コード例 #1
0
ファイル: Player.cs プロジェクト: DarkLotus/voxeliq
        private void TryMove(Vector3 moveVector)
        {
            // build a test move-vector slightly longer than moveVector.
            Vector3 testVector = moveVector;

            testVector.Normalize();
            testVector *= moveVector.Length() + 0.3f;
            var     footPosition = Position + new Vector3(0f, -0.5f, 0f);
            Vector3 testPosition = footPosition + testVector;

            if (BlockStorage.BlockAt(testPosition).Exists)
            {
                return;
            }

            // There should be some bounding box so his head does not enter a block above ;) /fasbat
            testPosition -= 2 * new Vector3(0f, -0.5f, 0f);
            if (BlockStorage.BlockAt(testPosition).Exists)
            {
                return;
            }


            this.Position += moveVector;
        }
コード例 #2
0
ファイル: Player.cs プロジェクト: DarkLotus/voxeliq
        public void Jump()
        {
            var   footPosition  = Position + new Vector3(0f, -1.5f, 0f);
            Block standingBlock = BlockStorage.BlockAt(footPosition);

            if (!standingBlock.Exists && this.Velocity.Y != 0)
            {
                return;
            }
            float amountBelowSurface = ((ushort)footPosition.Y) + 1 - footPosition.Y;

            Position += new Vector3(0, amountBelowSurface + 0.01f, 0);

            this.Velocity.Y = JumpVelocity;
        }
コード例 #3
0
ファイル: Player.cs プロジェクト: DarkLotus/voxeliq
        private void ProcessPosition(GameTime gameTime)
        {
            if (FlyingEnabled)
            {
                return;
            }

            this.Velocity.Y += Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds;
            var   footPosition  = Position + new Vector3(0f, -1.5f, 0f);
            Block standingBlock = BlockStorage.BlockAt(footPosition);

            if (standingBlock.Exists)
            {
                this.Velocity.Y = 0;
            }
            this.Position += Velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;
        }
コード例 #4
0
ファイル: Player.cs プロジェクト: DarkLotus/voxeliq
        private void FindAimedBlock()
        {
            for (float x = 0.5f; x < 8f; x += 0.1f)
            {
                Vector3 target = this._camera.Position + (LookVector * x);
                var     block  = BlockStorage.BlockAt(target);
                if (!block.Exists)
                {
                    this.AimedEmptyBlock = new PositionedBlock(new Vector3Int(target), block);
                }
                else
                {
                    this.AimedSolidBlock = new PositionedBlock(new Vector3Int(target), block);
                    return;
                }
            }

            this.AimedSolidBlock = null;
        }
コード例 #5
0
ファイル: RainForest.cs プロジェクト: DarkLotus/voxeliq
        private void PlantTree(Chunk chunk, int grassLevel, int grassOffset, int worldPositionX, int worldPositionZ)
        {
            // based on: http://techcraft.codeplex.com/SourceControl/changeset/view/5c1888588e5d#TechCraft%2fNewTake%2fNewTake%2fmodel%2fterrain%2fSimpleTerrain.cs

            var trunkHeight = (byte)(5 + (byte)_treePlanter.Next(10));

            Console.WriteLine("tree location: {0},{1},{2}", worldPositionX, grassLevel, worldPositionZ);
            // trunk
            for (byte y = 1; y <= trunkHeight; y++)
            {
                BlockStorage.Blocks[grassOffset + y].Type = BlockType.Tree;

                // set the foliage.
                int radius = 2;


                Console.WriteLine("foliage: {0}-{1}, {2}, {3}", worldPositionX - radius, worldPositionX + radius, grassLevel + y, worldPositionZ);
                for (int x = worldPositionX - radius; x <= worldPositionX + radius; x++)
                {
                    //for (int z = worldPositionZ - radius; z <= worldPositionZ + radius; z++)
                    //{
                    if (!BlockStorage.BlockAt(x, grassLevel + y, worldPositionZ).Exists)
                    {
                        Console.Write("leave ");
                        BlockStorage.SetBlockAt(x, grassLevel + y, worldPositionZ, new Block(BlockType.Leaves));
                    }
                    else
                    {
                        Console.Write("solid ");
                    }
                    //}
                }

