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<Compile Include="Resources\Models\Blocks\InsideCornerModel.vb" />
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<Compile Include="Resources\Models\Blocks\PyramidModel.vb" />
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<Compile Include="Resources\Models\Blocks\SlideModel.vb" />
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@ -98,6 +98,8 @@
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Public Shared DoubleFloorModel As DoubleFloorModel = New DoubleFloorModel()
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Public Shared PyramidModel As PyramidModel = New PyramidModel()
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Public Shared StairsModel As StairsModel = New StairsModel()
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Public Shared DiagonalWallModel As DiagonalWallModel = New DiagonalWallModel()
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Public Shared HalfDiagonalWallModel As HalfDiagonalWallModel = New HalfDiagonalWallModel()
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Public Shared Function getModelbyID(ByVal ID As Integer) As BaseModel
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Select Case ID
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@ -135,6 +137,10 @@
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Return PyramidModel
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Case 16
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Return StairsModel
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Case 17
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Return DiagonalWallModel
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Case 18
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Return HalfDiagonalWallModel
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Case Else
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Return BlockModel
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End Select
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@ -0,0 +1,33 @@
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Public Class DiagonalWallModel
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Inherits BaseModel
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Public Sub New()
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vertexData.Clear()
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'This wall will start from 1 point and end at the opposite point diagonally
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0.5), New Vector3(0, 0, 1), New Vector2(0.0, 1.0))) 'A
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, 1), New Vector2(1.0, 0.0))) 'H
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, -0.5, 0.5), New Vector3(0, 0, 1), New Vector2(0.0, 0.0))) 'C
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0.5), New Vector3(0, 0, 1), New Vector2(0.0, 1.0))) 'A
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, 0.5, -0.5), New Vector3(0, 0, 1), New Vector2(1.0, 1.0))) 'F
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, 1), New Vector2(1.0, 0.0))) 'H
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'These will be the same triangles but from the opposite direction, this way it can be rendered from both directions or just from one direction
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0.5), New Vector3(0, 0, -1), New Vector2(0.0, 1.0))) 'A
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, -0.5, 0.5), New Vector3(0, 0, -1), New Vector2(0.0, 0.0))) 'C
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, -1), New Vector2(1.0, 0.0))) 'H
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0.5), New Vector3(0, 0, -1), New Vector2(0.0, 1.0))) 'A
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, -1), New Vector2(1.0, 0.0))) 'H
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, 0.5, -0.5), New Vector3(0, 0, -1), New Vector2(1.0, 1.0))) 'F
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Me.ID = 17
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Setup()
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End Sub
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End Class
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@ -0,0 +1,33 @@
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Public Class HalfDiagonalWallModel
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Inherits BaseModel
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Public Sub New()
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vertexData.Clear()
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'This wall will start from 1 point and end at the opposite middle point diagonally
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0), New Vector3(0, 0, 1), New Vector2(0.0, 1.0))) 'AB
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, 1), New Vector2(1.0, 0.0))) 'H
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, -0.5, 0), New Vector3(0, 0, 1), New Vector2(0.0, 0.0))) 'CD
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0), New Vector3(0, 0, 1), New Vector2(0.0, 1.0))) 'AB
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, 0.5, -0.5), New Vector3(0, 0, 1), New Vector2(1.0, 1.0))) 'F
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, 1), New Vector2(1.0, 0.0))) 'H
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'These will be the same triangles but from the opposite direction, this way it can be rendered from both directions or just from one direction
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0), New Vector3(0, 0, -1), New Vector2(0.0, 1.0))) 'AB
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, -0.5, 0), New Vector3(0, 0, -1), New Vector2(0.0, 0.0))) 'CD
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, -1), New Vector2(1.0, 0.0))) 'H
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(-0.5, 0.5, 0), New Vector3(0, 0, -1), New Vector2(0.0, 1.0))) 'AB
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, -0.5, -0.5), New Vector3(0, 0, -1), New Vector2(1.0, 0.0))) 'H
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vertexData.Add(New VertexPositionNormalTexture(New Vector3(0.5, 0.5, -0.5), New Vector3(0, 0, -1), New Vector2(1.0, 1.0))) 'F
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Me.ID = 18
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Setup()
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End Sub
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End Class
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@ -46192,3 +46192,24 @@
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/processorParam:TextureFormat=Compressed
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/build:Models/truck2/Truck.obj
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#begin maps/TestMaps/EmbeddedTower.dat
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/copy:maps/TestMaps/EmbeddedTower.dat
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#begin maps/TestMaps/test4models.dat
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/copy:maps/TestMaps/test4models.dat
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#begin maps/TestMaps/Kings_Landing.dat
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/copy:maps/TestMaps/Kings_Landing.dat
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#begin Content/Textures/EmbeddedTower.png
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/importer:TextureImporter
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/processor:TextureProcessor
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/processorParam:ColorKeyColor=255,0,255,255
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/processorParam:ColorKeyEnabled=True
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/processorParam:GenerateMipmaps=False
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/processorParam:PremultiplyAlpha=True
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/processorParam:ResizeToPowerOfTwo=False
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/processorParam:MakeSquare=False
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/processorParam:TextureFormat=Color
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/build:Content/Textures/EmbeddedTower.png
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