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
 public abstract List <LEVoxel> CreateVoxels(VoxAtlas atlas);
Example #5
0
        public void CreateVoxGeos(VoxAtlas atlas)
        {
            float DUV = 0.125f;
            int   vi;

            for (int i = 1; i < 6; i++)
            {
                var vgpTop   = new VGPCube6();
                var vgpTrans = new VGPCube6();
                var vgpCliff = new VGPCube6();
                for (int fi = 0; fi < 6; fi++)
                {
                    vgpTop.Colors[fi] = Color.White;
                    switch (fi)
                    {
                    case Voxel.FACE_NY:
                        vgpTop.UVRects[fi]   = new Vector4(DUV * i, DUV * 4, DUV, DUV);
                        vgpTrans.UVRects[fi] = new Vector4(DUV * i, DUV * 4, DUV, DUV);
                        vgpCliff.UVRects[fi] = new Vector4(DUV * i, DUV * 4, DUV, DUV);
                        break;

                    case Voxel.FACE_PY:
                        vgpTop.UVRects[fi]   = new Vector4(DUV * i, DUV * 0, DUV, DUV);
                        vgpTrans.UVRects[fi] = new Vector4(DUV * i, DUV * 4, DUV, DUV);
                        vgpCliff.UVRects[fi] = new Vector4(DUV * i, DUV * 4, DUV, DUV);
                        break;

                    default:
                        vgpTop.UVRects[fi]   = new Vector4(DUV * i, DUV * 1, DUV, DUV);
                        vgpTrans.UVRects[fi] = new Vector4(DUV * i, DUV * 2, DUV, DUV);
                        vgpCliff.UVRects[fi] = new Vector4(DUV * i, DUV * 3, DUV, DUV);
                        break;
                    }
                }
                atlas[(ushort)(i)].GeoProvider      = vgpTop;
                atlas[(ushort)(i + 5)].GeoProvider  = vgpTrans;
                atlas[(ushort)(i + 10)].GeoProvider = vgpCliff;
            }
            for (vi = 0; vi < 4; vi++)
            {
                var     vd  = atlas[(ushort)(vi + 16)];
                var     vgp = new VGPCustom();
                Vector4 uvr = new Vector4(DUV * 5, DUV * 0, DUV, DUV);
                switch (vi)
                {
                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 ((vi % 2) == 1)
                {
                    if (vi == 1)
                    {
                        for (int fi = 0; fi < 6; fi++)
                        {
                            vgp.CustomVerts[Voxel.FACE_PY][fi].Position.X = 1 - vgp.CustomVerts[Voxel.FACE_PY][fi].Position.X;
                        }
                    }
                    else
                    {
                        for (int fi = 0; fi < 6; fi++)
                        {
                            vgp.CustomVerts[Voxel.FACE_PY][fi].Position.Z = 1 - vgp.CustomVerts[Voxel.FACE_PY][fi].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;
            }
            vi = 20;
            for (int i = 0; i < 5; i++)
            {
                var vgp = new VGPCube6();
                for (int fi = 0; fi < 6; fi++)
                {
                    vgp.Colors[fi] = Color.White;
                    switch (fi)
                    {
                    case Voxel.FACE_NY:
                        vgp.UVRects[fi] = new Vector4(DUV * i, DUV * 7, DUV, DUV);
                        break;

                    case Voxel.FACE_PY:
                        vgp.UVRects[fi] = new Vector4(DUV * i, DUV * 5, DUV, DUV);
                        break;

                    default:
                        vgp.UVRects[fi] = new Vector4(DUV * i, DUV * 6, DUV, DUV);
                        break;
                    }
                }
                atlas[(ushort)(vi + i)].GeoProvider = vgp;
            }
            vi += 5;
            for (int i = 0; i < 5; i++)
            {
                var     vgp = new VGPCustom();
                Vector4 uvr = new Vector4(DUV * 7, DUV * i, DUV, DUV);
                vgp.CustomVerts[Voxel.FACE_PY] = new VertexVoxel[] {
                    new VertexVoxel(new Vector3(0, 0, 0), Vector2.Zero, uvr, Color.White),
                    new VertexVoxel(new Vector3(1, 0, 1), Vector2.UnitX, uvr, Color.White),
                    new VertexVoxel(new Vector3(0, -1, 0), Vector2.UnitY, uvr, Color.White),
                    new VertexVoxel(new Vector3(1, -1, 1), Vector2.One, uvr, Color.White),
                    new VertexVoxel(new Vector3(0, 0, 1), Vector2.Zero, uvr, Color.White),
                    new VertexVoxel(new Vector3(1, 0, 0), Vector2.UnitX, uvr, Color.White),
                    new VertexVoxel(new Vector3(0, -1, 1), Vector2.UnitY, uvr, Color.White),
                    new VertexVoxel(new Vector3(1, -1, 0), Vector2.One, uvr, Color.White)
                };
                vgp.CustomInds[Voxel.FACE_PY] = new int[] {
                    0, 1, 2, 2, 1, 3,
                    4, 5, 6, 6, 5, 7
                };
                atlas[(ushort)(vi + i)].GeoProvider = vgp;
            }
        }
Example #6
0
 public override List <LEVoxel> CreateVoxels(VoxAtlas atlas)
 {
     return(null);
 }
Example #7
0
 public LEVoxel(string name, VoxAtlas atlas)
 {
     Name  = name;
     VData = atlas.Create();
 }
Example #8
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;
            }