Esempio n. 1
0
        public int AddFace(Face.Facing facing, float x, float y, float z, Vector3 size, ref Color color)
        {
            if (color == Color.Black) Console.WriteLine("Black detected.");
                for (int i = 0; i < buffers.Count; i++)
                {
                    if (!buffers[i].Full)
                    {
                        //int k = buffers[i].AddFace(Face.getFace(facing, new Vector3(x, y, z), size, color.ToVector3()));
                        int k = buffers[i].AddFace(Face.getInstancedFace(facing, new Vector3(x, y, z), size, color.ToVector3()));

                        if (k > -1)
                            return (i * Size) + k;

                        return -1;
                    }
                }

                buffers.Add(new BatchBuffer(Size));

                int j = buffers[buffers.Count - 1].AddFace(Face.getInstancedFace(facing, new Vector3(x, y, z), size, color.ToVector3()));

                if (j > -1)
                    return ((buffers.Count - 1) * Size) + j;

                return -1;
        }
Esempio n. 2
0
 public void AddFace( Face.Facing facing, Vector3 position, Vector3 color)
 {
     tmp = Face.getFace(facing, position, color);
     if (tmp == null) return;
     for (int i = 0; i < 6; i++)
     {
         vertices.Add(tmp[i]);
     }
     tmp = null;
 }
Esempio n. 3
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        public void insertFace( Face.Facing facing, ref Voxel voxel)
        {
            List<VertexPositionNormalColor> faces = getVisibleFaces( voxel );

            // If empty, append the face to the end and exit;
            if( faces.Count() == 0 )
            {
                VertexPositionNormalColor[] face = Face.getFace( facing, ref voxel );
                vertices.AddRange( face );
                return;
            }

            int index;

            // If faces don't exist in the visible vertices, exit. Something's wrong if so, and this should never occur.
            if( (index = getFaceIndex( ref faces ) ) == -1 )
                return;

            for( int i = 0; i < faces.Count() - 6; i = i + 6 )
            {
                if ( facing < Face.getFacing( faces.GetRange(i, 6)  ) )
                {
                    vertices.InsertRange( index + i, Face.getFace( facing, ref voxel ) );
                    return;
                }
            }
            try
            {
                vertices.InsertRange(index + 30, Face.getFace(facing, ref voxel));
            }
            catch (ArgumentOutOfRangeException e)
            {
            }
        }
Esempio n. 4
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 public BasicFace( Face.Facing facing, Vector3 position, int size, Color color )
 {
     this.arrayPosition = 0;
     this.facing = facing;
     vertices = Face.getFace(  facing, position, size, color.ToVector3() ) ;
 }
Esempio n. 5
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 public int AddFace(Face.Facing facing, ref Vector3 position, Vector3 size, ref Color color)
 {
     return this.AddFace(facing, position.X, position.Y, position.Z, size, ref color);
 }
Esempio n. 6
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        public int AddFace(Face.Facing facing, float x, float y, float z, Vector3 size, ref Color color)
        {
            for (int i = 0; i < buffers.Count; i++)
            {
                if (!buffers[i].Full)
                {
                    int k = buffers[i].AddVertices(Face.getFace(facing, new Vector3(x, y, z), size, color.ToVector3()));

                    if (k > -1)
                        return (i * Size) + k;

                    return -1;
                }
            }

            buffers.Add(new BatchBuffer(Size));

            int j = buffers[buffers.Count - 1].AddVertices(Face.getFace(facing, new Vector3(x, y, z), size, color.ToVector3()));

            if (j > -1)
                return ((buffers.Count - 1) * Size) + j;

            return -1;
        }
Esempio n. 7
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        /// <summary>
        /// Adds a particular face to the global FaceBatch.
        /// </summary>
        /// <param name="facing">The face to add.</param>
        public void AddFace(Face.Facing facing)
        {
            if (facebufferpositions[(int)facing] > -1)
                Game.world.faceBatch.RemoveFace(facebufferpositions[(int)facing]);

            facebufferpositions[(int)facing] = Game.world.faceBatch.AddFace(facing, ref Position, m_size, ref color);
        }
Esempio n. 8
0
 /// <summary>
 /// Removes a particular face fo a volume from the global FaceBatch.
 /// </summary>
 /// <param name="facing">The face to remove.</param>
 public void RemoveFace(Face.Facing facing)
 {
     Game.world.faceBatch.RemoveFace(facebufferpositions[(int)facing]);
     facebufferpositions[(int)facing] = -1;
 }