Ejemplo n.º 1
0
        public void Draw(PrimManager PrimManager, Vector3 BottomLeft, float Size)
        {
            Vector3 MasterBottomLeftFront = BottomLeft;
            Vector3 MasterTopRightBack    = MasterBottomLeftFront + new Vector3(Size, Size, Size);

            Vector3 topLeftFront     = new Vector3(MasterBottomLeftFront.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftFront  = MasterBottomLeftFront;
            Vector3 topRightFront    = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterBottomLeftFront.Z);
            Vector3 topLeftBack      = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftBack   = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);
            Vector3 topRightBack     = MasterTopRightBack;
            Vector3 bottomRightBack  = new Vector3(MasterTopRightBack.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);

            Vector3 frontNormal  = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 backNormal   = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 topNormal    = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 bottomNormal = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 leftNormal   = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal  = new Vector3(1.0f, 0.0f, 0.0f);

            VertexIndexData _returnData = new VertexIndexData();

            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftFront, topRightFront, frontNormal, TilesetMain.Tiles[Tex[0]]));

            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightBack, topLeftBack, backNormal, TilesetMain.Tiles[Tex[2]]));
            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftBack, topLeftFront, leftNormal, TilesetMain.Tiles[Tex[3]]));

            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightFront, topRightBack, rightNormal, TilesetMain.Tiles[Tex[1]]));

            _returnData.AddData(PrimHelper.GenerateFloorVertices(bottomLeftBack, bottomRightFront, bottomNormal, TilesetMain.Tiles[Tex[4]]));
            _returnData.AddData(PrimHelper.GenerateFloorVertices(topLeftFront, topRightBack, topNormal, TilesetMain.Tiles[Tex[5]]));

            PrimManager.DrawVertices(_returnData, TilesetMain.TextureMain);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Draws the player.
        /// </summary>
        public override void Draw(Engine engine)
        {
            // Gets the bottom left vector of the billboard.
            Vector3 _pos = new Vector3(DrawPosition.X, DrawPosition.Y + Block.Size / 2, DrawPosition.Z);

            // Creates a wall.
            VertexIndexData _wall = PrimHelper.GenerateWallVertices(_pos, _pos + new Vector3(Block.Size, 0, Block.Size), -Vector3.UnitY, animation.texture);

            // Draws the wall.
            engine.primManager.DrawVertices(_wall, animation.Texture);
        }
Ejemplo n.º 3
0
        public override void Draw3D(Engine engine)
        {
            // Draws the grid at the ZLevel indicated.
            engine.primManager.DrawLines(PrimHelper.GenerateGridVertices(
                                             new Vector3(0, 0, ZLevel * Block.Size + 0.5f), Vector3.UnitX * Block.Size, Vector3.UnitY * Block.Size, engine.room.Width, engine.room.Depth, Color.Blue));

            // Draws the verticle line indicators.
            Vector3 _pos = Cursor3D * Block.Size;

            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                                             new Vector3(_pos.X, _pos.Y, 0), new Vector3(_pos.X, _pos.Y, engine.room.Height * Block.Size), Color.White));
            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                                             new Vector3(_pos.X + Block.Size, _pos.Y, 0), new Vector3(_pos.X + Block.Size, _pos.Y, engine.room.Height * Block.Size), Color.White));
            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                                             new Vector3(_pos.X, _pos.Y + Block.Size, 0), new Vector3(_pos.X, _pos.Y + Block.Size, engine.room.Height * Block.Size), Color.White));
            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                                             new Vector3(_pos.X + Block.Size, _pos.Y + Block.Size, 0), new Vector3(_pos.X + Block.Size, _pos.Y + Block.Size, engine.room.Height * Block.Size), Color.White));

            engine.primManager.SetDepthBuffer(false);
            engine.primManager.DrawLines(PrimHelper.GenerateWireCubeVertices(Cursor3D * Block.Size, (Cursor3D + new Vector3(1, 1, 1)) * Block.Size, Color.Red));
            engine.primManager.SetDepthBuffer(true);

            // Draws null blocks if necessary.
            if (DrawNull)
            {
                // Draws the null solids.
                engine.primManager.myEffect.Alpha = 0.5f;

                // Draws invisible null blocks.
                VertexIndexData _data = new VertexIndexData();
                TextureData     _tex  = engine.room.BlockSet.TilesetMain.Tiles[0];
                for (int w = 0; w < engine.room.Width; w++)
                {
                    for (int d = 0; d < engine.room.Depth; d++)
                    {
                        for (int h = 0; h < engine.room.Height; h++)
                        {
                            if (engine.room.GridArray[w, d, h] == 1)
                            {
                                _data.AddData(PrimHelper.GenerateCubeVertices(new Vector3(w, d, h) * Block.Size, new Vector3(w + 1, d + 1, h + 1) * Block.Size, _tex));
                            }
                        }
                    }
                }
                if (_data.VertexList.Count != 0)
                {
                    engine.primManager.DrawVertices(_data, _tex.TextureMain);
                }

