public Geometry() { TerrainGeometrySubset terrainGeometrySubset = SubsetTransparent = (SubsetAlphaTest = (SubsetOpaque = new TerrainGeometrySubset())); OpaqueSubsetsByFace = new TerrainGeometrySubset[6] { terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset }; AlphaTestSubsetsByFace = new TerrainGeometrySubset[6] { terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset }; TransparentSubsetsByFace = new TerrainGeometrySubset[6] { terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset }; }
public Geometry() { TerrainGeometrySubset terrainGeometrySubset = new TerrainGeometrySubset(); TerrainGeometrySubset[] array = new TerrainGeometrySubset[6] { terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset }; SubsetOpaque = terrainGeometrySubset; SubsetAlphaTest = terrainGeometrySubset; SubsetTransparent = terrainGeometrySubset; OpaqueSubsetsByFace = array; AlphaTestSubsetsByFace = array; TransparentSubsetsByFace = array; }
public MovingBlockSet() { TerrainGeometrySubset terrainGeometrySubset = new TerrainGeometrySubset(Vertices, Indices); Geometry = new TerrainGeometry(); Geometry.SubsetOpaque = terrainGeometrySubset; Geometry.SubsetAlphaTest = terrainGeometrySubset; Geometry.SubsetTransparent = terrainGeometrySubset; Geometry.OpaqueSubsetsByFace = new TerrainGeometrySubset[6] { terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset }; Geometry.AlphaTestSubsetsByFace = new TerrainGeometrySubset[6] { terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset }; Geometry.TransparentSubsetsByFace = new TerrainGeometrySubset[6] { terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset, terrainGeometrySubset }; }
public static void GenerateWireVertices(BlockGeometryGenerator generator, int value, int x, int y, int z, int mountingFace, float centerBoxSize, Vector2 centerOffset, TerrainGeometrySubset subset) { var terrain = generator.Terrain; Color color = WireBlock.WireColor; int num = Terrain.ExtractContents(value); if (num == ElementBlock.Index) { int?color2 = PaintableItemBlock.GetColor(Terrain.ExtractData(value)); if (color2.HasValue) { color = SubsystemPalette.GetColor(generator, color2); } } float num3 = LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(value)]; Vector3 v = new Vector3(x + 0.5f, y + 0.5f, z + 0.5f) - 0.5f * CellFace.FaceToVector3(mountingFace); Vector3 vector = CellFace.FaceToVector3(mountingFace); var v2 = new Vector2(0.9376f, 0.0001f); var v3 = new Vector2(0.03125f, 0.00550781237f); Point3 point = CellFace.FaceToPoint3(mountingFace); int cellContents = terrain.GetCellContents(x - point.X, y - point.Y, z - point.Z); bool flag = cellContents == 2 || cellContents == 7 || cellContents == 8 || cellContents == 6 || cellContents == 62 || cellContents == 72; Vector3 v4 = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Top)); Vector3 vector2 = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Left)) * centerOffset.X + v4 * centerOffset.Y; int num4 = 0; var paths = new DynamicArray <ElectricConnectionPath>(); ElementBlock.Block.GetAllConnectedNeighbors(terrain, ElementBlock.Block.GetDevice(x, y, z, value), mountingFace, paths); foreach (ElectricConnectionPath tmpConnectionPath in paths) { if ((num4 & (1 << tmpConnectionPath.ConnectorFace)) == 0) { ElectricConnectorDirection?connectorDirection = SubsystemElectricity.GetConnectorDirection(mountingFace, 0, tmpConnectionPath.ConnectorFace); if (centerOffset != Vector2.Zero || connectorDirection != ElectricConnectorDirection.In) { num4 |= 1 << tmpConnectionPath.ConnectorFace; Color color3 = color; if (num != ElementBlock.Index) { int cellValue = terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ); if (Terrain.ExtractContents(cellValue) == ElementBlock.Index) { int?color4 = PaintableItemBlock.GetColor(Terrain.ExtractData(cellValue)); if (color4.HasValue) { color3 = SubsystemPalette.GetColor(generator, color4); } } } Vector3 vector3 = (connectorDirection != ElectricConnectorDirection.In) ? CellFace.FaceToVector3(tmpConnectionPath.ConnectorFace) : (-Vector3.Normalize(vector2)); var vector4 = Vector3.Cross(vector, vector3); float s = (centerBoxSize >= 0f) ? MathUtils.Max(0.03125f, centerBoxSize / 2f) : (centerBoxSize / 2f); float num5 = (connectorDirection == ElectricConnectorDirection.In) ? 