Exemple #1
0
    public static void SetBlockByte(int x, int y, int z, byte type)
    {
        int chunkX = Mathf.FloorToInt(x / 16f);
        int chunkZ = Mathf.FloorToInt(z / 16f);

        int xInChunk = x - chunkX * 16;
        int zInChunk = z - chunkZ * 16;

        NBTChunk    chunk        = GetChunk(chunkX, chunkZ);
        NBTBlock    oldGenerator = NBTGeneratorManager.GetMeshGenerator(chunk.GetBlockByte(xInChunk, y, zInChunk));
        UpdateFlags updateFlag   = GetUpdateFlags(oldGenerator);

        if (type == 0)
        {
            chunk.GetBlockData(xInChunk, y + 1, zInChunk, out byte topType, out byte topData);
            NBTBlock topGenerator = NBTGeneratorManager.GetMeshGenerator(topType);
            if (topGenerator != null && topGenerator is NBTPlant)
            {
                BreakBlockEffect.Create(topType, topData, new Vector3(x, y + 1, z));
                chunk.SetBlockByte(xInChunk, y + 1, zInChunk, 0);
                updateFlag |= UpdateFlags.NotCollidable;
            }
        }

        chunk.SetBlockByte(xInChunk, y, zInChunk, type);
        if (updateFlag.HasFlag(UpdateFlags.Lighting))
        {
            UpdateLighting(x, y, z);
        }
        chunk.RebuildMesh(updateFlag);

        NBTChunk leftChunk = GetChunk(chunkX - 1, chunkZ);

        if (xInChunk == 0)
        {
            leftChunk.RebuildMesh();
        }

        NBTChunk rightChunk = GetChunk(chunkX + 1, chunkZ);

        if (xInChunk == 15)
        {
            rightChunk.RebuildMesh();
        }

        NBTChunk backChunk = GetChunk(chunkX, chunkZ - 1);

        if (zInChunk == 0)
        {
            backChunk.RebuildMesh();
        }

        NBTChunk frontChunk = GetChunk(chunkX, chunkZ + 1);

        if (zInChunk == 15)
        {
            frontChunk.RebuildMesh();
        }
    }
Exemple #2
0
    public static void GetBlockData(int x, int y, int z, out byte blockType, out byte blockData)
    {
        UnityEngine.Profiling.Profiler.BeginSample("GetBlockData");
        int chunkX = Mathf.FloorToInt(x / 16f);
        int chunkY = Mathf.FloorToInt(y / 16f);
        int chunkZ = Mathf.FloorToInt(z / 16f);

        int xInChunk = x - chunkX * 16;
        int yInChunk = y - chunkY * 16;
        int zInChunk = z - chunkZ * 16;

        NBTChunk chunk = GetChunk(chunkX, chunkZ);

        if (chunk != null)
        {
            chunk.GetBlockData(xInChunk, y, zInChunk, out blockType, out blockData);
        }
        else
        {
            blockType = 0;
            blockData = 0;
            //UnityEngine.Profiling.Profiler.BeginSample("GetChunkNode");
            //TagNodeCompound Chunk = GetChunkNode(chunkX, chunkZ);
            //UnityEngine.Profiling.Profiler.EndSample();

            //if (Chunk != null)
            //{
            //    UnityEngine.Profiling.Profiler.BeginSample("GetBlockData new block");
            //    TagNodeCompound Level = Chunk["Level"] as TagNodeCompound;

            //    TagNodeList Sections = Level["Sections"] as TagNodeList;
            //    if (chunkY < Sections.Count)
            //    {
            //        TagNodeCompound section = Sections[chunkY] as TagNodeCompound;

            //        TagNodeByteArray Blocks = section["Blocks"] as TagNodeByteArray;
            //        byte[] blocks = new byte[4096];
            //        Buffer.BlockCopy(Blocks, 0, blocks, 0, 4096);

            //        int blockPos = yInChunk * 16 * 16 + zInChunk * 16 + xInChunk;
            //        blockType = blocks[blockPos];