                // Resets alpha.
                engine.primManager.myEffect.Alpha = 1f;
            }
        }
Ejemplo n.º 4
0
 /// <summary>
 /// Clears the current vertices and generates a new representation
 /// of the room in vertices.
 /// </summary>
 public void UpdateRoomVertices()
 {
     VertexData = new VertexIndexData();
     for (int d = Depth - 1; d >= 0; d--)
     {
         for (int h = 0; h < Height; h++)
         {
             for (int w = 0; w < Width; w++)
             {
                 int _num = GridArray[w, d, h];
                 if (_num > 1)
                 {
                     VertexData.AddData(BlockSet.Blocks[GridArray[w, d, h]].GenerateVertices(this, new Vector3(w, d, h)));
                 }
             }
         }
     }
 }
Ejemplo n.º 5
0
        /// <summary>
        /// Generates vertex and index information for this block.
        /// </summary>
        public VertexIndexData GenerateVertices(Room CurrentRoom, Vector3 Position)
        {
            Vector3 MasterBottomLeftFront = new Vector3(Size, Size, Size) * Position;
            Vector3 MasterTopRightBack    = MasterBottomLeftFront + new Vector3(Size, Size, Size);

            Vector3 topLeftFront     = new Vector3(MasterBottomLeftFront.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftFront  = MasterBottomLeftFront;
            Vector3 topRightFront    = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterBottomLeftFront.Z);
            Vector3 topLeftBack      = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftBack   = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);
            Vector3 topRightBack     = MasterTopRightBack;
            Vector3 bottomRightBack  = new Vector3(MasterTopRightBack.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);

            Vector3 frontNormal  = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 backNormal   = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 topNormal    = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 bottomNormal = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 leftNormal   = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal  = new Vector3(1.0f, 0.0f, 0.0f);

            VertexIndexData _returnData = new VertexIndexData();

            if (Position.Y > 0)
            {
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y - 1, (int)Position.Z).Culling == false)
                {
                    if (Tex[0] > 0)
                    {
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftFront, topRightFront, frontNormal, TilesetMain.Tiles[Tex[0]]));
                    }
                }
            }

            if (Position.Y < CurrentRoom.Depth - 1)
            {
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y + 1, (int)Position.Z).Culling == false)
                {
                    if (Tex[1] > 0)
                    {
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightBack, topLeftBack, backNormal, TilesetMain.Tiles[Tex[2]]));
                    }
                }
            }

            if (Position.X > 0)
            {
                if (CurrentRoom.GetGridBlock((int)Position.X - 1, (int)Position.Y, (int)Position.Z).Culling == false)
                {
                    if (Tex[2] > 0)
                    {
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftBack, topLeftFront, leftNormal, TilesetMain.Tiles[Tex[3]]));
                    }
                }
            }

            if (Position.X < CurrentRoom.Width - 1)
            {
                if (CurrentRoom.GetGridBlock((int)Position.X + 1, (int)Position.Y, (int)Position.Z).Culling == false)
                {
                    if (Tex[3] > 0)
                    {
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightFront, topRightBack, rightNormal, TilesetMain.Tiles[Tex[1]]));
                    }
                }
            }

            if (Position.Z > 0)
            {
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y, (int)Position.Z - 1).Culling == false)
                {
                    if (Tex[4] > 0)
                    {
                        _returnData.AddData(PrimHelper.GenerateFloorVertices(bottomLeftBack, bottomRightFront, bottomNormal, TilesetMain.Tiles[Tex[4]]));
                    }
                }
            }

            if (Position.Z < CurrentRoom.Height - 1)
            {
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y, (int)Position.Z + 1).Culling == false)
                {
                    if (Tex[5] > 0)
                    {
                        _returnData.AddData(PrimHelper.GenerateFloorVertices(topLeftFront, topRightBack, topNormal, TilesetMain.Tiles[Tex[5]]));
                    }
                }
            }

            return(_returnData);
        }
Ejemplo n.º 6
0
 public void AddVertexIndexData(VertexIndexData data, Matrix4 transform, bool wireframe, bool culling)
 {
     AddVertexIndexData(data, ref transform, wireframe, culling);
 }
Ejemplo n.º 7
0
 public abstract void AddVertexIndexData(VertexIndexData data, ref Matrix4 transform, bool wireframe, bool culling);