0.03125f : 0.5f; float num6 = (connectorDirection == ElectricConnectorDirection.In) ? 0f : ((tmpConnectionPath.ConnectorFace == tmpConnectionPath.NeighborFace) ? (num5 + 0.03125f) : ((tmpConnectionPath.ConnectorFace != CellFace.OppositeFace(tmpConnectionPath.NeighborFace)) ? num5 : (num5 - 0.03125f))); Vector3 vector5 = v - vector4 * 0.03125f + vector3 * s + vector2; Vector3 vector6 = v - vector4 * 0.03125f + vector3 * num5; Vector3 vector7 = v + vector4 * 0.03125f + vector3 * num5; Vector3 vector8 = v + vector4 * 0.03125f + vector3 * s + vector2; Vector3 vector9 = v + vector * 0.03125f + vector3 * (centerBoxSize / 2f) + vector2; Vector3 vector10 = v + vector * 0.03125f + vector3 * num6; if (flag && centerBoxSize == 0f) { Vector3 v5 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector5 + vector8), vector); vector5 += v5; vector8 += v5; vector9 += v5; } Vector2 vector11 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 0f); Vector2 vector12 = v2 + v3 * new Vector2(num5 * 2f, 0f); Vector2 vector13 = v2 + v3 * new Vector2(num5 * 2f, 1f); Vector2 vector14 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 1f); Vector2 vector15 = v2 + v3 * new Vector2(centerBoxSize, 0.5f); Vector2 vector16 = v2 + v3 * new Vector2(num6 * 2f, 0.5f); float num9 = 0.5f * (num3 + LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ))]); float num10 = LightingManager.CalculateLighting(-vector4); float num11 = LightingManager.CalculateLighting(vector4); float num12 = LightingManager.CalculateLighting(vector); float num13 = num10 * num3; float num14 = num10 * num9; float num15 = num11 * num9; float num16 = num11 * num3; float num17 = num12 * num3; float num18 = num12 * num9; var color5 = new Color((byte)(color3.R * num13), (byte)(color3.G * num13), (byte)(color3.B * num13)); var color6 = new Color((byte)(color3.R * num14), (byte)(color3.G * num14), (byte)(color3.B * num14)); var color7 = new Color((byte)(color3.R * num15), (byte)(color3.G * num15), (byte)(color3.B * num15)); var color8 = new Color((byte)(color3.R * num16), (byte)(color3.G * num16), (byte)(color3.B * num16)); var color9 = new Color((byte)(color3.R * num17), (byte)(color3.G * num17), (byte)(color3.B * num17)); var color10 = new Color((byte)(color3.R * num18), (byte)(color3.G * num18), (byte)(color3.B * num18)); int count = subset.Vertices.Count; subset.Vertices.Count += 6; TerrainVertex[] array = subset.Vertices.Array; BlockGeometryGenerator.SetupVertex(vector5.X, vector5.Y, vector5.Z, color5, vector11.X, vector11.Y, ref array[count]); BlockGeometryGenerator.SetupVertex(vector6.X, vector6.Y, vector6.Z, color6, vector12.X, vector12.Y, ref array[count + 1]); BlockGeometryGenerator.SetupVertex(vector7.X, vector7.Y, vector7.Z, color7, vector13.X, vector13.Y, ref array[count + 2]); BlockGeometryGenerator.SetupVertex(vector8.X, vector8.Y, vector8.Z, color8, vector14.X, vector14.Y, ref array[count + 3]); BlockGeometryGenerator.SetupVertex(vector9.X, vector9.Y, vector9.Z, color9, vector15.X, vector15.Y, ref array[count + 4]); BlockGeometryGenerator.SetupVertex(vector10.X, vector10.Y, vector10.Z, color10, vector16.X, vector16.Y, ref array[count + 5]); int count2 = subset.Indices.Count; subset.Indices.Count += (connectorDirection == ElectricConnectorDirection.In) ? 