Esempio n. 1
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 public void AddData(VertexIndexData vertexIndexData)
 {
     int _count = this.VertexList.Count;
     this.VertexList.AddRange(vertexIndexData.VertexList);
     foreach (short index in vertexIndexData.IndexList)
     {
         this.IndexList.Add((short)(index + _count));
     }
 }
Esempio n. 2
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        public void AddData(VertexIndexData vertexIndexData)
        {
            int _count = this.VertexList.Count;

            this.VertexList.AddRange(vertexIndexData.VertexList);
            foreach (short index in vertexIndexData.IndexList)
            {
                this.IndexList.Add((short)(index + _count));
            }
        }
Esempio n. 3
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        /// <summary>
        /// Generates vertex and index information for this block.
        /// </summary>
        public VertexIndexData GenerateVertices(Room CurrentRoom, Vector3 Position)
        {
            Vector3 MasterBottomLeftFront = new Vector3(Size, Size, Size) * Position;
            Vector3 MasterTopRightBack = MasterBottomLeftFront + new Vector3(Size, Size, Size);

            Vector3 topLeftFront = new Vector3(MasterBottomLeftFront.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftFront = MasterBottomLeftFront;
            Vector3 topRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterBottomLeftFront.Z);
            Vector3 topLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);
            Vector3 topRightBack = MasterTopRightBack;
            Vector3 bottomRightBack = new Vector3(MasterTopRightBack.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);

            Vector3 frontNormal = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 backNormal = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 topNormal = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 bottomNormal = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 leftNormal = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal = new Vector3(1.0f, 0.0f, 0.0f);

            VertexIndexData _returnData = new VertexIndexData();

            if (Position.Y > 0)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y - 1, (int)Position.Z).Culling == false)
                {
                    if (Tex[0] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftFront, topRightFront, frontNormal, TilesetMain.Tiles[Tex[0]]));
                }

            if (Position.Y < CurrentRoom.Depth - 1)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y + 1, (int)Position.Z).Culling == false)
                {
                    if (Tex[1] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightBack, topLeftBack, backNormal, TilesetMain.Tiles[Tex[2]]));
                }

            if (Position.X > 0)
                if (CurrentRoom.GetGridBlock((int)Position.X - 1, (int)Position.Y, (int)Position.Z).Culling == false)
                {
                    if (Tex[2] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftBack, topLeftFront, leftNormal, TilesetMain.Tiles[Tex[3]]));
                }

            if (Position.X < CurrentRoom.Width - 1)
                if (CurrentRoom.GetGridBlock((int)Position.X + 1, (int)Position.Y, (int)Position.Z).Culling == false)
                {
                    if (Tex[3] > 0)
                        _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightFront, topRightBack, rightNormal, TilesetMain.Tiles[Tex[1]]));
                }

            if (Position.Z > 0)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y, (int)Position.Z - 1).Culling == false)
                {
                    if (Tex[4] > 0)
                        _returnData.AddData(PrimHelper.GenerateFloorVertices(bottomLeftBack, bottomRightFront, bottomNormal, TilesetMain.Tiles[Tex[4]]));
                }

            if (Position.Z < CurrentRoom.Height - 1)
                if (CurrentRoom.GetGridBlock((int)Position.X, (int)Position.Y, (int)Position.Z + 1).Culling == false)
                {
                    if (Tex[5] > 0)
                        _returnData.AddData(PrimHelper.GenerateFloorVertices(topLeftFront, topRightBack, topNormal, TilesetMain.Tiles[Tex[5]]));
                }

            return _returnData;
        }
Esempio n. 4
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        public void Draw(PrimManager PrimManager, Vector3 BottomLeft, float Size)
        {
            Vector3 MasterBottomLeftFront = BottomLeft;
            Vector3 MasterTopRightBack = MasterBottomLeftFront + new Vector3(Size, Size, Size);

            Vector3 topLeftFront = new Vector3(MasterBottomLeftFront.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftFront = MasterBottomLeftFront;
            Vector3 topRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterTopRightBack.Z);
            Vector3 bottomRightFront = new Vector3(MasterTopRightBack.X, MasterBottomLeftFront.Y, MasterBottomLeftFront.Z);
            Vector3 topLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterTopRightBack.Z);
            Vector3 bottomLeftBack = new Vector3(MasterBottomLeftFront.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);
            Vector3 topRightBack = MasterTopRightBack;
            Vector3 bottomRightBack = new Vector3(MasterTopRightBack.X, MasterTopRightBack.Y, MasterBottomLeftFront.Z);

            Vector3 frontNormal = new Vector3(0.0f, -1.0f, 0.0f);
            Vector3 backNormal = new Vector3(0.0f, 1.0f, 0.0f);
            Vector3 topNormal = new Vector3(0.0f, 0.0f, 1.0f);
            Vector3 bottomNormal = new Vector3(0.0f, 0.0f, -1.0f);
            Vector3 leftNormal = new Vector3(-1.0f, 0.0f, 0.0f);
            Vector3 rightNormal = new Vector3(1.0f, 0.0f, 0.0f);

            VertexIndexData _returnData = new VertexIndexData();

            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftFront, topRightFront, frontNormal, TilesetMain.Tiles[Tex[0]]));

