4 using System.Runtime.InteropServices;
6 using SiliconStudio.Core.Mathematics;
8 namespace SiliconStudio.
Paradox.Graphics
13 [StructLayout(LayoutKind.Sequential)]
29 TextureCoordinate0 = textureCoordinate;
30 TextureCoordinate1 = textureCoordinate;
31 TextureCoordinate2 = textureCoordinate;
32 TextureCoordinate3 = textureCoordinate;
33 TextureCoordinate4 = textureCoordinate;
34 TextureCoordinate5 = textureCoordinate;
35 TextureCoordinate6 = textureCoordinate;
36 TextureCoordinate7 = textureCoordinate;
37 TextureCoordinate8 = textureCoordinate;
38 TextureCoordinate9 = textureCoordinate;
73 public static readonly
int Size = 120;
98 return Position.Equals(other.Position) && Normal.Equals(other.
Normal) && Tangent.Equals(other.Tangent)
100 && TextureCoordinate1.Equals(other.TextureCoordinate1)
102 && TextureCoordinate3.Equals(other.TextureCoordinate3)
104 && TextureCoordinate5.Equals(other.TextureCoordinate5)
106 && TextureCoordinate7.Equals(other.TextureCoordinate7)
108 && TextureCoordinate9.Equals(other.TextureCoordinate9);
113 if (ReferenceEquals(null, obj))
return false;
121 int hashCode = Position.GetHashCode();
122 hashCode = (hashCode * 397) ^ Normal.GetHashCode();
123 hashCode = (hashCode * 397) ^ Tangent.GetHashCode();
124 hashCode = (hashCode * 397) ^ TextureCoordinate0.GetHashCode();
125 hashCode = (hashCode * 397) ^ TextureCoordinate1.GetHashCode();
126 hashCode = (hashCode * 397) ^ TextureCoordinate2.GetHashCode();
127 hashCode = (hashCode * 397) ^ TextureCoordinate3.GetHashCode();
128 hashCode = (hashCode * 397) ^ TextureCoordinate4.GetHashCode();
129 hashCode = (hashCode * 397) ^ TextureCoordinate5.GetHashCode();
130 hashCode = (hashCode * 397) ^ TextureCoordinate6.GetHashCode();
131 hashCode = (hashCode * 397) ^ TextureCoordinate7.GetHashCode();
132 hashCode = (hashCode * 397) ^ TextureCoordinate8.GetHashCode();
133 hashCode = (hashCode * 397) ^ TextureCoordinate9.GetHashCode();
145 TextureCoordinate0.X = (1.0f - TextureCoordinate0.X);
146 TextureCoordinate1.X = (1.0f - TextureCoordinate1.X);
147 TextureCoordinate2.X = (1.0f - TextureCoordinate2.X);
148 TextureCoordinate3.X = (1.0f - TextureCoordinate3.X);
149 TextureCoordinate4.X = (1.0f - TextureCoordinate4.X);
150 TextureCoordinate5.X = (1.0f - TextureCoordinate5.X);
151 TextureCoordinate6.X = (1.0f - TextureCoordinate6.X);
152 TextureCoordinate7.X = (1.0f - TextureCoordinate7.X);
153 TextureCoordinate8.X = (1.0f - TextureCoordinate8.X);
154 TextureCoordinate9.X = (1.0f - TextureCoordinate9.X);
160 return left.Equals(right);
165 return !left.Equals(right);
170 return string.Format(
"Position: {0}, Normal: {1}, Tangent: {2}, Texcoord0: {3}", Position, Normal, Tangent, TextureCoordinate0);
Vector3 Position
XYZ position.
The layout of a vertex buffer with a set of VertexElement.
Represents a two dimensional mathematical vector.
Vector2 TextureCoordinate2
static VertexElement Tangent(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "TANGENT".
static VertexElement TextureCoordinate(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "TEXCOORD".
VertexDeclaration GetLayout()
Gets the layout of the vertex.
VertexPositionNormalTangentMultiTexture(Vector3 position, Vector3 normal, Vector4 tangent, Vector2 textureCoordinate)
Initializes a new VertexPositionNormalTangentMultiTexture instance.
Describes a custom vertex format structure that contains position, color and 10 texture coordinates i...
Represents a three dimensional mathematical vector.
Vector2 TextureCoordinate1
bool Equals(VertexPositionNormalTangentMultiTexture other)
Vector3 Normal
The vertex normal.
Vector2 TextureCoordinate7
Vector2 TextureCoordinate6
override bool Equals(object obj)
Vector2 TextureCoordinate0
UV texture coordinates.
Vector2 TextureCoordinate5
Vector2 TextureCoordinate4
static VertexElement Normal(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "NORMAL".
Represents a four dimensional mathematical vector.
void FlipWinding()
Flip the vertex winding.
Vector4 Tangent
The vertex tangent.
static VertexElement Position(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "POSITION".
Vector2 TextureCoordinate3
override int GetHashCode()
Vector2 TextureCoordinate8
override string ToString()
The base interface for all the vertex data structure.
A description of a single element for the input-assembler stage. This structure is related to Direct3...
Vector2 TextureCoordinate9