Example #1
0
            public override List <LEVoxel> CreateVoxels(VoxAtlas atlas)
            {
                voxels = new List <LEVoxel>(GameState.MAX_NONENV_PLAYERS * 2);
                LEVoxel lev;
                VGPCube vgp;

                for (int i = 0; i < GameState.MAX_NONENV_PLAYERS; i++)
                {
                    // Create HQ Voxel
                    lev = new LEVoxel("Team " + (i + 1) + " HQ", atlas);
                    lev.VData.FaceType.SetAllTypes(0x00000001u);
                    lev.VData.FaceType.SetAllMasks(0xfffffffeu);
                    vgp                   = new VGPCube();
                    vgp.Color             = TEAM_COLORS[i];
                    vgp.UVRect            = new Vector4(DUV * 0, DUV * 1, DUV, DUV);
                    lev.VData.GeoProvider = vgp;
                    voxels.Add(lev);

                    // Create Barracks Voxel
                    lev = new LEVoxel("Team " + (i + 1) + " Barracks", atlas);
                    lev.VData.FaceType.SetAllTypes(0x00000001u);
                    lev.VData.FaceType.SetAllMasks(0xfffffffeu);
                    vgp                   = new VGPCube();
                    vgp.Color             = TEAM_COLORS[i];
                    vgp.UVRect            = new Vector4(DUV * 1, DUV * 1, DUV, DUV);
                    lev.VData.GeoProvider = vgp;
                    voxels.Add(lev);
                }
                minID = voxels[0].VData.ID;
                maxID = voxels[voxels.Count - 1].VData.ID;
                return(voxels);
            }
Example #2
0
        public override List <LEVoxel> CreateVoxels(VoxAtlas atlas)
        {
            float duv = 1f / 8f;

            voxels = new List <LEVoxel>(2);
            LEVoxel lev;
            VGPCube vgp;

            // Create Flora Voxel
            lev = new LEVoxel("Flora", atlas);
            lev.VData.FaceType.SetAllTypes(0x00000001u);
            lev.VData.FaceType.SetAllMasks(0xfffffffeu);
            vgp                   = new VGPCube();
            vgp.Color             = Color.Khaki;
            vgp.UVRect            = new Vector4(duv * 0, duv * 1, duv, duv);
            lev.VData.GeoProvider = vgp;
            voxels.Add(lev);

            // Create Ore Voxel
            lev = new LEVoxel("Ore", atlas);
            lev.VData.FaceType.SetAllTypes(0x00000001u);
            lev.VData.FaceType.SetAllMasks(0xfffffffeu);
            vgp                   = new VGPCube();
            vgp.Color             = Color.Purple;
            vgp.UVRect            = new Vector4(duv * 1, duv * 1, duv, duv);
            lev.VData.GeoProvider = vgp;
            voxels.Add(lev);

            minID = voxels[0].VData.ID;
            maxID = voxels[voxels.Count - 1].VData.ID;
            return(voxels);
        }
        public override List <LEVoxel> CreateVoxels(VoxAtlas atlas)
        {
            float duv = 1f / 8f;

            voxels = new List <LEVoxel>(1);

            // Create Camera Voxel
            LEVoxel lev = new LEVoxel("Camera Position", atlas);

            lev.VData.FaceType.SetAllTypes(0x00000001u);
            lev.VData.FaceType.SetAllMasks(0xfffffffeu);
            VGPCube vgp = new VGPCube();

            vgp.Color             = Color.White;
            vgp.UVRect            = new Vector4(duv * 0, duv * 1, duv, duv);
            lev.VData.GeoProvider = vgp;
            voxels.Add(lev);

            camID = voxels[0].VData.ID;
            return(voxels);
        }
Example #4
0
        private void CreateVoxTypes()
        {
            Random r = new Random(343);

            for (int i = 0; i < COUNT_TERRAIN; i++)
            {
                var vd = state.World.Atlas.Create();
                vd.FaceType = new VoxFaceType();
                vd.FaceType.SetAllTypes(0x00000001u);
                vd.FaceType.SetAllMasks(0xfffffffeu);
                var vgp = new VGPCube();
                switch (i)
                {
                case 0: vgp.Color = Color.White; break;