15 : 12; ushort[] array2 = subset.Indices.Array; array2[count2] = (ushort)count; array2[count2 + 1] = (ushort)(count + 5); array2[count2 + 2] = (ushort)(count + 1); array2[count2 + 3] = (ushort)(count + 5); array2[count2 + 4] = (ushort)count; array2[count2 + 5] = (ushort)(count + 4); array2[count2 + 6] = (ushort)(count + 4); array2[count2 + 7] = (ushort)(count + 2); array2[count2 + 8] = (ushort)(count + 5); array2[count2 + 9] = (ushort)(count + 2); array2[count2 + 10] = (ushort)(count + 4); array2[count2 + 11] = (ushort)(count + 3); if (connectorDirection == ElectricConnectorDirection.In) { array2[count2 + 12] = (ushort)(count + 2); array2[count2 + 13] = (ushort)(count + 1); array2[count2 + 14] = (ushort)(count + 5); } } } } if (centerBoxSize == 0f && (num4 != 0 || (num == ElementBlock.Index && (Terrain.ExtractData(value) & 1023) == 5))) { for (int i = 0; i < 6; i++) { if (i != mountingFace && i != CellFace.OppositeFace(mountingFace) && (num4 & (1 << i)) == 0) { Vector3 vector17 = CellFace.FaceToVector3(i); var v6 = Vector3.Cross(vector, vector17); Vector3 vector18 = v - v6 * 0.03125f + vector17 * 0.03125f; Vector3 vector19 = v + v6 * 0.03125f + vector17 * 0.03125f; Vector3 vector20 = v + vector * 0.03125f; if (flag) { Vector3 v7 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector18 + vector19), vector); vector18 += v7; vector19 += v7; vector20 += v7; } Vector2 vector21 = v2 + v3 * new Vector2(0.0625f, 0f); Vector2 vector22 = v2 + v3 * new Vector2(0.0625f, 1f); Vector2 vector23 = v2 + v3 * new Vector2(0f, 0.5f); float num19 = LightingManager.CalculateLighting(vector17) * num3; float num20 = LightingManager.CalculateLighting(vector) * num3; var color11 = new Color((byte)(color.R * num19), (byte)(color.G * num19), (byte)(color.B * num19)); var color12 = new Color((byte)(color.R * num20), (byte)(color.G * num20), (byte)(color.B * num20)); int count3 = subset.Vertices.Count; subset.Vertices.Count += 3; var array3 = subset.Vertices.Array; BlockGeometryGenerator.SetupVertex(vector18.X, vector18.Y, vector18.Z, color11, vector21.X, vector21.Y, ref array3[count3]); BlockGeometryGenerator.SetupVertex(vector19.X, vector19.Y, vector19.Z, color11, vector22.X, vector22.Y, ref array3[count3 + 1]); BlockGeometryGenerator.SetupVertex(vector20.X, vector20.Y, vector20.Z, color12, vector23.X, vector23.Y, ref array3[count3 + 2]); int count4 = subset.Indices.Count; subset.Indices.Count += 3; ushort[] array4 = subset.Indices.Array; array4[count4] = (ushort)count3; array4[count4 + 1] = (ushort)(count3 + 2); array4[count4 + 2] = (ushort)(count3 + 1); } } } }
public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z) { TerrainGeometrySubset subsetAlphaTest = geometry.SubsetAlphaTest; DynamicArray <TerrainVertex> vertices = subsetAlphaTest.Vertices; DynamicArray <ushort> indices = subsetAlphaTest.Indices; int count = vertices.Count; int data = Terrain.ExtractData(value); int num = Terrain.ExtractLight(value); int mountingFace = GetMountingFace(data); float s = LightingManager.LightIntensityByLightValueAndFace[num + 16 * mountingFace]; Color color = Color.White * s; switch (mountingFace) { case 2: vertices.Count += 4; BlockGeometryGenerator.SetupLitCornerVertex(x, y, z + 1, color, DefaultTextureSlot, 0, ref vertices.Array[count]); BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z + 1, color, DefaultTextureSlot, 1, ref vertices.Array[count + 1]); BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z + 1, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]); BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z + 1, color, DefaultTextureSlot, 3, ref vertices.Array[count + 3]); indices.Add((ushort)count); indices.Add((ushort)(count + 1)); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 1)); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 3)); indices.Add((ushort)count); indices.Add((ushort)count); indices.Add((ushort)(count + 3)); indices.Add((ushort)(count + 2)); break; case 3: vertices.Count += 4; BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z, color, DefaultTextureSlot, 0, ref vertices.Array[count]); BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z, color, DefaultTextureSlot, 3, ref vertices.Array[count + 1]); BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z + 1, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]); BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z + 1, color, DefaultTextureSlot, 