                Console.WriteLine();
            }

            if (grassLevel + trunkHeight > chunk.HighestSolidBlockOffset)
            {
                chunk.HighestSolidBlockOffset = (byte)(grassLevel + trunkHeight + 1);
            }
        }
コード例 #6
0
        public void TestAllBlocksInCacheRange()
        {
            // read them back
            for (var x = this._cacheXStartIndex; x < this._cacheXEndIndex; x++)
            {
                for (var z = this._cacheZStartIndex; z < this._cacheZEndIndex; z++)
                {
                    var offset = BlockStorage.BlockIndexByWorldPosition(x, z);

                    for (var y = 0; y < _config.Chunk.HeightInBlocks; y++)
                    {
                        var index = offset + y;

                        var expectedType = this._directlyIndexedValidationDictionary[index];

                        var blockIndexed = BlockStorage.Blocks[index];
                        Assert.AreEqual(expectedType, blockIndexed.Type);

                        var blockAt = BlockStorage.BlockAt(x, y, z);
                        Assert.AreEqual(expectedType, blockAt.Type);
                    }
                }
            }
        }
コード例 #7
0
ファイル: VertexBuilder.cs プロジェクト: DarkLotus/voxeliq
        /// <summary>
        /// Builds vertices for block.
        /// </summary>
        /// <param name="chunk"></param>
        /// <param name="blockIndex"> </param>
        /// <param name="worldPosition"></param>
        private void BuildBlockVertices(Chunk chunk, int blockIndex, Vector3Int worldPosition)
        {
            Block block = BlockStorage.Blocks[blockIndex]; // get the block to process.

            Block blockTopNW, blockTopN, blockTopNE, blockTopW, blockTopM, blockTopE, blockTopSW, blockTopS, blockTopSE;
            Block blockMidNW, blockMidN, blockMidNE, blockMidW, blockMidM, blockMidE, blockMidSW, blockMidS, blockMidSE;
            Block blockBotNW, blockBotN, blockBotNE, blockBotW, blockBotM, blockBotE, blockBotSW, blockBotS, blockBotSE;

            blockTopNW = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y + 1, worldPosition.Z + 1);
            blockTopN  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y + 1, worldPosition.Z + 1);
            blockTopNE = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y + 1, worldPosition.Z + 1);
            blockTopW  = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y + 1, worldPosition.Z);
            blockTopM  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y + 1, worldPosition.Z);
            blockTopE  = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y + 1, worldPosition.Z);
            blockTopSW = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y + 1, worldPosition.Z - 1);
            blockTopS  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y + 1, worldPosition.Z - 1);
            blockTopSE = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y + 1, worldPosition.Z - 1);

            blockMidNW = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y, worldPosition.Z + 1);
            blockMidN  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y, worldPosition.Z + 1);
            blockMidNE = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y, worldPosition.Z + 1);
            blockMidW  = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y, worldPosition.Z);

            // here comes the self block in order but we don't need to calculate it ;)

            blockMidE  = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y, worldPosition.Z);
            blockMidSW = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y, worldPosition.Z - 1);
            blockMidS  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y, worldPosition.Z - 1);
            blockMidSE = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y, worldPosition.Z - 1);

            blockBotNW = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y - 1, worldPosition.Z + 1);
            blockBotN  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y - 1, worldPosition.Z + 1);
            blockBotNE = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y - 1, worldPosition.Z + 1);
            blockBotW  = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y - 1, worldPosition.Z);
            blockBotM  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y - 1, worldPosition.Z);
            blockBotE  = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y - 1, worldPosition.Z);
            blockBotSW = BlockStorage.BlockAt(worldPosition.X - 1, worldPosition.Y - 1, worldPosition.Z - 1);
            blockBotS  = BlockStorage.BlockAt(worldPosition.X, worldPosition.Y - 1, worldPosition.Z - 1);
            blockBotSE = BlockStorage.BlockAt(worldPosition.X + 1, worldPosition.Y - 1, worldPosition.Z - 1);

            float sunTR, sunTL, sunBR, sunBL;
            float redTR, redTL, redBR, redBL;
            float grnTR, grnTL, grnBR, grnBL;
            float bluTR, bluTL, bluBR, bluBL;
            Color localTR, localTL, localBR, localBL;

            localTR = Color.Black;
            localTL = Color.Yellow;
            localBR = Color.Green;
            localBL = Color.Blue;

