コード例 #1
0
        private void CreateFrontQuad(ref ChunkStruct c, int x, int y, int x2, int y2, int z)
        {
            //The Z-1 is more of a hack because the face previously was shown on the back side rather than the front
            Vector3 voxPosition1 = new Vector3((x) * VOX_SIZE, (y) * VOX_SIZE, (z - 1) * VOX_SIZE);

            voxPosition1.x = voxPosition1.x + (c.Dx * CHUNK_SIZE * VOX_SIZE);
            voxPosition1.y = voxPosition1.y + (c.Dy * CHUNK_SIZE * VOX_SIZE);
            voxPosition1.z = voxPosition1.z + (c.Dz * CHUNK_SIZE * VOX_SIZE);

            Vector3 voxPosition2 = new Vector3((x2) * VOX_SIZE, (y2) * VOX_SIZE, (z) * VOX_SIZE);

            voxPosition2.x = voxPosition2.x + (c.Dx * CHUNK_SIZE * VOX_SIZE);
            voxPosition2.y = voxPosition2.y + (c.Dy * CHUNK_SIZE * VOX_SIZE);
            voxPosition2.z = voxPosition2.z + (c.Dz * CHUNK_SIZE * VOX_SIZE);
            SurfaceTool surfaceTool = c.surfaceTool;

            surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));

            surfaceTool.AddVertex(new Vector3(voxPosition1.x, voxPosition1.y, voxPosition1.z));
            surfaceTool.AddVertex(new Vector3(voxPosition2.x, voxPosition1.y, voxPosition1.z));
            surfaceTool.AddVertex(new Vector3(voxPosition2.x, voxPosition2.y, voxPosition1.z));

            surfaceTool.AddVertex(new Vector3(voxPosition2.x, voxPosition2.y, voxPosition1.z));
            surfaceTool.AddVertex(new Vector3(voxPosition1.x, voxPosition2.y, voxPosition1.z));
            surfaceTool.AddVertex(new Vector3(voxPosition1.x, voxPosition1.y, voxPosition1.z));
            // addQuad(ref c,
            //  new Vector3(x,y,z),
            //  new Vector3(x2,y,z),
            //  new Vector3(x2,y2,z),
            //  new Vector3(x,y2,z));
        }
コード例 #2
0
 private void AddVertex(Vector3 vertex, Vector2 uv, Vector3 normal)
 {
     Builder.AddUv(uv);
     Builder.AddNormal(normal);
     Builder.AddVertex(vertex);
     collisionShapeFaces.Add(vertex);
 }
コード例 #3
0
        private void CreateTopQuad(ref ChunkStruct c, int x, int z, int x2, int z2, int y)
        {
            Vector3 voxPosition1 = new Vector3((x) * VOX_SIZE, (y) * VOX_SIZE, (z) * VOX_SIZE);

            voxPosition1.x = voxPosition1.x + (c.Dx * CHUNK_SIZE * VOX_SIZE);
            voxPosition1.y = voxPosition1.y + (c.Dy * CHUNK_SIZE * VOX_SIZE);
            voxPosition1.z = voxPosition1.z + (c.Dz * CHUNK_SIZE * VOX_SIZE);

            Vector3 voxPosition2 = new Vector3((x2) * VOX_SIZE, (y) * VOX_SIZE, (z2) * VOX_SIZE);

            voxPosition2.x = voxPosition2.x + (c.Dx * CHUNK_SIZE * VOX_SIZE);
            voxPosition2.y = voxPosition2.y + (c.Dy * CHUNK_SIZE * VOX_SIZE);
            voxPosition2.z = voxPosition2.z + (c.Dz * CHUNK_SIZE * VOX_SIZE);
            SurfaceTool surfaceTool = c.surfaceTool;

            surfaceTool.AddNormal(new Vector3(0.0f, 1.0f, 0.0f));

            surfaceTool.AddVertex(new Vector3(voxPosition1.x, voxPosition2.y, voxPosition1.z));
            surfaceTool.AddVertex(new Vector3(voxPosition2.x, voxPosition2.y, voxPosition1.z));
            surfaceTool.AddVertex(new Vector3(voxPosition1.x, voxPosition2.y, voxPosition2.z));

