Example #1
0
    /*public void CreateBlock(Vector3 v)
     * {
     *  AddFrontFace(v);
     *  AddBackFace(v);
     *  AddRightFace(v);
     *  AddLeftFace(v);
     *  AddTopFace(v);
     *  AddBottomFace(v);
     * }*/

    // All Add'Side'Face functions work in the same way

    public void AddFrontFace(Vector3 v, int blockType)
    {
        int current = model.vertices.Count; // Get the current amount of vertices to add everything with an offset

        // Add the vertices for the new face
        model.vertices.Add(new Vector3(0, 0, 0) + v);
        model.vertices.Add(new Vector3(1, 0, 0) + v);
        model.vertices.Add(new Vector3(1, 1, 0) + v);
        model.vertices.Add(new Vector3(0, 1, 0) + v);
        // Create the triangles for the face
        model.triangles.Add(current + 2);
        model.triangles.Add(current + 1);
        model.triangles.Add(current + 0);
        model.triangles.Add(current + 0);
        model.triangles.Add(current + 3);
        model.triangles.Add(current + 2);
        // Set the uv depending on the type
        if (blockType == 1)
        {
            model.uv.AddRange(UVManager.GetStoneUV());
        }
        else if (blockType == 2)
        {
            model.uv.AddRange(UVManager.GetGrassSideUV());
        }
        else if (blockType == 3)
        {
            model.uv.AddRange(UVManager.GetDirtUV());
        }
        else if (blockType == 4)
        {
            model.uv.AddRange(UVManager.GetWoodUV());
        }
        else if (blockType == 5)
        {
            model.uv.AddRange(UVManager.GetLeafUV());
        }
    }
Example #2
0
    // All comments from above apply

    public void AddBackFace(Vector3 v, int blockType)
    {
        int current = model.vertices.Count;

        model.vertices.Add(new Vector3(0, 0, 1) + v);
        model.vertices.Add(new Vector3(1, 0, 1) + v);
        model.vertices.Add(new Vector3(1, 1, 1) + v);
        model.vertices.Add(new Vector3(0, 1, 1) + v);
        model.triangles.Add(current + 1);
        model.triangles.Add(current + 2);
        model.triangles.Add(current + 3);
        model.triangles.Add(current + 3);
        model.triangles.Add(current + 0);
        model.triangles.Add(current + 1);

        if (blockType == 1)
        {
            model.uv.AddRange(UVManager.GetStoneUV());
        }
        else if (blockType == 2)
        {
            model.uv.AddRange(UVManager.GetGrassSideUV());
        }
        else if (blockType == 3)
        {
            model.uv.AddRange(UVManager.GetDirtUV());
        }
        else if (blockType == 4)
        {
            model.uv.AddRange(UVManager.GetWoodUV());
        }
        else if (blockType == 5)
        {
            model.uv.AddRange(UVManager.GetLeafUV());
        }
    }