//Checking opp sides I believe in order to see if it needs to render the mesh public virtual MeshData Blockdata(Chunk1 chunk, int x, int y, int z, MeshData meshData) { meshData.useRenderDataForCol = true; if (!chunk.GetBlock(x, y + 1, z).IsSolid(Direction.down)) { meshData = FaceDataUp(chunk, x, y, z, meshData); } if (!chunk.GetBlock(x, y - 1, z).IsSolid(Direction.up)) { meshData = FaceDataDown(chunk, x, y, z, meshData); } if (!chunk.GetBlock(x, y, z + 1).IsSolid(Direction.south)) { meshData = FaceDataNorth(chunk, x, y, z, meshData); } if (!chunk.GetBlock(x, y, z - 1).IsSolid(Direction.north)) { meshData = FaceDataSouth(chunk, x, y, z, meshData); } if (!chunk.GetBlock(x + 1, y, z).IsSolid(Direction.west)) { meshData = FaceDataEast(chunk, x, y, z, meshData); } if (!chunk.GetBlock(x - 1, y, z).IsSolid(Direction.east)) { meshData = FaceDataWest(chunk, x, y, z, meshData); } return meshData; }
public override MeshData Blockdata(Chunk1 chunk, int x, int y, int z, MeshData meshData) { return meshData; }
protected virtual MeshData FaceDataWest(Chunk1 chunk, int x, int y, int z, MeshData meshData) { meshData.AddVertex(new Vector3(x - 0.5f, y - 0.5f, z + 0.5f)); meshData.AddVertex(new Vector3(x - 0.5f, y + 0.5f, z + 0.5f)); meshData.AddVertex(new Vector3(x - 0.5f, y + 0.5f, z - 0.5f)); meshData.AddVertex(new Vector3(x - 0.5f, y - 0.5f, z - 0.5f)); meshData.AddQuadTriangles(); meshData.uv.AddRange(FaceUVs(Direction.west)); return meshData; }