/* * Copyright (c) 2006, Second Life Reverse Engineering Team * All rights reserved. * * - Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * - Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * - Neither the name of the Second Life Reverse Engineering Team nor the names * of its contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace sceneviewer { public struct VertexPosTexNormalTanBitan { public static readonly VertexElement[] VertexElements = new VertexElement[] { new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0), new VertexElement(0, sizeof(float) * 3, VertexElementFormat.Vector2, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 0), new VertexElement(0, sizeof(float) * 5, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0), new VertexElement(0, sizeof(float) * 8, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Tangent, 0), new VertexElement(0, sizeof(float) * 11, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Binormal, 0), }; public Vector3 Position { get { return pos; } set { pos = value; } } public Vector3 Normal { get { return normal; } set { normal = value; } } public Vector2 Tex { get { return tex; } set { tex = value; } } public Vector3 Tan { get { return tan; } set { tan = value; } } public Vector3 Bitan { get { return bitan; } set { bitan = value; } } public static int SizeInBytes { get { return sizeof(float) * 14; } } Vector3 pos; Vector2 tex; Vector3 normal, tan, bitan; public VertexPosTexNormalTanBitan(Vector3 position, Vector2 uv, Vector3 normal, Vector3 tan, Vector3 bitan) { pos = position; tex = uv; this.normal = normal; this.tan = tan; this.bitan = bitan; } public static bool operator !=(VertexPosTexNormalTanBitan left, VertexPosTexNormalTanBitan right) { return left.GetHashCode() != right.GetHashCode(); } public static bool operator ==(VertexPosTexNormalTanBitan left, VertexPosTexNormalTanBitan right) { return left.GetHashCode() == right.GetHashCode(); } public override bool Equals(object obj) { return this == (VertexPosTexNormalTanBitan)obj; } public override int GetHashCode() { return pos.GetHashCode() | tex.GetHashCode() | normal.GetHashCode() | tan.GetHashCode() | bitan.GetHashCode(); } public override string ToString() { return string.Format("{0},{1},{2}", pos.X, pos.Y, pos.Z); } } }