Struct RectangularCuboidMeshTexCoords
Represents the Texture Coordinates used to map a single
Texture onto a 6 sided rectangular cuboid(rectangle type cube) mesh
Coordinate System is LHS, with y upwards and z positive into camera
The faces are set out on the cube such that
1 to 4: side faces, with side one facing along z(into camera) for an unrotated cube mesh(up is positive y)
1 = back face, normal along positive z
2 = right face, normal along positive x
3 = front face, normal along negative z
4 = left face, normal along negative x
side 5 is top face.with the top of that 2d area being furthest along positive z in the above example
side 6 is bottom face. orientated so that upon rotating the above mentioned around the x axis the
top and bottom face would appear the same way up when facing the camera
i.e.when unrotated the top of the 2d area will be closest to camera upside down.
a little tricky to describe - but should be roughly "as expected"
Most use cases will use the standard / auto generated coordinates.please note
the texture is split into 6 regions. 2 rows of 3, with each face assigned as:
[1][2][3]
[4][5][6]
Namespace: Yak2D
Assembly: Yak2D.Api.dll
Syntax
public struct RectangularCuboidMeshTexCoords
Properties
Five
Declaration
public QuadTexCoords Five { get; set; }
Property Value
Four
Declaration
public QuadTexCoords Four { get; set; }
Property Value
One
Declaration
public QuadTexCoords One { get; set; }
Property Value
Six
Declaration
public QuadTexCoords Six { get; set; }
Property Value
Three
Declaration
public QuadTexCoords Three { get; set; }
Property Value
Two
Declaration
public QuadTexCoords Two { get; set; }
Property Value
Methods
StandardCuboidTexCoords()
Declaration
public static RectangularCuboidMeshTexCoords StandardCuboidTexCoords()
Returns