            //        TagNodeByteArray Data = section["Data"] as TagNodeByteArray;
            //        byte[] data = Data.Data;
            //        blockData = GetNibble(data, blockPos);
            //    }
            //    UnityEngine.Profiling.Profiler.EndSample();
            //}
        }
        UnityEngine.Profiling.Profiler.EndSample();
    }
 protected override Color GetTintColorByData(NBTChunk chunk, Vector3Int pos, byte data)
 {
     if (data == 3 || data == 2)
     {
         return(TintManager.tintColor);
     }
     else if (data == 10)
     {
         chunk.GetBlockData(pos.x, pos.y - 1, pos.z, out byte bottomType, out byte bottomData);
         if (bottomData == 3 || bottomData == 2)
         {
             return(TintManager.tintColor);
         }
     }
     return(Color.white);
 }
Exemple #4
0
    public override string GetBreakEffectTexture(NBTChunk chunk, byte data)
    {
        switch (data)
        {
        case 1:
            return("double_plant_syringa_bottom");

        case 2:
            return("double_plant_grass_bottom");

        case 3:
            return("double_plant_fern_bottom");

        case 4:
            return("double_plant_rose_bottom");

        case 5:
            return("double_plant_paeonia_bottom");

        case 10:
            byte bottomType = 0;
            byte bottomData = 0;
            chunk.GetBlockData(pos.x, pos.y - 1, pos.z, ref bottomType, ref bottomData);
            switch (bottomData)
            {
            case 1:
                return("double_plant_syringa_top");

            case 2:
                return("double_plant_syringa_top");

            case 3:
                return("double_plant_fern_top");

            case 4:
                return("double_plant_rose_top");

            case 5:
                return("double_plant_paeonia_top");
            }
            break;
        }
        Debug.Log("large flowers no break effect texture, data=" + data);
        return("double_plant_syringa_bottom");
    }
Exemple #5
0
    public override int GetPlantIndexByData(NBTChunk chunk, int data)
    {
        switch (data)
        {
        case 1:
            return(TextureArrayManager.GetIndexByName("double_plant_syringa_bottom"));

        case 2:
            return(TextureArrayManager.GetIndexByName("double_plant_grass_bottom"));

        case 3:
            return(TextureArrayManager.GetIndexByName("double_plant_fern_bottom"));

        case 4:
            return(TextureArrayManager.GetIndexByName("double_plant_rose_bottom"));

        case 5:
            return(TextureArrayManager.GetIndexByName("double_plant_paeonia_bottom"));

        case 10:
            byte bottomType = 0;
            byte bottomData = 0;
            chunk.GetBlockData(pos.x, pos.y - 1, pos.z, ref bottomType, ref bottomData);
            switch (bottomData)
            {
            case 1:
                return(TextureArrayManager.GetIndexByName("double_plant_syringa_top"));

            case 2:
                return(TextureArrayManager.GetIndexByName("double_plant_grass_top"));

            case 3:
                return(TextureArrayManager.GetIndexByName("double_plant_fern_top"));

            case 4:
                return(TextureArrayManager.GetIndexByName("double_plant_rose_top"));

            case 5:
                return(TextureArrayManager.GetIndexByName("double_plant_paeonia_top"));
            }
            break;
        }
        throw new System.Exception("no index");
    }
Exemple #6
0
    MeshData GetMesh(NBTChunk chunk, Vector3Int localPosition, byte blockData)
    {
        MeshData mesh = meshes[blockData];

