コード例 #1
0
ファイル: MeshData.cs プロジェクト: shd101wyy/Lone
	public void FaceDataYNegative(CubeBlock block, Vector3 pos, bool dropItem = false){
		float half_block_size = block.blockSize / 2.0f;
		this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size));
		this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size));
		this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z + half_block_size));
		this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z + half_block_size));

		// add normals
		Vector3 down = Vector3.down;
		this.normals.Add (down);
		this.normals.Add (down);
		this.normals.Add (down);
		this.normals.Add (down);

		// add triangles
		this.AddQuadTriangles();

		// add textures
		BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile();
		Vector2 _00 = blockTile.bottom_00;
		Vector2 _10 = blockTile.bottom_10;
		Vector2 _01 = blockTile.bottom_01;
		Vector2 _11 = blockTile.bottom_11;
		this.uvs.Add (_11);
		this.uvs.Add (_01);
		this.uvs.Add (_00);
		this.uvs.Add (_10);
	}
コード例 #2
0
    public void FaceDataYNegative(CubeBlock block, Vector3 pos, bool dropItem = false)
    {
        float half_block_size = block.blockSize / 2.0f;

        this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size));
        this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size));
        this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z + half_block_size));
        this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z + half_block_size));

        // add normals
        Vector3 down = Vector3.down;

        this.normals.Add(down);
        this.normals.Add(down);
        this.normals.Add(down);
        this.normals.Add(down);

        // add triangles
        this.AddQuadTriangles();

        // add textures
        BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile();
        Vector2   _00       = blockTile.bottom_00;
        Vector2   _10       = blockTile.bottom_10;
        Vector2   _01       = blockTile.bottom_01;
        Vector2   _11       = blockTile.bottom_11;

        this.uvs.Add(_11);
        this.uvs.Add(_01);
        this.uvs.Add(_00);
        this.uvs.Add(_10);
    }
コード例 #3
0
    public void FaceDataZPositive(CubeBlock block, Vector3 pos, bool dropItem = false)
    {
        float half_block_size = block.blockSize / 2.0f;

        this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size));
        this.AddVertex(new Vector3(pos.x - half_block_size, pos.y + half_block_size, pos.z - half_block_size));
        this.AddVertex(new Vector3(pos.x + half_block_size, pos.y + half_block_size, pos.z - half_block_size));
        this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size));

        // add normals
        Vector3 front = Vector3.forward;

        this.normals.Add(front);
        this.normals.Add(front);
        this.normals.Add(front);
        this.normals.Add(front);

        // add triangles
        this.AddQuadTriangles();

        // add textures
        BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile();
        Vector2   _00       = blockTile.front_00;
        Vector2   _10       = blockTile.front_10;
        Vector2   _01       = blockTile.front_01;
        Vector2   _11       = blockTile.front_11;

        this.uvs.Add(_10);
        this.uvs.Add(_11);
        this.uvs.Add(_01);
        this.uvs.Add(_00);
    }
コード例 #4
0
ファイル: MeshData.cs プロジェクト: shd101wyy/Lone
	public void FaceDataZPositive(CubeBlock block, Vector3 pos, bool dropItem = false){
		float half_block_size = block.blockSize / 2.0f;
		this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size));
		this.AddVertex(new Vector3(pos.x - half_block_size, pos.y + half_block_size, pos.z - half_block_size));
		this.AddVertex(new Vector3(pos.x + half_block_size, pos.y + half_block_size, pos.z - half_block_size));
		this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size));

		// add normals
		Vector3 front = Vector3.forward;
		this.normals.Add (front);
		this.normals.Add (front);
		this.normals.Add (front);
		this.normals.Add (front);

		// add triangles
		this.AddQuadTriangles();

		// add textures
		BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile();
		Vector2 _00 = blockTile.front_00;
		Vector2 _10 = blockTile.front_10;
		Vector2 _01 = blockTile.front_01;
		Vector2 _11 = blockTile.front_11;
		this.uvs.Add (_10);
		this.uvs.Add (_11);
		this.uvs.Add (_01);
		this.uvs.Add (_00);
	}