using System.Numerics; namespace LandblockExtraction.LandBlockExtractor { public class VerticesStruct { public Vector3[] position { get; set; } public Vector3[] normal { get; set; } public Vector4[] color { get; set; } public Vector4[] farcolor { get; set; } public Vector2[] texturecoord { get; set; } public Vector4[] terraintype { get; set; } public VerticesStruct(int blockSize) { position = new Vector3[blockSize * blockSize]; normal = new Vector3[blockSize * blockSize]; color = new Vector4[blockSize * blockSize]; farcolor = new Vector4[blockSize * blockSize]; texturecoord = new Vector2[blockSize * blockSize]; terraintype = new Vector4[blockSize * blockSize]; } public float[] Vertices() { int length = position.Length; float[] vertices = new float[length * 20]; for (int i = 0, vi = 0; i < length; i++, vi += 20) { vertices[vi] = position[i].X; vertices[vi + 1] = position[i].Y; vertices[vi + 2] = position[i].Z; vertices[vi + 3] = normal[i].X; vertices[vi + 4] = normal[i].Y; vertices[vi + 5] = normal[i].Z; vertices[vi + 6] = color[i].X; vertices[vi + 7] = color[i].Y; vertices[vi + 8] = color[i].Z; vertices[vi + 9] = color[i].W; vertices[vi + 10] = farcolor[i].X; vertices[vi + 11] = farcolor[i].Y; vertices[vi + 12] = farcolor[i].Z; vertices[vi + 13] = farcolor[i].W; vertices[vi + 14] = texturecoord[i].X; vertices[vi + 15] = texturecoord[i].Y; vertices[vi + 16] = terraintype[i].X; vertices[vi + 17] = terraintype[i].Y; vertices[vi + 18] = terraintype[i].Z; vertices[vi + 19] = terraintype[i].W; } return vertices; } } }