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public Quad(Vector3 centre, Vector3 normal, Vector3 up, float width, float height, int texture_ListIndex)
{
Vertex = new VertexPositionNormalExtra[4];
Centre = centre;
N = normal;
Up = up;
Width = width;
Height = height;
// Calculate the Quad corners
Left = Vector3.Cross(normal, Up);
UpperCenter = (Up * height * 0.5f) + centre;
UpperLeft = UpperCenter + (Left * width * 0.5f);
UpperRight = UpperCenter - (Left * width * 0.5f);
LowerLeft = UpperLeft - (Up * height);
LowerRight = UpperRight - (Up * height);
//texture = texture_ListIndex;
// [Default Texture Coordinates]
// - Fill in texture coordinates to display the entire texture on the quadrangle
// - This will rescale the texure to fit the exact size of the quadrangle
TextureUpperLeft = new Vector2(0, 0);
TextureUpperRight = new Vector2(1, 0);
TextureLowerLeft = new Vector2(0, 1);
TextureLowerRight = new Vector2(1, 1);
// Fill vertices with the new parameter info
Vertex[0] = new VertexPositionNormalExtra(LowerLeft, Centre, N, TextureLowerLeft, texture_int, Width, Height);
Vertex[1] = new VertexPositionNormalExtra(UpperLeft, Centre, N, TextureUpperLeft, texture_int, Width, Height);
Vertex[2] = new VertexPositionNormalExtra(LowerRight, Centre, N, TextureLowerRight, texture_int, Width, Height);
Vertex[3] = new VertexPositionNormalExtra(UpperRight, Centre, N, TextureUpperRight, texture_int, Width, Height);
}
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