            // -X face.
            if (!blockMidW.Exists && !(block.Type == BlockType.Water && blockMidW.Type == BlockType.Water))
            {
                sunTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.Sun + blockTopW.Sun + blockMidNW.Sun + blockMidW.Sun) / 4);
                sunTR = (1f / Chunk.MaxSunValue) * ((blockTopSW.Sun + blockTopW.Sun + blockMidSW.Sun + blockMidW.Sun) / 4);
                sunBL = (1f / Chunk.MaxSunValue) * ((blockBotNW.Sun + blockBotW.Sun + blockMidNW.Sun + blockMidW.Sun) / 4);
                sunBR = (1f / Chunk.MaxSunValue) * ((blockBotSW.Sun + blockBotW.Sun + blockMidSW.Sun + blockMidW.Sun) / 4);

                redTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.R + blockTopW.R + blockMidNW.R + blockMidW.R) / 4);
                redTR = (1f / Chunk.MaxSunValue) * ((blockTopSW.R + blockTopW.R + blockMidSW.R + blockMidW.R) / 4);
                redBL = (1f / Chunk.MaxSunValue) * ((blockBotNW.R + blockBotW.R + blockMidNW.R + blockMidW.R) / 4);
                redBR = (1f / Chunk.MaxSunValue) * ((blockBotSW.R + blockBotW.R + blockMidSW.R + blockMidW.R) / 4);

                grnTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.G + blockTopW.G + blockMidNW.G + blockMidW.G) / 4);
                grnTR = (1f / Chunk.MaxSunValue) * ((blockTopSW.G + blockTopW.G + blockMidSW.G + blockMidW.G) / 4);
                grnBL = (1f / Chunk.MaxSunValue) * ((blockBotNW.G + blockBotW.G + blockMidNW.G + blockMidW.G) / 4);
                grnBR = (1f / Chunk.MaxSunValue) * ((blockBotSW.G + blockBotW.G + blockMidSW.G + blockMidW.G) / 4);

                bluTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.B + blockTopW.B + blockMidNW.B + blockMidW.B) / 4);
                bluTR = (1f / Chunk.MaxSunValue) * ((blockTopSW.B + blockTopW.B + blockMidSW.B + blockMidW.B) / 4);
                bluBL = (1f / Chunk.MaxSunValue) * ((blockBotNW.B + blockBotW.B + blockMidNW.B + blockMidW.B) / 4);
                bluBR = (1f / Chunk.MaxSunValue) * ((blockBotSW.B + blockBotW.B + blockMidSW.B + blockMidW.B) / 4);

                localTL = new Color(redTL, grnTL, bluTL);
                localTR = new Color(redTR, grnTR, bluTR);
                localBL = new Color(redBL, grnBL, bluBL);
                localBR = new Color(redBR, grnBR, bluBR);

                BuildFaceVertices(chunk, worldPosition, block.Type, BlockFaceDirection.XDecreasing, sunTL, sunTR, sunBL, sunBR, localTL, localTR, localBL, localBR);
            }
            // +X face.
            if (!blockMidE.Exists && !(block.Type == BlockType.Water && blockMidE.Type == BlockType.Water))
            {
                sunTL = (1f / Chunk.MaxSunValue) * ((blockTopSE.Sun + blockTopE.Sun + blockMidSE.Sun + blockMidE.Sun) / 4);
                sunTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.Sun + blockTopE.Sun + blockMidNE.Sun + blockMidE.Sun) / 4);
                sunBL = (1f / Chunk.MaxSunValue) * ((blockBotSE.Sun + blockBotE.Sun + blockMidSE.Sun + blockMidE.Sun) / 4);
                sunBR = (1f / Chunk.MaxSunValue) * ((blockBotNE.Sun + blockBotE.Sun + blockMidNE.Sun + blockMidE.Sun) / 4);

                redTL = (1f / Chunk.MaxSunValue) * ((blockTopSE.R + blockTopE.R + blockMidSE.R + blockMidE.R) / 4);
                redTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.R + blockTopE.R + blockMidNE.R + blockMidE.R) / 4);
                redBL = (1f / Chunk.MaxSunValue) * ((blockBotSE.R + blockBotE.R + blockMidSE.R + blockMidE.R) / 4);
                redBR = (1f / Chunk.MaxSunValue) * ((blockBotNE.R + blockBotE.R + blockMidNE.R + blockMidE.R) / 4);

                grnTL = (1f / Chunk.MaxSunValue) * ((blockTopSE.G + blockTopE.G + blockMidSE.G + blockMidE.G) / 4);
                grnTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.G + blockTopE.G + blockMidNE.G + blockMidE.G) / 4);
                grnBL = (1f / Chunk.MaxSunValue) * ((blockBotSE.G + blockBotE.G + blockMidSE.G + blockMidE.G) / 4);
                grnBR = (1f / Chunk.MaxSunValue) * ((blockBotNE.G + blockBotE.G + blockMidNE.G + blockMidE.G) / 4);

