Paradox Game Engine  v1.0.0 beta06
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VertexPositionNormalTexture.cs
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2 // This file is distributed under GPL v3. See LICENSE.md for details.
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4 // Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
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23 
24 using System;
25 using System.Runtime.InteropServices;
26 using SiliconStudio.Core.Mathematics;
27 
28 namespace SiliconStudio.Paradox.Graphics
29 {
30  /// <summary>
31  /// Describes a custom vertex format structure that contains position, normal and texture information.
32  /// </summary>
33  [StructLayout(LayoutKind.Sequential)]
34  public struct VertexPositionNormalTexture : IEquatable<VertexPositionNormalTexture>, IVertex
35  {
36  /// <summary>
37  /// Initializes a new <see cref="VertexPositionNormalTexture"/> instance.
38  /// </summary>
39  /// <param name="position">The position of this vertex.</param>
40  /// <param name="normal">The vertex normal.</param>
41  /// <param name="textureCoordinate">UV texture coordinates.</param>
42  public VertexPositionNormalTexture(Vector3 position, Vector3 normal, Vector2 textureCoordinate) : this()
43  {
44  Position = position;
45  Normal = normal;
46  TextureCoordinate = textureCoordinate;
47  }
48 
49  /// <summary>
50  /// XYZ position.
51  /// </summary>
52  public Vector3 Position;
53 
54  /// <summary>
55  /// The vertex normal.
56  /// </summary>
57  public Vector3 Normal;
58 
59  /// <summary>
60  /// UV texture coordinates.
61  /// </summary>
63 
64  /// <summary>
65  /// Defines structure byte size.
66  /// </summary>
67  public static readonly int Size = 32;
68 
69 
70  /// <summary>
71  /// The vertex layout of this struct.
72  /// </summary>
73  public static readonly VertexDeclaration Layout = new VertexDeclaration(
77  );
78 
79 
81  {
82  return Position.Equals(other.Position) && Normal.Equals(other.Normal) && TextureCoordinate.Equals(other.TextureCoordinate);
83  }
84 
85  public override bool Equals(object obj)
86  {
87  if (ReferenceEquals(null, obj)) return false;
88  return obj is VertexPositionNormalTexture && Equals((VertexPositionNormalTexture) obj);
89  }
90 
91  public override int GetHashCode()
92  {
93  unchecked
94  {
95  int hashCode = Position.GetHashCode();
96  hashCode = (hashCode * 397) ^ Normal.GetHashCode();
97  hashCode = (hashCode * 397) ^ TextureCoordinate.GetHashCode();
98  return hashCode;
99  }
100  }
101 
103  {
104  return Layout;
105  }
106 
107  public void FlipWinding()
108  {
109  TextureCoordinate.X = (1.0f - TextureCoordinate.X);
110  }
111 
112  public static bool operator ==(VertexPositionNormalTexture left, VertexPositionNormalTexture right)
113  {
114  return left.Equals(right);
115  }
116 
117  public static bool operator !=(VertexPositionNormalTexture left, VertexPositionNormalTexture right)
118  {
119  return !left.Equals(right);
120  }
121 
122  public override string ToString()
123  {
124  return string.Format("Position: {0}, Normal: {1}, Texcoord: {2}", Position, Normal, TextureCoordinate);
125  }
126  }
127 }
The layout of a vertex buffer with a set of VertexElement.
Represents a two dimensional mathematical vector.
Definition: Vector2.cs:42
static VertexElement TextureCoordinate(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "TEXCOORD".
Describes a custom vertex format structure that contains position, normal and texture information...
Represents a three dimensional mathematical vector.
Definition: Vector3.cs:42
TextureCoordinate
The texture coordinate.
VertexDeclaration GetLayout()
Gets the layout of the vertex.
static VertexElement Normal(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "NORMAL".
static VertexElement Position(PixelFormat format, int offsetInBytes=AppendAligned)
Declares a VertexElement with the semantic "POSITION".
VertexPositionNormalTexture(Vector3 position, Vector3 normal, Vector2 textureCoordinate)
Initializes a new VertexPositionNormalTexture instance.
The base interface for all the vertex data structure.
Definition: IVertex.cs:9
A description of a single element for the input-assembler stage. This structure is related to Direct3...