Beispiel #1
0
        public List <Vec3i> RebuildNetwork(Vec3i pos_init, VoxelWire old_network)
        {
            if (!old_network.GotVoxelAtPos(pos_init))
            {
                return(new List <Vec3i>());
            }
            List <Vec3i> to_explore = new List <Vec3i>();
            List <Vec3i> explored   = new List <Vec3i>();

            to_explore.Add(pos_init);

            while (to_explore.Any())
            {
                Vec3i current_pos = to_explore.Last();
                foreach (BlockFacing facing in BlockFacing.ALLFACES)
                {
                    Vec3i offset_pos = current_pos.AddCopy(facing);
                    if (old_network.GotVoxelAtPos(offset_pos) && !explored.Contains(offset_pos))
                    {
                        to_explore.Add(offset_pos);
                    }
                }
                to_explore.Remove(current_pos);
                explored.Add(current_pos);
            }

            //At the end, the explored list contains connected voxels
            return(explored);
        }
Beispiel #2
0
        public bool OnAdd(Vec3i voxelPos)
        {
            //We first test if the voxel is already contained in a network
            foreach (VoxelWire net in networks.Values)
            {
                if (net.GotVoxelAtPos(voxelPos))
                {
                    return(false);
                }
            }


            //We explore adjacent voxels, looking for a network
            //if a network is found, we take the id. if another network is found with different id, we merge the networks.
            VoxelWire current_net = null;

            foreach (BlockFacing face in BlockFacing.ALLFACES)
            {
                Vec3i     pos2 = voxelPos.AddCopy(face);
                VoxelWire net  = GetWireAtPos(pos2);
                if (net != null)
                {
                    if (current_net == null)
                    {
                        net.AddVoxel(voxelPos);
                        current_net = net;
                    }
                    else if (current_net != null && net.id != current_net.id)
                    {
                        current_net.MergeWith(net);
                        networks.Remove(net.id);
                    }
                    else if (net.id == current_net.id)
                    {
                        net.AddVoxel(voxelPos);
                    }
                }
            }
            if (current_net == null)
            {
                //We create a new network
                int       new_id  = getNewId();
                VoxelWire network = new VoxelWire(new_id);
                network.AddVoxel(voxelPos);
                networks.Add(new_id, network);
            }

            hasChanged = true;
            return(true);
        }
Beispiel #3
0
        private MeshData GetNetworkMesh(VoxelWire net, MeshData singleVoxelMesh)
        {
            MeshData voxelMeshOffset = singleVoxelMesh.Clone();

            networkStates[net.id] = net.state;
            MeshData mesh = new MeshData(24, 36, false);

            byte[] color = getColor(net.id).Append(new byte[] { 255 });

            foreach (Vec3i vec in net.getVoxelPos())
            {
                float px = vec.X / 16f;
                float py = vec.Y / 16f;
                float pz = vec.Z / 16f;

                for (int i = 0; i < singleVoxelMesh.xyz.Length; i += 3)
                {
                    voxelMeshOffset.xyz[i]     = px + singleVoxelMesh.xyz[i];
                    voxelMeshOffset.xyz[i + 1] = py + singleVoxelMesh.xyz[i + 1];
                    voxelMeshOffset.xyz[i + 2] = pz + singleVoxelMesh.xyz[i + 2];

                    //voxelMeshOffset.Rgba[i / 3 * 4] = color[0];
                    //voxelMeshOffset.Rgba[i / 3 * 4 + 1] = color[1];
                    //voxelMeshOffset.Rgba[i / 3 * 4 + 2] = color[2];
                    //voxelMeshOffset.Rgba[i / 3 * 4 + 3] = color[3];
                }

                float offsetX = ((((vec.X + 4 * vec.Y) % 16f / 16f)) * 32f) / capi.BlockTextureAtlas.Size.Width;
                float offsetY = (pz * 32f) / capi.BlockTextureAtlas.Size.Height;

                for (int i = 0; i < singleVoxelMesh.Uv.Length; i += 2)
                {
                    voxelMeshOffset.Uv[i]     = singleVoxelMesh.Uv[i] + offsetX;
                    voxelMeshOffset.Uv[i + 1] = singleVoxelMesh.Uv[i + 1] + offsetY;
                }

                mesh.AddMeshData(voxelMeshOffset);
            }
            return(mesh);
        }
Beispiel #4
0
 public void MergeWith(VoxelWire net)
 {
     voxelpositions.AddRange(net.voxelpositions);
 }