                case 1: vgp.Color = Color.Goldenrod; break;

                case 2: vgp.Color = Color.ForestGreen; break;

                case 3: vgp.Color = Color.Brown; break;

                case 4: vgp.Color = Color.Red; break;
                }
                vgp.UVRect     = new Vector4(DUV * 0, DUV * 0, DUV, DUV);
                vd.GeoProvider = vgp;
                dVox.Add("Terrain " + i, vd);
            }
            for (int i = 0; i < COUNT_SCENERY; i++)
            {
                var vd = state.World.Atlas.Create();
                vd.FaceType = new VoxFaceType();
                vd.FaceType.SetAllTypes(0x00000001u);
                vd.FaceType.SetAllMasks(0xfffffffeu);
                var vgp = new VGPCube();
                switch (i)
                {
                case 0: vgp.Color = Color.White; break;

                case 1: vgp.Color = Color.Goldenrod; break;

                case 2: vgp.Color = Color.ForestGreen; break;

                case 3: vgp.Color = Color.Brown; break;

                case 4: vgp.Color = Color.Red; break;

                case 5: vgp.Color = Color.Green; break;

                case 6: vgp.Color = Color.Red; break;

                case 7: vgp.Color = Color.Orange; break;

                case 8: vgp.Color = Color.Purple; break;

                case 9: vgp.Color = Color.DarkGray; break;
                }
                vgp.UVRect     = new Vector4(DUV * 1, DUV * 0, DUV, DUV);
                vd.GeoProvider = vgp;
                dVox.Add("Scenery " + i, vd);
            }
            for (int i = 0; i < COUNT_RAMP; i++)
            {
                var vd = state.World.Atlas.Create();
                vd.FaceType = new VoxFaceType();
                vd.FaceType.SetAllTypes(0x00000000u);
                vd.FaceType.Types[Voxel.FACE_PY] = 0xffffffffu;
                vd.FaceType.SetAllMasks(0xffffffffu);
                var     vgp = new VGPCustom();
                Vector4 uvr = new Vector4(DUV * 3, DUV * 0, DUV, DUV);
                switch (i)
                {
                case 0:
                case 1:
                    vgp.CustomVerts[Voxel.FACE_PY] = new VertexVoxel[] {
                        new VertexVoxel(new Vector3(0, 0, 0), Vector2.UnitX, uvr, Color.White),
                        new VertexVoxel(new Vector3(1, -1, 0), Vector2.One, uvr, Color.White),
                        new VertexVoxel(new Vector3(1, -1, 1), Vector2.UnitY, uvr, Color.White),
                        new VertexVoxel(new Vector3(0, 0, 1), Vector2.Zero, uvr, Color.White),
                        new VertexVoxel(new Vector3(0, -1, 0), Vector2.UnitX, uvr, Color.White),
                        new VertexVoxel(new Vector3(0, -1, 1), Vector2.Zero, uvr, Color.White)
                    };
                    vgp.CustomInds[Voxel.FACE_PY] = new int[] {
                        0, 1, 3, 3, 1, 2,
                        3, 2, 5, 1, 0, 4,
                        0, 3, 4, 4, 3, 5
                    };
                    break;