            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightBack, topLeftBack, backNormal, TilesetMain.Tiles[Tex[2]]));
            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomLeftBack, topLeftFront, leftNormal, TilesetMain.Tiles[Tex[3]]));

            _returnData.AddData(PrimHelper.GenerateWallVertices(bottomRightFront, topRightBack, rightNormal, TilesetMain.Tiles[Tex[1]]));

            _returnData.AddData(PrimHelper.GenerateFloorVertices(bottomLeftBack, bottomRightFront, bottomNormal, TilesetMain.Tiles[Tex[4]]));
            _returnData.AddData(PrimHelper.GenerateFloorVertices(topLeftFront, topRightBack, topNormal, TilesetMain.Tiles[Tex[5]]));

            PrimManager.DrawVertices(_returnData, TilesetMain.TextureMain);
        }
Esempio n. 5
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 /// <summary>
 /// Draws the vertices using current settings.
 /// </summary>
 public void DrawVertices(VertexIndexData vertexIndexData, Texture2D texture)
 {
     myEffect.Texture = texture;
     DrawVertices(vertexIndexData.VertexArray, vertexIndexData.IndexArray);
 }
Esempio n. 6
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 /// <summary>
 /// Draws the vertices using current settings.
 /// </summary>
 public void DrawVertices(VertexIndexData vertexIndexData, Texture2D texture)
 {
     myEffect.Texture = texture;
     DrawVertices(vertexIndexData.VertexArray, vertexIndexData.IndexArray);
 }
Esempio n. 7
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 /// <summary>
 /// Clears the current vertices and generates a new representation
 /// of the room in vertices.
 /// </summary>
 public void UpdateRoomVertices()
 {
     VertexData = new VertexIndexData();
     for (int d = Depth - 1; d >= 0; d--)
     {
         for (int h = 0; h < Height; h++)
         {
             for (int w = 0; w < Width; w++)
             {
                 int _num = GridArray[w, d, h];
                 if (_num > 1)
                     VertexData.AddData(BlockSet.Blocks[GridArray[w, d, h]].GenerateVertices(this, new Vector3(w, d, h)));
             }
         }
     }
 }
Esempio n. 8
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        public override void Draw3D(Engine engine)
        {
            // Draws the grid at the ZLevel indicated.
            engine.primManager.DrawLines(PrimHelper.GenerateGridVertices(
                new Vector3(0, 0, ZLevel * Block.Size + 0.5f), Vector3.UnitX * Block.Size, Vector3.UnitY * Block.Size, engine.room.Width, engine.room.Depth, Color.Blue));

            // Draws the verticle line indicators.
            Vector3 _pos = Cursor3D * Block.Size;
            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                new Vector3(_pos.X, _pos.Y, 0), new Vector3(_pos.X, _pos.Y, engine.room.Height * Block.Size), Color.White));
            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                new Vector3(_pos.X + Block.Size, _pos.Y, 0), new Vector3(_pos.X + Block.Size, _pos.Y, engine.room.Height * Block.Size), Color.White));
            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                new Vector3(_pos.X, _pos.Y + Block.Size, 0), new Vector3(_pos.X, _pos.Y + Block.Size, engine.room.Height * Block.Size), Color.White));
            engine.primManager.DrawLines(PrimHelper.GenerateLineVertices(
                new Vector3(_pos.X + Block.Size, _pos.Y + Block.Size, 0), new Vector3(_pos.X + Block.Size, _pos.Y + Block.Size, engine.room.Height * Block.Size), Color.White));

            engine.primManager.SetDepthBuffer(false);
            engine.primManager.DrawLines(PrimHelper.GenerateWireCubeVertices(Cursor3D * Block.Size, (Cursor3D + new Vector3(1, 1, 1)) * Block.Size, Color.Red));
            engine.primManager.SetDepthBuffer(true);

            // Draws null blocks if necessary.
            if (DrawNull)
            {
                // Draws the null solids.
                engine.primManager.myEffect.Alpha = 0.5f;

                // Draws invisible null blocks.
                VertexIndexData _data = new VertexIndexData();
                TextureData _tex = engine.room.BlockSet.TilesetMain.Tiles[0];
                for (int w = 0; w < engine.room.Width; w++)
                {
                    for (int d = 0; d < engine.room.Depth; d++)
                    {
                        for (int h = 0; h < engine.room.Height; h++)
                        {
                            if (engine.room.GridArray[w, d, h] == 1)
                            {
                                _data.AddData(PrimHelper.GenerateCubeVertices(new Vector3(w, d, h) * Block.Size, new Vector3(w + 1, d + 1, h + 1) * Block.Size, _tex));
                            }
                        }
                    }
                }
                if (_data.VertexList.Count != 0)
                    engine.primManager.DrawVertices(_data, _tex.TextureMain);

                // Resets alpha.
                engine.primManager.myEffect.Alpha = 1f;
            }
        }
Esempio n. 9
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        public static void DrawCube(PrimManager PrimManager, Vector3 BottomLeftFront, Vector3 TopRightBack, TextureData Tex)
        {
            VertexIndexData _cube = PrimHelper.GenerateCubeVertices(BottomLeftFront, TopRightBack, Tex);

            PrimManager.DrawVertices(_cube, Tex.TextureMain);
        }