                bluTL = (1f / Chunk.MaxSunValue) * ((blockTopSE.B + blockTopE.B + blockMidSE.B + blockMidE.B) / 4);
                bluTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.B + blockTopE.B + blockMidNE.B + blockMidE.B) / 4);
                bluBL = (1f / Chunk.MaxSunValue) * ((blockBotSE.B + blockBotE.B + blockMidSE.B + blockMidE.B) / 4);
                bluBR = (1f / Chunk.MaxSunValue) * ((blockBotNE.B + blockBotE.B + blockMidNE.B + blockMidE.B) / 4);

                localTL = new Color(redTL, grnTL, bluTL);
                localTR = new Color(redTR, grnTR, bluTR);
                localBL = new Color(redBL, grnBL, bluBL);
                localBR = new Color(redBR, grnBR, bluBR);

                BuildFaceVertices(chunk, worldPosition, block.Type, BlockFaceDirection.XIncreasing, sunTL, sunTR, sunBL, sunBR, localTL, localTR, localBL, localBR);
            }
            // -Y face.
            if (!blockBotM.Exists && !(block.Type == BlockType.Water && blockBotM.Type == BlockType.Water))
            {
                sunBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.Sun + blockBotS.Sun + blockBotM.Sun + blockTopW.Sun) / 4);
                sunBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.Sun + blockBotS.Sun + blockBotM.Sun + blockTopE.Sun) / 4);
                sunTL = (1f / Chunk.MaxSunValue) * ((blockBotNW.Sun + blockBotN.Sun + blockBotM.Sun + blockTopW.Sun) / 4);
                sunTR = (1f / Chunk.MaxSunValue) * ((blockBotNE.Sun + blockBotN.Sun + blockBotM.Sun + blockTopE.Sun) / 4);

                redBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.R + blockBotS.R + blockBotM.R + blockTopW.R) / 4);
                redBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.R + blockBotS.R + blockBotM.R + blockTopE.R) / 4);
                redTL = (1f / Chunk.MaxSunValue) * ((blockBotNW.R + blockBotN.R + blockBotM.R + blockTopW.R) / 4);
                redTR = (1f / Chunk.MaxSunValue) * ((blockBotNE.R + blockBotN.R + blockBotM.R + blockTopE.R) / 4);

                grnBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.G + blockBotS.G + blockBotM.G + blockTopW.G) / 4);
                grnBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.G + blockBotS.G + blockBotM.G + blockTopE.G) / 4);
                grnTL = (1f / Chunk.MaxSunValue) * ((blockBotNW.G + blockBotN.G + blockBotM.G + blockTopW.G) / 4);
                grnTR = (1f / Chunk.MaxSunValue) * ((blockBotNE.G + blockBotN.G + blockBotM.G + blockTopE.G) / 4);

                bluBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.B + blockBotS.B + blockBotM.B + blockTopW.B) / 4);
                bluBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.B + blockBotS.B + blockBotM.B + blockTopE.B) / 4);
                bluTL = (1f / Chunk.MaxSunValue) * ((blockBotNW.B + blockBotN.B + blockBotM.B + blockTopW.B) / 4);
                bluTR = (1f / Chunk.MaxSunValue) * ((blockBotNE.B + blockBotN.B + blockBotM.B + blockTopE.B) / 4);

                localTL = new Color(redTL, grnTL, bluTL);
                localTR = new Color(redTR, grnTR, bluTR);
                localBL = new Color(redBL, grnBL, bluBL);
                localBR = new Color(redBR, grnBR, bluBR);

                BuildFaceVertices(chunk, worldPosition, block.Type, BlockFaceDirection.YDecreasing, sunTL, sunTR, sunBL, sunBR, localTL, localTR, localBL, localBR);
            }
            // +Y face.
            if (!blockTopM.Exists && !(block.Type == BlockType.Water && blockTopM.Type == BlockType.Water))
            {
                sunTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.Sun + blockTopN.Sun + blockTopW.Sun + blockTopM.Sun) / 4);
                sunTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.Sun + blockTopN.Sun + blockTopE.Sun + blockTopM.Sun) / 4);
                sunBL = (1f / Chunk.MaxSunValue) * ((blockTopSW.Sun + blockTopS.Sun + blockTopW.Sun + blockTopM.Sun) / 4);
                sunBR = (1f / Chunk.MaxSunValue) * ((blockTopSE.Sun + blockTopS.Sun + blockTopE.Sun + blockTopM.Sun) / 4);

                redTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.R + blockTopN.R + blockTopW.R + blockTopM.R) / 4);
                redTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.R + blockTopN.R + blockTopE.R + blockTopM.R) / 4);
                redBL = (1f / Chunk.MaxSunValue) * ((blockTopSW.R + blockTopS.R + blockTopW.R + blockTopM.R) / 4);
                redBR = (1f / Chunk.MaxSunValue) * ((blockTopSE.R + blockTopS.R + blockTopE.R + blockTopM.R) / 4);

                grnTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.G + blockTopN.G + blockTopW.G + blockTopM.G) / 4);
                grnTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.G + blockTopN.G + blockTopE.G + blockTopM.G) / 4);
                grnBL = (1f / Chunk.MaxSunValue) * ((blockTopSW.G + blockTopS.G + blockTopW.G + blockTopM.G) / 4);
                grnBR = (1f / Chunk.MaxSunValue) * ((blockTopSE.G + blockTopS.G + blockTopE.G + blockTopM.G) / 4);

                bluTL = (1f / Chunk.MaxSunValue) * ((blockTopNW.B + blockTopN.B + blockTopW.B + blockTopM.B) / 4);
                bluTR = (1f / Chunk.MaxSunValue) * ((blockTopNE.B + blockTopN.B + blockTopE.B + blockTopM.B) / 4);
                bluBL = (1f / Chunk.MaxSunValue) * ((blockTopSW.B + blockTopS.B + blockTopW.B + blockTopM.B) / 4);
                bluBR = (1f / Chunk.MaxSunValue) * ((blockTopSE.B + blockTopS.B + blockTopE.B + blockTopM.B) / 4);

                localTL = new Color(redTL, grnTL, bluTL);
                localTR = new Color(redTR, grnTR, bluTR);
                localBL = new Color(redBL, grnBL, bluBL);
                localBR = new Color(redBR, grnBR, bluBR);

                BuildFaceVertices(chunk, worldPosition, block.Type, BlockFaceDirection.YIncreasing, sunTL, sunTR, sunBL, sunBR, localTL, localTR, localBL, localBR);
            }
            // -Z face.
            if (!blockMidS.Exists && !(block.Type == BlockType.Water && blockMidS.Type == BlockType.Water))
            {
                sunTL = (1f / Chunk.MaxSunValue) * ((blockTopSW.Sun + blockTopS.Sun + blockMidSW.Sun + blockMidS.Sun) / 4);
                sunTR = (1f / Chunk.MaxSunValue) * ((blockTopSE.Sun + blockTopS.Sun + blockMidSE.Sun + blockMidS.Sun) / 4);
                sunBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.Sun + blockBotS.Sun + blockMidSW.Sun + blockMidS.Sun) / 4);
                sunBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.Sun + blockBotS.Sun + blockMidSE.Sun + blockMidS.Sun) / 4);

                redTL = (1f / Chunk.MaxSunValue) * ((blockTopSW.R + blockTopS.R + blockMidSW.R + blockMidS.R) / 4);
                redTR = (1f / Chunk.MaxSunValue) * ((blockTopSE.R + blockTopS.R + blockMidSE.R + blockMidS.R) / 4);
                redBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.R + blockBotS.R + blockMidSW.R + blockMidS.R) / 4);
                redBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.R + blockBotS.R + blockMidSE.R + blockMidS.R) / 4);

                grnTL = (1f / Chunk.MaxSunValue) * ((blockTopSW.G + blockTopS.G + blockMidSW.G + blockMidS.G) / 4);
                grnTR = (1f / Chunk.MaxSunValue) * ((blockTopSE.G + blockTopS.G + blockMidSE.G + blockMidS.G) / 4);
                grnBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.G + blockBotS.G + blockMidSW.G + blockMidS.G) / 4);
                grnBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.G + blockBotS.G + blockMidSE.G + blockMidS.G) / 4);

                bluTL = (1f / Chunk.MaxSunValue) * ((blockTopSW.B + blockTopS.B + blockMidSW.B + blockMidS.B) / 4);
                bluTR = (1f / Chunk.MaxSunValue) * ((blockTopSE.B + blockTopS.B + blockMidSE.B + blockMidS.B) / 4);
                bluBL = (1f / Chunk.MaxSunValue) * ((blockBotSW.B + blockBotS.B + blockMidSW.B + blockMidS.B) / 4);
                bluBR = (1f / Chunk.MaxSunValue) * ((blockBotSE.B + blockBotS.B + blockMidSE.B + blockMidS.B) / 4);

                localTL = new Color(redTL, grnTL, bluTL);
                localTR = new Color(redTR, grnTR, bluTR);
                localBL = new Color(redBL, grnBL, bluBL);
                localBR = new Color(redBR, grnBR, bluBR);

