generate procedural mesh in stride in csharp

To generate a procedural mesh in Stride using C#, you can follow these steps:

  1. Create a new entity and add a ModelComponent to it.
  2. Create a new MeshDraw using the MeshDraw.Create method.
  3. Define the mesh topology (vertices, indices, etc.) for the MeshDraw.
  4. Create a new Mesh using the Mesh.New method and set its Draw property to the MeshDraw.
  5. Set the ModelComponent.Model property to the newly created Mesh.

Here's some example code that generates a simple quad with a texture:

main.cs
// Create the entity and ModelComponent
var entity = new Entity();
var modelComponent = new ModelComponent();

// Create the vertex and index buffers
var vertices = new[]
{
    new VertexPositionNormalTexture(new Vector3(-1, 1, 0), Vector3.UnitZ, Vector2.Zero),
    new VertexPositionNormalTexture(new Vector3(1, 1, 0), Vector3.UnitZ, Vector2.UnitX),
    new VertexPositionNormalTexture(new Vector3(1, -1, 0), Vector3.UnitZ, Vector2.One),
    new VertexPositionNormalTexture(new Vector3(-1, -1, 0), Vector3.UnitZ, Vector2.UnitY),
};

var indices = new ushort[] { 0, 1, 3, 1, 2, 3 };

// Create a new MeshDraw
var meshDraw = MeshDraw.Create(vertices, indices, "default");

// Set the texture
var texture = Content.Load<Texture>("texture");
var material = new Material
{
    Attributes =
    {
        DiffuseMap = texture,
    },
};
meshDraw.MaterialIndex = modelComponent.Model.Materials.Count;
modelComponent.Model.Materials.Add(material);

// Create a new Mesh and set its Draw
var mesh = Mesh.New();
mesh.Draw = meshDraw;

// Set the ModelComponent.Model
modelComponent.Model = new Model { Meshes = { mesh } };
entity.Add(modelComponent);
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This code creates a new entity, adds a ModelComponent to it, and generates a MeshDraw from an array of vertices and indices. It then creates a Material from a texture, assigns the Material to the MeshDraw, and creates a new Mesh with the MeshDraw. Finally, it sets the ModelComponent.Model to a new Model containing the Mesh. Note that this is just a simple example and you can modify it to generate more complex meshes by adding more vertices and indices.

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