Example #1
0
        public static Vector3[] createFace(Vector3 location, BlockVec.Direction dir)
        {
            Vector3 start = location;
            Vector3 end   = location;

            switch (dir)
            {
            case BlockVec.Direction.XPos:
            case BlockVec.Direction.XNeg:
                BlockVec modifiedDirVecX = BlockVec.DirectionAsVec(dir);
                modifiedDirVecX.x -= 1;
                modifiedDirVecX.x  = (int)(modifiedDirVecX.x * 0.5f);
                start             += new Vector3(modifiedDirVecX.x, -1, -1);
                end += new Vector3(modifiedDirVecX.x, 0, 0);
                break;

            case BlockVec.Direction.YPos:
            case BlockVec.Direction.YNeg:
                BlockVec modifiedDirVecY = BlockVec.DirectionAsVec(dir);
                modifiedDirVecY.y -= 1;
                modifiedDirVecY.y  = (int)(modifiedDirVecY.y * 0.5f);
                start             += new Vector3(-1, modifiedDirVecY.y, -1);
                end += new Vector3(0, modifiedDirVecY.y, 0);
                break;

            case BlockVec.Direction.ZPos:
            case BlockVec.Direction.ZNeg:
                BlockVec modifiedDirVecZ = BlockVec.DirectionAsVec(dir);
                modifiedDirVecZ.z -= 1;
                modifiedDirVecZ.z  = (int)(modifiedDirVecZ.z * 0.5f);
                start             += new Vector3(-1, -1, modifiedDirVecZ.z);
                end += new Vector3(0, 0, modifiedDirVecZ.z);
                break;

                /*
                 * case BlockVec.Direction.XPos:
                 * case BlockVec.Direction.XNeg:
                 *  start += new Vector3(BlockVec.DirectionAsVec(dir).x, -1, -1);
                 *  end += new Vector3(BlockVec.DirectionAsVec(dir).x, 1, 1);
                 *  break;
                 * case BlockVec.Direction.YPos:
                 * case BlockVec.Direction.YNeg:
                 *  start += new Vector3(-1, BlockVec.DirectionAsVec(dir).y, -1);
                 *  end += new Vector3(1, BlockVec.DirectionAsVec(dir).y, 1);
                 *  break;
                 * case BlockVec.Direction.ZPos:
                 * case BlockVec.Direction.ZNeg:
                 *  start += new Vector3(-1, -1, BlockVec.DirectionAsVec(dir).z);
                 *  end += new Vector3(1, 1, BlockVec.DirectionAsVec(dir).z);
                 *  break;
                 */
            }
            return(createFace(start, end, dir));
        }
Example #2
0
    public List <BlockVec.Direction> GetEmptyAround(BlockVec pos)
    {
        List <BlockVec.Direction> outDirs = new List <BlockVec.Direction>();

        foreach (BlockVec.Direction dir in Enum.GetValues(typeof(BlockVec.Direction)))
        {
            BlockVec checkPos = pos.Add(BlockVec.DirectionAsVec(dir));

            /*
             * print(pos.x + " " + pos.y + " " + pos.z);
             * print(checkPos.x + " " + checkPos.y + " " + checkPos.z);
             * print(BlockVec.DirectionAsVec(dir).x + " " + BlockVec.DirectionAsVec(dir).y + " " + BlockVec.DirectionAsVec(dir).z);
             */
            if (GetBlockByPos(checkPos) == null)//when fixed, also check isInRange(checkPos, startChunkPos, endChunkPos)
            {
                outDirs.Add(dir);
            }
        }
        return(outDirs);
    }