private Vector3[] GetFaceVertices(int direction, Vector3i position)
 {
     Vector3[] result = new Vector3[4];
     for (int i = 0; i < 4; i++)
     {
         result [i] = position.Add(cube.CubeVertices[cube.CubeIndices[direction][i]]);
     }
     return(result);
 }
Exemple #2
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 //update colliders of certain chunk (array units)
 private void UpdateColliders(int x, int z)
 {
     if (this.chunks [x, z] != null)
     {
         List <Vector3i> colliderVoxels     = this.chunks[x, z].GetComponent <Chunk>().GetColliderVoxels(playerTransform.position, this.colliderDistance);
         Vector3i        chunkWorldPosition = this.chunks[x, z].GetComponent <Chunk>().worldPosition;
         for (int i = 0; i < colliderVoxels.Count; i++)
         {
             Vector3i   blockPosition = colliderVoxels[i];
             Vector3i   worldPosition = blockPosition.Add(chunkWorldPosition);
             GameObject newCollider   = new GameObject();
             this.blockColliders.Add(newCollider);
             newCollider.name = (x.ToString() + "_" + z.ToString() + "_" + i.ToString());
             newCollider.AddComponent <BoxCollider>();
             newCollider.transform.position = new Vector3(worldPosition.x, worldPosition.y, worldPosition.z);
             newCollider.transform.SetParent(this.terrainCollider.transform);
         }
     }
 }
    //returns true if block has a neighbor
    public bool HasNeighbor(Vector3i position, Vector3i direction)
    {
        bool result = false;

        Vector3i requestedBlock = position.Add(direction);

        if (requestedBlock.x < 0 || requestedBlock.x >= this.size ||
            requestedBlock.y < 0 || requestedBlock.y >= this.size ||
            requestedBlock.z < 0 || requestedBlock.z >= this.size)
        {
            return(false);
        }

        byte blockType = this.blocks [requestedBlock.x, requestedBlock.y, requestedBlock.z].type;

        if (!this.blockDatabase.blockMaterials[blockType].transparent)
        {
            result = true;
        }
        return(result);
    }