using System; using System.Collections.ObjectModel; using Neo; namespace UniversalEditor.ObjectModels.Multimedia3D.Model { public class ModelVertex { public class ModelVertexCollection : Collection { } private ModelBone mvarBone0 = null; public ModelBone Bone0 { get { return mvarBone0; } set { mvarBone0 = value; } } private ModelBone mvarBone1 = null; public ModelBone Bone1 { get { return mvarBone1; } set { mvarBone1 = value; } } private PositionVector3 mvarPosition = default(PositionVector3); private PositionVector3 mvarNormal = default(PositionVector3); private TextureVector2 mvarTexture = default(TextureVector2); private float mvarWeight = 0f; public PositionVector3 Position { get { return this.mvarPosition; } set { this.mvarPosition = value; } } public PositionVector3 Normal { get { return this.mvarNormal; } set { this.mvarNormal = value; } } public TextureVector2 Texture { get { return this.mvarTexture; } set { this.mvarTexture = value; } } public float Weight { get { return this.mvarWeight; } set { this.mvarWeight = value; } } private bool mvarEdgeFlag = false; public bool EdgeFlag { get { return mvarEdgeFlag; } set { mvarEdgeFlag = value; } } public object Clone() { return new ModelVertex { Bone0 = (mvarBone0.Clone() as ModelBone), Bone1 = (mvarBone1.Clone() as ModelBone), EdgeFlag = mvarEdgeFlag, Normal = mvarNormal, Position = mvarPosition, Texture = mvarTexture, Weight = mvarWeight }; } private PositionVector3 mvarOriginalPosition; public PositionVector3 OriginalPosition { get { return mvarOriginalPosition; } set { mvarOriginalPosition = value; } } /// /// Resets the position of the vertex. /// public void Reset() { mvarPosition = mvarOriginalPosition; mvarNormal = mvarOriginalNormal; } private PositionVector3 mvarOriginalNormal; public PositionVector3 OriginalNormal { get { return mvarOriginalNormal; } set { mvarOriginalNormal = value; } } } }