                default:
                    vgp.CustomVerts[Voxel.FACE_PY] = new VertexVoxel[] {
                        new VertexVoxel(new Vector3(1, 0, 0), Vector2.UnitX, uvr, Color.White),
                        new VertexVoxel(new Vector3(1, -1, 1), Vector2.One, uvr, Color.White),
                        new VertexVoxel(new Vector3(0, -1, 1), Vector2.UnitY, uvr, Color.White),
                        new VertexVoxel(new Vector3(0, 0, 0), Vector2.Zero, uvr, Color.White),
                        new VertexVoxel(new Vector3(1, -1, 0), Vector2.UnitX, uvr, Color.White),
                        new VertexVoxel(new Vector3(0, -1, 0), Vector2.Zero, uvr, Color.White)
                    };
                    vgp.CustomInds[Voxel.FACE_PY] = new int[] {
                        0, 1, 3, 3, 1, 2,
                        3, 2, 5, 1, 0, 4,
                        0, 3, 4, 4, 3, 5
                    };
                    break;
                }
                if ((i % 2) == 1)
                {
                    if (i == 1)
                    {
                        for (int vi = 0; vi < 6; vi++)
                        {
                            vgp.CustomVerts[Voxel.FACE_PY][vi].Position.X = 1 - vgp.CustomVerts[Voxel.FACE_PY][vi].Position.X;
                        }
                    }
                    else
                    {
                        for (int vi = 0; vi < 6; vi++)
                        {
                            vgp.CustomVerts[Voxel.FACE_PY][vi].Position.Z = 1 - vgp.CustomVerts[Voxel.FACE_PY][vi].Position.Z;
                        }
                    }
                    for (int ti = 0; ti < vgp.CustomInds[Voxel.FACE_PY].Length;)
                    {
                        int buf = vgp.CustomInds[Voxel.FACE_PY][ti + 2];
                        vgp.CustomInds[Voxel.FACE_PY][ti + 2] = vgp.CustomInds[Voxel.FACE_PY][ti];
                        vgp.CustomInds[Voxel.FACE_PY][ti]     = buf;
                        ti += 3;
                    }
                }
                vd.GeoProvider = vgp;
                dVox.Add("Ramp " + i, vd);
            }
            for (int i = 0; i < REGION_COLORS.Length; i++)
            {
                var vd = state.World.Atlas.Create();
                vd.FaceType = new VoxFaceType();
                vd.FaceType.SetAllTypes(0x00000001u);
                vd.FaceType.SetAllMasks(0xfffffffeu);
                var vgp = new VGPCube();
                vgp.Color      = REGION_COLORS[i];
                vgp.UVRect     = new Vector4(DUV * 2, DUV * 0, DUV, DUV);
                vd.GeoProvider = vgp;
                dVox.Add("Region " + i, vd);
            }
            // Load Custom Voxels
            foreach (var gtc in gtcList)
            {
                var l = gtc.CreateVoxels(state.World.Atlas);
                if (l == null)
                {
                    continue;
                }
                foreach (var lv in l)
                {
                    dVox.Add(lv.Name, lv.VData);
                }
            }
            foreach (var ic in icList)
            {
                var l = ic.CreateVoxels(state.World.Atlas);
                if (l == null)
                {
                    continue;
                }
                foreach (var lv in l)
                {
                    dVox.Add(lv.Name, lv.VData);
                }
            }
        }
Example #5
0
            public override List<LEVoxel> CreateVoxels(VoxAtlas atlas)
            {
                voxels = new List<LEVoxel>(GameState.MAX_NONENV_PLAYERS * 2);
                LEVoxel lev;
                VGPCube vgp;
                for(int i = 0; i < GameState.MAX_NONENV_PLAYERS; i++) {
                    // Create HQ Voxel
                    lev = new LEVoxel("Team " + (i + 1) + " HQ", atlas);
                    lev.VData.FaceType.SetAllTypes(0x00000001u);
                    lev.VData.FaceType.SetAllMasks(0xfffffffeu);
                    vgp = new VGPCube();
                    vgp.Color = TEAM_COLORS[i];
                    vgp.UVRect = new Vector4(DUV * 0, DUV * 1, DUV, DUV);
                    lev.VData.GeoProvider = vgp;
                    voxels.Add(lev);

                    // Create Barracks Voxel
                    lev = new LEVoxel("Team " + (i + 1) + " Barracks", atlas);
                    lev.VData.FaceType.SetAllTypes(0x00000001u);
                    lev.VData.FaceType.SetAllMasks(0xfffffffeu);
                    vgp = new VGPCube();
                    vgp.Color = TEAM_COLORS[i];
                    vgp.UVRect = new Vector4(DUV * 1, DUV * 1, DUV, DUV);
                    lev.VData.GeoProvider = vgp;
                    voxels.Add(lev);
                }
                minID = voxels[0].VData.ID;
                maxID = voxels[voxels.Count - 1].VData.ID;
                return voxels;
            }