FModel/FModel/Views/Snooper/Cube.cs
2022-11-02 00:03:04 +01:00

73 lines
3.6 KiB
C#

using CUE4Parse.UE4.Assets.Exports.Material;
namespace FModel.Views.Snooper;
public class Cube : Model
{
public Cube(UMaterialInterface unrealMaterial) : base(unrealMaterial.Name, unrealMaterial.ExportType)
{
Indices = new uint[]
{
0, 1, 2, 3, 4, 5,
6, 7, 8, 9, 10, 11,
12, 13, 14, 15, 16,
17, 18, 19, 20, 21,
22, 23, 24, 25, 26,
27, 28, 29, 30, 31,
32, 33, 34, 35
};
Vertices = new float[] {
// I X Y Z Normals U V Layer
-1, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, .5f,
-1, 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, .5f,
-1, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, .5f,
-1, 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, .5f,
-1, -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, .5f,
-1, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, .5f,
-1, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, .5f,
-1, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, .5f,
-1, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, .5f,
-1, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, .5f,
-1, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, .5f,
-1, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, .5f,
-1, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, .5f,
-1, -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, .5f,
-1, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, .5f,
-1, -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, .5f,
-1, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, .5f,
-1, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, .5f,
-1, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, .5f,
-1, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, .5f,
-1, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, .5f,
-1, 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, .5f,
-1, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, .5f,
-1, -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, .5f,
-1, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, .5f,
-1, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, .5f,
-1, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, .5f,
-1, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, .5f,
-1, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, .5f
};
Materials = new Material[1];
Materials[0] = new Material(unrealMaterial) { IsUsed = true };
Sections = new Section[1];
Sections[0] = new Section(0, Indices.Length, 0);
AddInstance(Transform.Identity);
}
}