Beispiel #1
0
 // DIRTY: this class can be done in a less confusing way!
 public static void AddToMesh(Chunk chunk, int x, int y, int z, int id, List <Vector3> vertices, List <int> triangles, List <Vector2> uv)
 {
     // top
     if (chunk == null || chunk.IsTransparent(x, y + 1, z))
     {
         AddFace(new Vector3(x, y + 1, z), id, Vector3.up, vertices, triangles, uv);
     }
     // bottom
     if (chunk == null || chunk.IsTransparent(x, y - 1, z))
     {
         AddFace(new Vector3(x, y, z), id, Vector3.down, vertices, triangles, uv);
     }
     // left
     if (chunk == null || chunk.IsTransparent(x - 1, y, z))
     {
         AddFace(new Vector3(x, y, z + 1), id, Vector3.left, vertices, triangles, uv);
     }
     // right
     if (chunk == null || chunk.IsTransparent(x + 1, y, z))
     {
         AddFace(new Vector3(x + 1, y, z + 1), id, Vector3.right, vertices, triangles, uv);
     }
     // front
     if (chunk == null || chunk.IsTransparent(x, y, z + 1))
     {
         AddFace(new Vector3(x, y, z + 1), id, Vector3.forward, vertices, triangles, uv);
     }
     // back
     if (chunk == null || chunk.IsTransparent(x, y, z - 1))
     {
         AddFace(new Vector3(x, y, z), id, Vector3.back, vertices, triangles, uv);
     }
 }
Beispiel #2
0
 // DIRTY: this class can be done in a less confusing way!
 public static void AddToMesh(Chunk chunk, int x, int y, int z, int id, List<Vector3> vertices, List<int> triangles, List<Vector2> uv)
 {
     // top
     if (chunk == null || chunk.IsTransparent(x, y + 1, z))
         AddFace(new Vector3(x, y + 1, z), id, Vector3.up, vertices, triangles, uv);
     // bottom
     if (chunk == null || chunk.IsTransparent(x,y - 1,z))
         AddFace(new Vector3(x, y, z), id, Vector3.down, vertices, triangles, uv);
     // left
     if (chunk == null || chunk.IsTransparent(x - 1, y, z))
         AddFace(new Vector3(x, y, z + 1), id, Vector3.left, vertices, triangles, uv);
     // right
     if (chunk == null || chunk.IsTransparent(x + 1, y, z))
         AddFace(new Vector3(x + 1, y, z + 1), id, Vector3.right, vertices, triangles, uv);
     // front
     if (chunk == null || chunk.IsTransparent(x, y, z + 1))
         AddFace(new Vector3(x, y, z + 1), id, Vector3.forward, vertices, triangles, uv);
     // back
     if (chunk == null || chunk.IsTransparent(x, y, z - 1))
         AddFace(new Vector3(x, y, z), id, Vector3.back, vertices, triangles, uv);
 }