public void GenerateTerrainVertices(FluidBlock block, BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { int data = Terrain.ExtractData(value); if (true) { Terrain terrain = generator.Terrain; int cellValueFast = terrain.GetCellValueFast(x - 1, y, z - 1); int cellValueFast2 = terrain.GetCellValueFast(x, y, z - 1); int cellValueFast3 = terrain.GetCellValueFast(x + 1, y, z - 1); int cellValueFast4 = terrain.GetCellValueFast(x - 1, y, z); int cellValueFast5 = terrain.GetCellValueFast(x + 1, y, z); int cellValueFast6 = terrain.GetCellValueFast(x - 1, y, z + 1); int cellValueFast7 = terrain.GetCellValueFast(x, y, z + 1); int cellValueFast8 = terrain.GetCellValueFast(x + 1, y, z + 1); float h = CalculateNeighborHeight(cellValueFast); float num = CalculateNeighborHeight(cellValueFast2); float h2 = CalculateNeighborHeight(cellValueFast3); float num2 = CalculateNeighborHeight(cellValueFast4); float num3 = CalculateNeighborHeight(cellValueFast5); float h3 = CalculateNeighborHeight(cellValueFast6); float num4 = CalculateNeighborHeight(cellValueFast7); float h4 = CalculateNeighborHeight(cellValueFast8); float levelHeight = GetLevelHeight(GetLevel(data)); float height = CalculateFluidVertexHeight(h, num, num2, levelHeight); float height2 = CalculateFluidVertexHeight(num, h2, levelHeight, num3); float height3 = CalculateFluidVertexHeight(levelHeight, num3, num4, h4); float height4 = CalculateFluidVertexHeight(num2, levelHeight, h3, num4); generator.GenerateCubeVertices(block, value, x, y, z, height, height2, height3, height4, sidecolor, topcolor, topcolor, topcolor, topcolor, 255, SubsystemItemBlockBase.GTV(x, z, geometry).OpaqueSubsetsByFace); } else { generator.GenerateCubeVertices(block, value, x, y, z, sidecolor, SubsystemItemBlockBase.GTV(x, z, geometry).OpaqueSubsetsByFace); } }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { int data = Terrain.ExtractData(value); Color fabricColor = SubsystemPalette.GetFabricColor(generator, GetColor(data)); generator.GenerateCubeVertices(this, value, x, y, z, 0.0625f, 0.0625f, 0.0625f, 0.0625f, fabricColor, fabricColor, fabricColor, fabricColor, fabricColor, -1, geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { switch (GetCutFace(Terrain.ExtractData(value))) { case 4: generator.GenerateCubeVertices(this, value, x, y, z, Color.White, geometry.OpaqueSubsetsByFace); break; case 0: generator.GenerateCubeVertices(this, value, x, y, z, 1, 0, 0, Color.White, geometry.OpaqueSubsetsByFace); break; default: generator.GenerateCubeVertices(this, value, x, y, z, 0, 1, 1, Color.White, geometry.OpaqueSubsetsByFace); break; } }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { Color topColor = BlockColorsMap.GrassColorsMap.Lookup(generator.Terrain, x, y, z); Color topColor2 = BlockColorsMap.GrassColorsMap.Lookup(generator.Terrain, x + 1, y, z); Color topColor3 = BlockColorsMap.GrassColorsMap.Lookup(generator.Terrain, x + 1, y, z + 1); Color topColor4 = BlockColorsMap.GrassColorsMap.Lookup(generator.Terrain, x, y, z + 1); generator.GenerateCubeVertices(this, value, x, y, z, 1f, 1f, 1f, 1f, Color.White, topColor, topColor2, topColor3, topColor4, -1, geometry.OpaqueSubsetsByFace); }
public void GenerateFluidTerrainVertices(BlockGeometryGenerator generator, int value, int x, int y, int z, Color sideColor, Color topColor, TerrainGeometrySubset[] subset) { int data = Terrain.ExtractData(value); if (GetIsTop(data)) { Terrain terrain = generator.Terrain; int cellValueFast = terrain.GetCellValueFast(x - 1, y, z - 1); int cellValueFast2 = terrain.GetCellValueFast(x, y, z - 1); int cellValueFast3 = terrain.GetCellValueFast(x + 1, y, z - 1); int cellValueFast4 = terrain.GetCellValueFast(x - 1, y, z); int cellValueFast5 = terrain.GetCellValueFast(x + 1, y, z); int cellValueFast6 = terrain.GetCellValueFast(x - 1, y, z + 1); int cellValueFast7 = terrain.GetCellValueFast(x, y, z + 1); int cellValueFast8 = terrain.GetCellValueFast(x + 1, y, z + 1); float h = CalculateNeighborHeight(cellValueFast); float num = CalculateNeighborHeight(cellValueFast2); float h2 = CalculateNeighborHeight(cellValueFast3); float num2 = CalculateNeighborHeight(cellValueFast4); float num3 = CalculateNeighborHeight(cellValueFast5); float h3 = CalculateNeighborHeight(cellValueFast6); float num4 = CalculateNeighborHeight(cellValueFast7); float h4 = CalculateNeighborHeight(cellValueFast8); float levelHeight = GetLevelHeight(GetLevel(data)); float height = CalculateFluidVertexHeight(h, num, num2, levelHeight); float height2 = CalculateFluidVertexHeight(num, h2, levelHeight, num3); float height3 = CalculateFluidVertexHeight(levelHeight, num3, num4, h4); float height4 = CalculateFluidVertexHeight(num2, levelHeight, h3, num4); float x2 = ZeroSubst(num3, levelHeight) - ZeroSubst(num2, levelHeight); float x3 = ZeroSubst(num4, levelHeight) - ZeroSubst(num, levelHeight); int overrideTopTextureSlot = DefaultTextureSlot - (int)MathUtils.Sign(x2) - 16 * (int)MathUtils.Sign(x3); generator.GenerateCubeVertices(this, value, x, y, z, height, height2, height3, height4, sideColor, topColor, topColor, topColor, topColor, overrideTopTextureSlot, subset); } else { generator.GenerateCubeVertices(this, value, x, y, z, sideColor, subset); } }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(this, value, x, y, z, IsColored(Terrain.ExtractData(value) & 16383) ? SubsystemPalette.GetColor(generator, GetColor(Terrain.ExtractData(value))) : Color.White, geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(this, value, x, y, z, new Color(255, 153, 18) * SubsystemPalette.GetColor(generator, GetPaintColor(value)), geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { Color color = SubsystemPalette.GetColor(generator, GetPaintColor(value)); generator.GenerateCubeVertices(this, value, x, y, z, Terrain.ExtractData(value) >> 10 != 0 ? color * Color.LightGray : color, geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(Block block, BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(block, value, x, y, z, Color.White, SubsystemItemBlockBase.GTV(x, z, geometry).OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(this, value, x, y, z, 0.125f, 0.125f, 0.125f, 0.125f, Color.White, Color.White, Color.White, Color.White, Color.White, -1, geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(Block block, BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(block, value, x, y, z, global, geometry.TransparentSubsetsByFace); }
public virtual void GenerateTerrainVertices(Block block, BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(ItemBlock, value, x, y, z, Color.White, geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(this, value, x, y, z, Color.White, geometry.AlphaTestSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { int type = GetType(value); generator.GenerateCubeVertices(this, value, x, y, z, (type < 3 ? Colors[type] : GetColor((Materials)(type - 3))) * SubsystemPalette.GetColor(generator, GetPaintColor(value)), geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(Block block, BlockGeometryGenerator generator, TerrainGeometrySubsets geometry, int value, int x, int y, int z) { generator.GenerateCubeVertices(ItemBlock, value, x, y, z, Color.LightGray * SubsystemPalette.GetColor(generator, PaintableItemBlock.GetColor(Terrain.ExtractData(value))), geometry.OpaqueSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { Color color = m_blockColorsMap.Lookup(generator.Terrain, x, y, z); generator.GenerateCubeVertices(this, value, x, y, z, color, geometry.AlphaTestSubsetsByFace); }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { Color color = GetHydration(Terrain.ExtractData(value)) ? new Color(180, 170, 150) : Color.White; generator.GenerateCubeVertices(this, value, x, y, z, 0.9375f, 0.9375f, 0.9375f, 0.9375f, color, color, color, color, color, -1, geometry.OpaqueSubsetsByFace); }