1, ref vertices.Array[count + 3]); indices.Add((ushort)count); indices.Add((ushort)(count + 1)); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 1)); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 3)); indices.Add((ushort)count); indices.Add((ushort)count); indices.Add((ushort)(count + 3)); indices.Add((ushort)(count + 2)); break; case 0: vertices.Count += 4; BlockGeometryGenerator.SetupLitCornerVertex(x, y, z, color, DefaultTextureSlot, 0, ref vertices.Array[count]); BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z, color, DefaultTextureSlot, 1, ref vertices.Array[count + 1]); BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]); BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z, color, DefaultTextureSlot, 3, ref vertices.Array[count + 3]); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 1)); indices.Add((ushort)(count + 1)); indices.Add((ushort)(count + 2)); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); indices.Add((ushort)count); indices.Add((ushort)(count + 3)); indices.Add((ushort)(count + 3)); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); break; case 1: vertices.Count += 4; BlockGeometryGenerator.SetupLitCornerVertex(x, y, z, color, DefaultTextureSlot, 0, ref vertices.Array[count]); BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z, color, DefaultTextureSlot, 3, ref vertices.Array[count + 1]); BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z + 1, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]); BlockGeometryGenerator.SetupLitCornerVertex(x, y, z + 1, color, DefaultTextureSlot, 1, ref vertices.Array[count + 3]); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); indices.Add((ushort)(count + 1)); indices.Add((ushort)(count + 1)); indices.Add((ushort)(count + 2)); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); indices.Add((ushort)count); indices.Add((ushort)(count + 3)); indices.Add((ushort)(count + 3)); indices.Add((ushort)count); indices.Add((ushort)(count + 2)); break; } }
public void SetupTerrainChunkGeometryVertexIndexBuffers(TerrainChunk chunk) { TerrainChunkGeometry geometry = chunk.Geometry; DisposeTerrainChunkGeometryVertexIndexBuffers(geometry); int num = 0; while (num < 112) { int num2 = 0; int num3 = 0; int i; for (i = num; i < 112; i++) { int num4 = i / 16; int num5 = i % 16; TerrainGeometrySubset terrainGeometrySubset = geometry.Slices[num5].Subsets[num4]; if (num2 + terrainGeometrySubset.Vertices.Count > 65535 && i > num) { break; } num2 += terrainGeometrySubset.Vertices.Count; num3 += terrainGeometrySubset.Indices.Count; } if (num2 > 65535) { Log.Warning("Max vertices count exceeded around ({0},{1},{2}), geometry will be corrupted ({3}/{4} vertices).", chunk.Origin.X, i % 16 * 16, chunk.Origin.Y, num2, 65535); } if (num2 > 0 && num3 > 0) { TerrainChunkGeometry.Buffer buffer = new TerrainChunkGeometry.Buffer(); geometry.Buffers.Add(buffer); buffer.VertexBuffer = new VertexBuffer(TerrainVertex.VertexDeclaration, num2); buffer.IndexBuffer = new IndexBuffer(IndexFormat.SixteenBits, num3); int num6 = 0; int num7 = 0; for (int j = num; j < i; j++) { int num8 = j / 16; int num9 = j % 16; TerrainGeometrySubset terrainGeometrySubset2 = geometry.Slices[num9].Subsets[num8]; if (num9 == 0 || j == num) { buffer.SubsetIndexBufferStarts[num8] = num7; } if (terrainGeometrySubset2.Indices.Count > 0) { m_tmpIndices.Count = terrainGeometrySubset2.Indices.Count; ShiftIndices(terrainGeometrySubset2.Indices.Array, m_tmpIndices.Array, num6, terrainGeometrySubset2.Indices.Count); buffer.IndexBuffer.SetData(m_tmpIndices.Array, 0, m_tmpIndices.Count, num7); num7 += m_tmpIndices.Count; } if (terrainGeometrySubset2.Vertices.Count > 0) { buffer.VertexBuffer.SetData(terrainGeometrySubset2.Vertices.Array, 0, terrainGeometrySubset2.Vertices.Count, num6); num6 += terrainGeometrySubset2.Vertices.Count; } if (num9 == 15 || j == i - 1) { buffer.SubsetIndexBufferEnds[num8] = num7; } } } num = i; } geometry.CopySliceContentsHashes(chunk); }