        if (blockData == 0)
        {
            chunk.GetBlockData(localPosition.x - 1, localPosition.y, localPosition.z, out byte leftType, out byte leftData);
            chunk.GetBlockData(localPosition.x + 1, localPosition.y, localPosition.z, out byte rightType, out byte rightData);
            if (rightType == 53)
            {
                if (rightData == 2)
                {
                    // +y-x-z_outer
                    mesh = meshes[11];
                }
                else if (rightData == 3)
                {
                    // +y-x+z_outer
                    mesh = meshes[9];
                }
            }
            else if (leftType == 53)
            {
                if (leftData == 2)
                {
                    // +y-x-z_inner
                    mesh = meshes[10];
                }
                else if (leftData == 3)
                {
                    // +y-x+z_inner
                    mesh = meshes[8];
                }
            }
        }
        else if (blockData == 1)
        {
            chunk.GetBlockData(localPosition.x - 1, localPosition.y, localPosition.z, out byte leftType, out byte leftData);
            chunk.GetBlockData(localPosition.x + 1, localPosition.y, localPosition.z, out byte rightType, out byte rightData);
            if (leftType == 53)
            {
                if (leftData == 2)
                {
                    // +y+x-z_outer
                    mesh = meshes[15];
                }
                else if (leftData == 3)
                {
                    // +y+x+z_outer
                    mesh = meshes[13];
                }
            }
            else if (rightType == 53)
            {
                if (rightData == 2)
                {
                    // +y+x-z_inner
                    mesh = meshes[14];
                }
                else if (rightData == 3)
                {
                    // +y+x+z_inner
                    mesh = meshes[12];
                }
            }
        }
        else if (blockData == 2)
        {
            chunk.GetBlockData(localPosition.x, localPosition.y, localPosition.z + 1, out byte backType, out byte backData);
            chunk.GetBlockData(localPosition.x, localPosition.y, localPosition.z - 1, out byte frontType, out byte frontData);
            if (backType == 53)
            {
                if (backData == 0)
                {
                    // +y-x-z_outer
                    mesh = meshes[11];
                }
                else if (backData == 1)
                {
                    // +y+x-z_outer
                    mesh = meshes[15];
                }
            }
            else if (frontType == 53)
            {
                if (frontData == 0)
                {
                    // +y-x-z_inner
                    mesh = meshes[10];
                }
                else if (frontData == 1)
                {
                    // +y+x-z_inner
                    mesh = meshes[14];
                }
            }
        }
        else if (blockData == 3)
        {
            chunk.GetBlockData(localPosition.x, localPosition.y, localPosition.z + 1, out byte backType, out byte backData);
            chunk.GetBlockData(localPosition.x, localPosition.y, localPosition.z - 1, out byte frontType, out byte frontData);
            if (frontType == 53)
            {
                if (frontData == 0)
                {
                    // +y-x+z_outer
                    mesh = meshes[9];
                }
                else if (frontData == 1)
                {
                    // +y+x+z_outer
                    mesh = meshes[13];
                }
            }
            else if (backType == 53)
            {
                if (backData == 0)
                {
                    // +y-x+z_inner
                    mesh = meshes[8];
                }
                else if (backData == 1)
                {
                    // +y+x+z_inner
                    mesh = meshes[12];
                }
            }
        }
        return(mesh);
    }
Exemple #7
0
    public override void AddCube(NBTChunk chunk, byte blockData, Vector3Int pos, NBTGameObject nbtGO)
    {
        ca.pos       = pos;
        ca.blockData = blockData;

        chunk.GetBlockData(pos.x, pos.y, pos.z - 1, out byte frontType, out byte frontData);
        chunk.GetBlockData(pos.x, pos.y, pos.z + 1, out byte backType, out byte backData);
        chunk.GetBlockData(pos.x - 1, pos.y, pos.z, out byte leftType, out byte leftData);
        chunk.GetBlockData(pos.x + 1, pos.y, pos.z, out byte rightType, out byte rightData);
        chunk.GetBlockData(pos.x, pos.y - 1, pos.z, out byte bottomType, out byte bottomData);
        chunk.GetBlockData(pos.x, pos.y + 1, pos.z, out byte topType, out byte topData);

        bool selfIsVerticalWater = IsVerticalWater(blockData);

        chunk.GetLights(pos.x, pos.y, pos.z, out float skyLight, out float blockLight);

        fa.color      = Color.white;
        fa.skyLight   = skylight_default;
        fa.blockLight = blocklight_default;
        fa.uv         = uv_zero;

