/// <summary>
        /// Add mesh data to the given mesh for a voxel in the given chunk at the given localPosition. Renders at the given position with the given size
        /// </summary>
        /// <param name="addToMeshData">The mesh to add the voxel to</param>
        /// <param name="chunk">The chunk the voxel is in</param>
        /// <param name="localPosition">The position in the chunk of the voxel</param>
        /// <param name="position">The position in the scene to render at</param>
        /// <param name="voxelSize">The size of the voxel</param>
        public override void AddMeshData(MeshData addToMeshData, Chunk chunk, IntVector3 localPosition, Vector3 position, float voxelSize)
        {
            // Ensure we have faces
            if (!VoxelData.Faces.HasAny)
            {
                return;
            }

            // Gather visibility data
            OrdinalBoolean visibility = new OrdinalBoolean();

            visibility.IsUp    = !chunk.IsSolid(localPosition.X, localPosition.Y + 1, localPosition.Z, OrdinalDirections.Down);
            visibility.IsDown  = !chunk.IsSolid(localPosition.X, localPosition.Y - 1, localPosition.Z, OrdinalDirections.Up);
            visibility.IsNorth = !chunk.IsSolid(localPosition.X, localPosition.Y, localPosition.Z + 1, OrdinalDirections.South);
            visibility.IsSouth = !chunk.IsSolid(localPosition.X, localPosition.Y, localPosition.Z - 1, OrdinalDirections.North);
            visibility.IsEast  = !chunk.IsSolid(localPosition.X + 1, localPosition.Y, localPosition.Z, OrdinalDirections.West);
            visibility.IsWest  = !chunk.IsSolid(localPosition.X - 1, localPosition.Y, localPosition.Z, OrdinalDirections.East);

            // Create the actual data for the appropriate style
            switch (Style)
            {
            case VoxelStyle.Block:
                BlockMesher.CreateComplexBlockMeshData(addToMeshData, position, Orientation, Rotation, visibility, VoxelData, voxelSize);
                break;

            case VoxelStyle.Wedge:
                BlockMesher.CreateComplexWedgeMeshData(addToMeshData, position, Orientation, Rotation, visibility, VoxelData, voxelSize);
                break;

            case VoxelStyle.Corner:
                BlockMesher.CreateComplexCornerMeshData(addToMeshData, position, Orientation, Rotation, visibility, VoxelData, voxelSize);
                break;

            case VoxelStyle.InverseCorner:
                BlockMesher.CreateComplexInverseCornerMeshData(addToMeshData, position, Orientation, Rotation, visibility, VoxelData, voxelSize);
                break;

            default:
                BlockMesher.CreateSimpleBlockMeshData(addToMeshData, position, visibility, VoxelData, voxelSize);
                break;
            }
        }
Example #2
0
        /// <summary>
        /// Add mesh data to the given mesh for a voxel in the given chunk at the given localPosition. Renders at the given position with the given size
        /// </summary>
        /// <param name="addToMeshData">The mesh to add the voxel to</param>
        /// <param name="chunk">The chunk the voxel is in</param>
        /// <param name="localPosition">The position in the chunk of the voxel</param>
        /// <param name="position">The position in the scene to render at</param>
        /// <param name="voxelSize">The size of the voxel</param>
        public virtual void AddMeshData(MeshData addToMeshData, Chunk chunk, IntVector3 localPosition, Vector3 position, float voxelSize)
        {
            // Ensure we have faces
            if (!VoxelData.Faces.HasAny)
            {
                return;
            }

            // Gather visibility data
            OrdinalBoolean visibility = new OrdinalBoolean();

            visibility.IsUp    = !chunk.IsSolid(localPosition.X, localPosition.Y + 1, localPosition.Z, OrdinalDirections.Down);
            visibility.IsDown  = !chunk.IsSolid(localPosition.X, localPosition.Y - 1, localPosition.Z, OrdinalDirections.Up);
            visibility.IsNorth = !chunk.IsSolid(localPosition.X, localPosition.Y, localPosition.Z + 1, OrdinalDirections.South);
            visibility.IsSouth = !chunk.IsSolid(localPosition.X, localPosition.Y, localPosition.Z - 1, OrdinalDirections.North);
            visibility.IsEast  = !chunk.IsSolid(localPosition.X + 1, localPosition.Y, localPosition.Z, OrdinalDirections.West);
            visibility.IsWest  = !chunk.IsSolid(localPosition.X - 1, localPosition.Y, localPosition.Z, OrdinalDirections.East);

            // Create the actual data
            BlockMesher.CreateSimpleBlockMeshData(addToMeshData, position, visibility, VoxelData, voxelSize);
        }