Exemple #1
0
    void AddVoxelDataToChunk(Vector3 pos)
    {
        for (int faceIdx = 0; faceIdx < 6; faceIdx++)
        {
            // if the current voxel has no solid neighboor in the current faceIdx direction then draw it
            // else, it is being hidden and we do not need to draw it
            if (!IsVoxelFaceHidden(pos, faceIdx))
            {
                // add vertex data
                vertices.Add(pos + VoxelData.voxelVerts[VoxelData.voxelTris[faceIdx, 0]]);
                vertices.Add(pos + VoxelData.voxelVerts[VoxelData.voxelTris[faceIdx, 1]]);
                vertices.Add(pos + VoxelData.voxelVerts[VoxelData.voxelTris[faceIdx, 2]]);
                vertices.Add(pos + VoxelData.voxelVerts[VoxelData.voxelTris[faceIdx, 3]]);

                // add texture map data
                Blocks.BlockType blockType = voxelMap[(int)pos.x, (int)pos.y, (int)pos.z];
                AddTexture(Blocks.blockTypes[blockType].GetTextureId(faceIdx));

                // add triangles
                triangles.Add(vertexIndex);
                triangles.Add(vertexIndex + 1);
                triangles.Add(vertexIndex + 2);
                triangles.Add(vertexIndex + 2);
                triangles.Add(vertexIndex + 1);
                triangles.Add(vertexIndex + 3);

                vertexIndex += 4;
            }
        }
    }
Exemple #2
0
    // World generation algorithm
    public Blocks.BlockType GetVoxel(Vector3 pos)
    {
        int yPos = Mathf.FloorToInt(pos.y);

        /* IMMUTABLE PASS */
        // If out of world, always return air
        if (!IsVoxelInWorld(pos))
        {
            return(Blocks.BlockType.AIR);
        }
        // Bottom is always bedrock
        if (yPos == 0)
        {
            return(Blocks.BlockType.BEDROCK);
        }

        /* BASIC TERRAIN PASS */
        int terrainHeight = Mathf.FloorToInt(biome.terrainHeight * Noise.Get2DPerlin(new Vector2(pos.x, pos.z), 0, biome.terrainScale)) + biome.solidGroundHeight;

        Blocks.BlockType blockType = Blocks.BlockType.AIR;

        if (yPos == terrainHeight)
        {
            blockType = Blocks.BlockType.GRASS;
        }
        else if (yPos < terrainHeight && yPos > terrainHeight - 4)
        {
            blockType = Blocks.BlockType.DIRT;
        }
        else if (yPos > terrainHeight)
        {
            return(Blocks.BlockType.AIR);
        }
        else
        {
            blockType = Blocks.BlockType.STONE;
        }


        /* SECOND PASS */
        if (blockType == Blocks.BlockType.STONE)
        {
            foreach (Lode lode in biome.lodes)
            {
                if (yPos > lode.minHeight && yPos < lode.maxHeight)
                {
                    if (Noise.Get3DPerlin(pos, lode.noiseOffset, lode.scale, lode.threshold))
                    {
                        blockType = lode.blockType;
                    }
                }
            }
        }
        return(blockType);
    }
Exemple #3
0
 /// <summary>
 /// Gets the BlockInfo associated with the specified block type.
 /// </summary>
 public static BlockInfo GetInfo(BlockType type)
 {
     return(Blocks[(ushort)type]);
 }
Exemple #4
0
 private static void AddSingle(BlockType type, uint health, uint mass, BlockSides connectSides)
 {
     Blocks[(ushort)type] = new SingleBlockInfo(type, health, mass, Resources.Load("Blocks/" + type) as GameObject,
                                                connectSides);
 }