        if (NBTGeneratorManager.IsTransparent(frontType) && frontType != TYPE_WATER)
        {
            if (selfIsVerticalWater)
            {
                fa.pos[0] = nearBottomLeft;
                fa.pos[1] = nearTopLeft;
                fa.pos[2] = nearTopRight;
                fa.pos[3] = nearBottomRight;
            }
            else
            {
                fa.pos[0] = nearBottomLeft;
                fa.pos[1] = nearTopLeft_still;
                fa.pos[2] = nearTopRight_still;
                fa.pos[3] = nearBottomRight;
            }
            fa.normal = Vector3.forward;
            AddFace(nbtGO.nbtMesh, fa, ca);
        }
        if (NBTGeneratorManager.IsTransparent(backType) && backType != TYPE_WATER)
        {
            if (selfIsVerticalWater)
            {
                fa.pos[0] = farBottomRight;
                fa.pos[1] = farTopRight;
                fa.pos[2] = farTopLeft;
                fa.pos[3] = farBottomLeft;
            }
            else
            {
                fa.pos[0] = farBottomRight;
                fa.pos[1] = farTopRight_still;
                fa.pos[2] = farTopLeft_still;
                fa.pos[3] = farBottomLeft;
            }
            fa.normal = Vector3.back;
            AddFace(nbtGO.nbtMesh, fa, ca);
        }
        if (NBTGeneratorManager.IsTransparent(leftType) && leftType != TYPE_WATER)
        {
            if (selfIsVerticalWater)
            {
                fa.pos[0] = farBottomLeft;
                fa.pos[1] = farTopLeft;
                fa.pos[2] = nearTopLeft;
                fa.pos[3] = nearBottomLeft;
            }
            else
            {
                fa.pos[0] = farBottomLeft;
                fa.pos[1] = farTopLeft_still;
                fa.pos[2] = nearTopLeft_still;
                fa.pos[3] = nearBottomLeft;
            }
            fa.normal = Vector3.left;
            AddFace(nbtGO.nbtMesh, fa, ca);
        }
        if (NBTGeneratorManager.IsTransparent(rightType) && rightType != TYPE_WATER)
        {
            if (selfIsVerticalWater)
            {
                fa.pos[0] = nearBottomRight;
                fa.pos[1] = nearTopRight;
                fa.pos[2] = farTopRight;
                fa.pos[3] = farBottomRight;
            }
            else
            {
                fa.pos[0] = nearBottomRight;
                fa.pos[1] = nearTopRight_still;
                fa.pos[2] = farTopRight_still;
                fa.pos[3] = farBottomRight;
            }
            fa.normal = Vector3.right;
            AddFace(nbtGO.nbtMesh, fa, ca);
        }
        if (NBTGeneratorManager.IsTransparent(topType) && topType != TYPE_WATER)
        {
            if (selfIsVerticalWater)
            {
                fa.pos[0] = farTopRight;
                fa.pos[1] = nearTopRight;
                fa.pos[2] = nearTopLeft;
                fa.pos[3] = farTopLeft;
            }
            else
            {
                bool leftIsVerticalWater  = IsVerticalWater(leftData, leftType);
                bool rightIsVerticalWater = IsVerticalWater(rightData, rightType);
                bool frontIsVerticalWater = IsVerticalWater(frontData, frontType);
                bool backIsVerticalWater  = IsVerticalWater(backData, backType);

                fa.pos[0] = backIsVerticalWater || rightIsVerticalWater ? farTopRight : farTopRight_still;
                fa.pos[1] = frontIsVerticalWater || rightIsVerticalWater ? nearTopRight : nearTopRight_still;
                fa.pos[2] = frontIsVerticalWater || leftIsVerticalWater ? nearTopLeft : nearTopLeft_still;
                fa.pos[3] = backIsVerticalWater || leftIsVerticalWater ? farTopLeft : farTopLeft_still;
            }
            fa.normal = Vector3.up;
            AddFace(nbtGO.nbtMesh, fa, ca);
        }
        if (NBTGeneratorManager.IsTransparent(bottomType) && bottomType != TYPE_WATER)
        {
            fa.pos[0] = nearBottomRight;
            fa.pos[1] = farBottomRight;
            fa.pos[2] = farBottomLeft;
            fa.pos[3] = nearBottomLeft;
            fa.normal = Vector3.down;
            AddFace(nbtGO.nbtMesh, fa, ca);
        }
    }
Exemple #8
0
    // upper door
    // 0x1: 0 if hinge is on the left (the default), 1 if on the right
    // 0x2: 0 if unpowered, 1 if powered
    // 0x4: unused
    // 0x8: Always 1 for the upper part of a door.

    // lower door
    // 0x1,0x2: Two bits storing a value from 0 to 3 specifying the direction the door is facing:
    // 0: Facing east
    // 1: Facing south
    // 2: Facing west
    // 3: Facing north
    // 0x4: 0 if the entire door is closed, 1 if open.
    // 0x8: Always 0 for the lower part of a door.
    void FillMesh(NBTChunk chunk, CubeAttributes ca, NBTMesh nbtMesh)
    {
        float skyLight, blockLight;

        if (ca.isItemMesh)
        {
            chunk.GetLights(ca.worldPos.x, ca.worldPos.y, ca.worldPos.z, out skyLight, out blockLight);
        }
        else
        {
            chunk.GetLights(ca.pos.x, ca.pos.y, ca.pos.z, out skyLight, out blockLight);
        }

        FaceAttributes fa = new FaceAttributes();

        fa.color      = Color.white;
        fa.skyLight   = new float[] { skyLight, skyLight, skyLight, skyLight };
        fa.blockLight = new float[] { blockLight, blockLight, blockLight, blockLight };
        fa.normal     = Vector3.zero;


        bool isUpper = (ca.blockData & 0b1000) > 0;

        int hinge;

