// DIRTY: this class can be done in a less confusing way! public static void AddToMesh(Chunk chunk, int x, int y, int z, int id, List <Vector3> vertices, List <int> triangles, List <Vector2> uv) { // top if (chunk == null || chunk.IsTransparent(x, y + 1, z)) { AddFace(new Vector3(x, y + 1, z), id, Vector3.up, vertices, triangles, uv); } // bottom if (chunk == null || chunk.IsTransparent(x, y - 1, z)) { AddFace(new Vector3(x, y, z), id, Vector3.down, vertices, triangles, uv); } // left if (chunk == null || chunk.IsTransparent(x - 1, y, z)) { AddFace(new Vector3(x, y, z + 1), id, Vector3.left, vertices, triangles, uv); } // right if (chunk == null || chunk.IsTransparent(x + 1, y, z)) { AddFace(new Vector3(x + 1, y, z + 1), id, Vector3.right, vertices, triangles, uv); } // front if (chunk == null || chunk.IsTransparent(x, y, z + 1)) { AddFace(new Vector3(x, y, z + 1), id, Vector3.forward, vertices, triangles, uv); } // back if (chunk == null || chunk.IsTransparent(x, y, z - 1)) { AddFace(new Vector3(x, y, z), id, Vector3.back, vertices, triangles, uv); } }
// DIRTY: this class can be done in a less confusing way! public static void AddToMesh(Chunk chunk, int x, int y, int z, int id, List<Vector3> vertices, List<int> triangles, List<Vector2> uv) { // top if (chunk == null || chunk.IsTransparent(x, y + 1, z)) AddFace(new Vector3(x, y + 1, z), id, Vector3.up, vertices, triangles, uv); // bottom if (chunk == null || chunk.IsTransparent(x,y - 1,z)) AddFace(new Vector3(x, y, z), id, Vector3.down, vertices, triangles, uv); // left if (chunk == null || chunk.IsTransparent(x - 1, y, z)) AddFace(new Vector3(x, y, z + 1), id, Vector3.left, vertices, triangles, uv); // right if (chunk == null || chunk.IsTransparent(x + 1, y, z)) AddFace(new Vector3(x + 1, y, z + 1), id, Vector3.right, vertices, triangles, uv); // front if (chunk == null || chunk.IsTransparent(x, y, z + 1)) AddFace(new Vector3(x, y, z + 1), id, Vector3.forward, vertices, triangles, uv); // back if (chunk == null || chunk.IsTransparent(x, y, z - 1)) AddFace(new Vector3(x, y, z), id, Vector3.back, vertices, triangles, uv); }