                BuildFaceVertices(chunk, worldPosition, block.Type, BlockFaceDirection.ZDecreasing, sunTL, sunTR, sunBL, sunBR, localTL, localTR, localBL, localBR);
            }
            // +Z face.
            if (!blockMidN.Exists && !(block.Type == BlockType.Water && blockMidN.Type == BlockType.Water))
            {
                sunTL = (1f / Chunk.MaxSunValue) * ((blockTopNE.Sun + blockTopN.Sun + blockMidNE.Sun + blockMidN.Sun) / 4);
                sunTR = (1f / Chunk.MaxSunValue) * ((blockTopNW.Sun + blockTopN.Sun + blockMidNW.Sun + blockMidN.Sun) / 4);
                sunBL = (1f / Chunk.MaxSunValue) * ((blockBotNE.Sun + blockBotN.Sun + blockMidNE.Sun + blockMidN.Sun) / 4);
                sunBR = (1f / Chunk.MaxSunValue) * ((blockBotNW.Sun + blockBotN.Sun + blockMidNW.Sun + blockMidN.Sun) / 4);

                redTL = (1f / Chunk.MaxSunValue) * ((blockTopNE.R + blockTopN.R + blockMidNE.R + blockMidN.R) / 4);
                redTR = (1f / Chunk.MaxSunValue) * ((blockTopNW.R + blockTopN.R + blockMidNW.R + blockMidN.R) / 4);
                redBL = (1f / Chunk.MaxSunValue) * ((blockBotNE.R + blockBotN.R + blockMidNE.R + blockMidN.R) / 4);
                redBR = (1f / Chunk.MaxSunValue) * ((blockBotNW.R + blockBotN.R + blockMidNW.R + blockMidN.R) / 4);

                grnTL = (1f / Chunk.MaxSunValue) * ((blockTopNE.G + blockTopN.G + blockMidNE.G + blockMidN.G) / 4);
                grnTR = (1f / Chunk.MaxSunValue) * ((blockTopNW.G + blockTopN.G + blockMidNW.G + blockMidN.G) / 4);
                grnBL = (1f / Chunk.MaxSunValue) * ((blockBotNE.G + blockBotN.G + blockMidNE.G + blockMidN.G) / 4);
                grnBR = (1f / Chunk.MaxSunValue) * ((blockBotNW.G + blockBotN.G + blockMidNW.G + blockMidN.G) / 4);

                bluTL = (1f / Chunk.MaxSunValue) * ((blockTopNE.B + blockTopN.B + blockMidNE.B + blockMidN.B) / 4);
                bluTR = (1f / Chunk.MaxSunValue) * ((blockTopNW.B + blockTopN.B + blockMidNW.B + blockMidN.B) / 4);
                bluBL = (1f / Chunk.MaxSunValue) * ((blockBotNE.B + blockBotN.B + blockMidNE.B + blockMidN.B) / 4);
                bluBR = (1f / Chunk.MaxSunValue) * ((blockBotNW.B + blockBotN.B + blockMidNW.B + blockMidN.B) / 4);

                localTL = new Color(redTL, grnTL, bluTL);
                localTR = new Color(redTR, grnTR, bluTR);
                localBL = new Color(redBL, grnBL, bluBL);
                localBR = new Color(redBR, grnBR, bluBR);

                BuildFaceVertices(chunk, worldPosition, block.Type, BlockFaceDirection.ZIncreasing, sunTL, sunTR, sunBL, sunBR, localTL, localTR, localBL, localBR);
            }
        }
コード例 #8
0
ファイル: Chunk.cs プロジェクト: DarkLotus/voxeliq
 /// <summary>
 /// Returns the block at given wolrd coordinate.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="z"></param>
 /// <returns></returns>
 public Block BlockAt(int x, int y, int z)
 {
     return(BlockStorage.BlockAt(this.WorldPosition.X + x, y, this.WorldPosition.Z + z));
 }