        DoorDirection direction = 0;
        bool          isOpen    = false;

        if (isUpper)
        {
            chunk.GetBlockData(ca.pos.x, ca.pos.y - 1, ca.pos.z, out byte belowType, out byte belowData);
            if (belowType == 64)
            {
                isOpen    = (belowData & 0b0100) > 0;
                direction = (DoorDirection)(belowData & 0b0011);
            }
            hinge = (ca.blockData & 0b0001);
        }
        else
        {
            isOpen    = (ca.blockData & 0b0100) > 0;
            direction = (DoorDirection)(ca.blockData & 0b0011);
            chunk.GetBlockData(ca.pos.x, ca.pos.y + 1, ca.pos.z, out byte aboveType, out byte aboveData);
            hinge = (aboveData & 0b0001);
        }

        if (ca.isBreakingMesh)
        {
            ca.pos = Vector3Int.zero;
        }

        try
        {
            fa.faceIndex = TextureArrayManager.GetIndexByName(isUpper ? "door_wood_upper" : "door_wood_lower");

            if ((direction == DoorDirection.East && isOpen == false) ||
                (direction == DoorDirection.South && isOpen && hinge == 1) ||
                (direction == DoorDirection.North && isOpen && hinge == 0))
            {
                fa.uv  = uv_top;
                fa.pos = topVertices_east;
                AddFace(nbtMesh, fa, ca);
                fa.pos = bottomVertices_east;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = hinge == 0 ? uv_flip : uv_zero;
                fa.pos = leftVertices_east;
                AddFace(nbtMesh, fa, ca);
                fa.pos = rightVertices_east;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = hinge == 0 ? uv_side_flip : uv_side;
                fa.pos = frontVertices_east;
                AddFace(nbtMesh, fa, ca);
                fa.pos = backVertices_east;
                AddFace(nbtMesh, fa, ca);
            }
            else if ((direction == DoorDirection.South && isOpen == false) ||
                     (direction == DoorDirection.East && isOpen && hinge == 0) ||
                     (direction == DoorDirection.West && isOpen && hinge == 1))
            {
                fa.uv  = hinge == 0 ? uv_flip : uv_zero;
                fa.pos = frontVertices_south;
                AddFace(nbtMesh, fa, ca);
                fa.pos = backVertices_south;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = uv_top;
                fa.pos = topVertices_south;
                AddFace(nbtMesh, fa, ca);
                fa.pos = bottomVertices_south;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = hinge == 0 ? uv_side_flip : uv_side;
                fa.pos = leftVertices_south;
                AddFace(nbtMesh, fa, ca);
                fa.pos = rightVertices_south;
                AddFace(nbtMesh, fa, ca);
            }
            else if ((direction == DoorDirection.West && isOpen == false) ||
                     (direction == DoorDirection.South && isOpen && hinge == 0) ||
                     (direction == DoorDirection.North && isOpen && hinge == 1))
            {
                fa.uv  = uv_top;
                fa.pos = topVertices_west;
                AddFace(nbtMesh, fa, ca);
                fa.pos = bottomVertices_west;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = hinge == 0 ? uv_flip : uv_zero;
                fa.pos = leftVertices_west;
                AddFace(nbtMesh, fa, ca);
                fa.pos = rightVertices_west;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = hinge == 0 ? uv_side_flip : uv_side;
                fa.pos = frontVertices_west;
                AddFace(nbtMesh, fa, ca);
                fa.pos = backVertices_west;
                AddFace(nbtMesh, fa, ca);
            }
            else if ((direction == DoorDirection.North && isOpen == false) ||
                     (direction == DoorDirection.East && isOpen && hinge == 1) ||
                     (direction == DoorDirection.West && isOpen && hinge == 0))
            {
                fa.uv  = hinge == 0 ? uv_flip : uv_zero;
                fa.pos = frontVertices_north;
                AddFace(nbtMesh, fa, ca);
                fa.pos = backVertices_north;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = uv_top;
                fa.pos = topVertices_north;
                AddFace(nbtMesh, fa, ca);
                fa.pos = bottomVertices_north;
                AddFace(nbtMesh, fa, ca);
                fa.uv  = hinge == 0 ? uv_side_flip : uv_side;
                fa.pos = leftVertices_north;
                AddFace(nbtMesh, fa, ca);
                fa.pos = rightVertices_north;
                AddFace(nbtMesh, fa, ca);
            }
        }
        catch (System.Exception e)
        {
            Debug.Log(e.ToString() + "\n" + "pos=" + ca.pos + ",data=" + ca.blockData);
        }
    }