C#Code
C#Code
Static Public Member Functions
Libraries._3D.SpriteGenerator3D Class Reference

List of all members.

Static Public Member Functions

static
VertexPositionNormalTexture[] 
CreateVertexQuad (Vector2 textureTL, Vector2 textureBR, Vector2 dims, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (Texture2D tex, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName)
static Libraries._3D.BaseObj3D CreateBasicQuad (Texture2D tex, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, StringType shaderUse)
static
VertexPositionNormalTexture[] 
CreateVertexQuad (Vector2 textureTL, Vector2 textureBR, Vector2 dims, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, StringType shaderUse)
static
VertexPositionNormalTexture[] 
CreateVertexQuad (Vector2 textureTL, Vector2 textureBR, Vector2 dims, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (Texture2D tex, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName)
static Libraries._3D.BaseObj3D CreateBasicQuad (Texture2D tex, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, StringType shaderUse)
static
VertexPositionNormalTexture[] 
CreateVertexQuad (Vector2 textureTL, Vector2 textureBR, Vector2 dims, bool center)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, string shaderName)
static Libraries._3D.BaseObj3D CreateBasicQuad (string textureName, Vector2 texUVTL, Vector2 texUVBR, AssetManager assetM, Vector2 dims, StringType shaderUse)

Detailed Description

Used to create 3D sprites. A centralized way of doing it so I don't keep copying and pasting code all over. There should only be static functions. Nothing should be stored in this class.


Member Function Documentation

static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName 
) [static]

Create a 3D quad with the given properties. Quad is centered.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
StringType  shaderUse 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shaderUse - Shader effect to use for the object. Gets it from the shader manager.
Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( Texture2D  tex,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
center - True if the object should be centered, false if it starts at the top left.
Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
StringType  shaderUse 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shaderUse - Shader effect to use for the object. Gets it from the shader manager.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
center - True if the object should be centered, false if it starts at the top left.
Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( Texture2D  tex,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName,
bool  center 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.
center - True if the 3D points should be centered around 0, false if they should use 0 as the top left.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName 
) [static]

Create a 3D quad with the given properties. Quad is centered.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
StringType  shaderUse 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shaderUse - Shader effect to use for the object. Gets it from the shader manager.
Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( Texture2D  tex,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName,
bool  center 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.
center - True if the 3D points should be centered around 0, false if they should use 0 as the top left.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName,
bool  center 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.
center - True if the 3D points should be centered around 0, false if they should use 0 as the top left.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( Texture2D  tex,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
string  shaderName,
bool  center 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shanderName - Name of the shader to use.
center - True if the 3D points should be centered around 0, false if they should use 0 as the top left.

Return:
Value is the generated object. It is null if the object could not be created.
static Libraries._3D.BaseObj3D Libraries._3D.SpriteGenerator3D.CreateBasicQuad ( string  textureName,
Vector2  texUVTL,
Vector2  texUVBR,
AssetManager  assetM,
Vector2  dims,
StringType  shaderUse 
) [static]

Create a 3D quad with the given properties.

textureName - Texture to load/use.
texUVTL, texUVBR - Top left and bottom right texture coords.
assetM - Asset manager to use for the texture.
dims - Dimensions of the piece in model space.
shaderUse - Shader effect to use for the object. Gets it from the shader manager.

Return:
Value is the generated object. It is null if the object could not be created.
static VertexPositionNormalTexture [] Libraries._3D.SpriteGenerator3D.CreateVertexQuad ( Vector2  textureTL,
Vector2  textureBR,
Vector2  dims,
bool  center 
) [static]

Creates a sets of verticies that form a textured quad. The quad is centered. The normal faces in the negative z direction.

textureTL - Top left texture coordinate.
textureBR - Bottom right texture coordinate.
dims - Dimensions of the quad in world space.
center - True if the shape should be centered, false if they should extend +x, -y.

Return:
Value is the verticies that make up the quad.
static VertexPositionNormalTexture [] Libraries._3D.SpriteGenerator3D.CreateVertexQuad ( Vector2  textureTL,
Vector2  textureBR,
Vector2  dims,
bool  center 
) [static]

Creates a sets of verticies that form a textured quad. The quad is centered. The normal faces in the negative z direction.

textureTL - Top left texture coordinate.
textureBR - Bottom right texture coordinate.
dims - Dimensions of the quad in world space.
center - True if the shape should be centered, false if they should extend +x, -y.
Return:
Value is the verticies that make up the quad.
static VertexPositionNormalTexture [] Libraries._3D.SpriteGenerator3D.CreateVertexQuad ( Vector2  textureTL,
Vector2  textureBR,
Vector2  dims,
bool  center 
) [static]

Creates a sets of verticies that form a textured quad. The quad is centered. The normal faces in the negative z direction.

textureTL - Top left texture coordinate.
textureBR - Bottom right texture coordinate.
dims - Dimensions of the quad in world space.
center - True if the shape should be centered, false if they should extend +x, -y.

Return:
Value is the verticies that make up the quad.
static VertexPositionNormalTexture [] Libraries._3D.SpriteGenerator3D.CreateVertexQuad ( Vector2  textureTL,
Vector2  textureBR,
Vector2  dims,
bool  center 
) [static]

Creates a sets of verticies that form a textured quad. The quad is centered. The normal faces in the negative z direction.

textureTL - Top left texture coordinate.
textureBR - Bottom right texture coordinate.
dims - Dimensions of the quad in world space.
center - True if the shape should be centered, false if they should extend +x, -y.
Return:
Value is the verticies that make up the quad.

The documentation for this class was generated from the following files:
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