            surfaceTool.AddVertex(new Vector3(voxPosition2.x, voxPosition2.y, voxPosition1.z));
            surfaceTool.AddVertex(new Vector3(voxPosition2.x, voxPosition2.y, voxPosition2.z));
            surfaceTool.AddVertex(new Vector3(voxPosition1.x, voxPosition2.y, voxPosition2.z));
            // this.addQuad(ref c,
            //  new Vector3(x, y, z2),
            //  new Vector3(x2, y, z2),
            //  new Vector3(x2, y, z),
            //  new Vector3(x, y, z));
        }
コード例 #4
0
ファイル: ChunkRenderer.cs プロジェクト: kotyk7/Godotcraft
        public void createCube(int x, int y, int z, BlockState data, bool renderFront, bool renderBack, bool renderRight, bool renderLeft, bool renderTop,
                               bool renderBot)
        {
            var p001 = new Vector3(x - CUBE_SIZE, y - CUBE_SIZE, z + CUBE_SIZE);
            var p101 = new Vector3(x + CUBE_SIZE, y - CUBE_SIZE, z + CUBE_SIZE);
            var p111 = new Vector3(x + CUBE_SIZE, y + CUBE_SIZE, z + CUBE_SIZE);
            var p011 = new Vector3(x - CUBE_SIZE, y + CUBE_SIZE, z + CUBE_SIZE);
            var p100 = new Vector3(x + CUBE_SIZE, y - CUBE_SIZE, z - CUBE_SIZE);
            var p000 = new Vector3(x - CUBE_SIZE, y - CUBE_SIZE, z - CUBE_SIZE);
            var p010 = new Vector3(x - CUBE_SIZE, y + CUBE_SIZE, z - CUBE_SIZE);
            var p110 = new Vector3(x + CUBE_SIZE, y + CUBE_SIZE, z - CUBE_SIZE);

            if (renderFront)
            {
                tool.AddNormal(new Vector3(0, 0, -1));
                addTri(p001, p101, p111, p011, data);
            }

            if (renderBack)
            {
                tool.AddNormal(new Vector3(0, 0, 1));
                addTri(p100, p000, p010, p110, data);
            }

            if (renderRight)
            {
                tool.AddNormal(new Vector3(1, 0, 0));
                addTri(p101, p100, p110, p111, data);
            }

            if (renderLeft)
            {
                tool.AddNormal(new Vector3(-1, 0, 0));
                addTri(p000, p001, p011, p010, data);
            }

            if (renderTop)
            {
                tool.AddNormal(new Vector3(0, 1, 0));
                addTri(p011, p111, p110, p010, data);
            }

            if (renderBot)
            {
                tool.AddNormal(new Vector3(0, -1, 0));
                addTri(p000, p100, p101, p001, data);
            }
        }
コード例 #5
0
        public static void CreateCube(SurfaceTool st, float size, Vector3 position, Sides sides)
        {
            if (sides.HasFlag(Sides.North) ||
                sides.HasFlag(Sides.East) ||
                sides.HasFlag(Sides.South) ||
                sides.HasFlag(Sides.West))
            {
                Color white = new Color(1f, 1f, 1f, 1f);

                Vector3[] vertices = GetVerticesForCell(size, position);

                if (sides.HasFlag(Sides.North))
                {
                    st.AddUv(new Vector2(1, 1));
                    st.AddNormal(North);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_NW]);
                    st.AddUv(new Vector2(0, 0));
                    st.AddNormal(North);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_NE]);
                    st.AddUv(new Vector2(1, 0));
                    st.AddNormal(North);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_NW]);

                    st.AddUv(new Vector2(1, 1));
                    st.AddNormal(North);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_NW]);
                    st.AddUv(new Vector2(0, 1));
                    st.AddNormal(North);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_NE]);
                    st.AddUv(new Vector2(0, 0));
                    st.AddNormal(North);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_NE]);
                }

                if (sides.HasFlag(Sides.East))
                {
                    st.AddUv(new Vector2(0, 0));
                    st.AddNormal(East);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_SE]);
                    st.AddUv(new Vector2(1, 0));
                    st.AddNormal(East);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_NE]);
                    st.AddUv(new Vector2(0, 1));
                    st.AddNormal(East);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_SE]);

                    st.AddUv(new Vector2(1, 0));
                    st.AddNormal(East);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_NE]);
                    st.AddUv(new Vector2(1, 1));
                    st.AddNormal(East);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_NE]);
                    st.AddUv(new Vector2(0, 1));
                    st.AddNormal(East);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_SE]);
                }

                if (sides.HasFlag(Sides.South))
                {
                    st.AddUv(new Vector2(0, 0));
                    st.AddNormal(South);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_SW]);
                    st.AddUv(new Vector2(1, 0));
                    st.AddNormal(South);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_SE]);
                    st.AddUv(new Vector2(0, 1));
                    st.AddNormal(South);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_SW]);

                    st.AddUv(new Vector2(1, 0));
                    st.AddNormal(South);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_SE]);
                    st.AddUv(new Vector2(1, 1));
                    st.AddNormal(South);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_SE]);
                    st.AddUv(new Vector2(0, 1));
                    st.AddNormal(South);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_SW]);
                }

                if (sides.HasFlag(Sides.West))
                {
                    st.AddUv(new Vector2(1, 1));
                    st.AddNormal(West);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_SW]);
                    st.AddUv(new Vector2(0, 0));
                    st.AddNormal(West);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_NW]);
                    st.AddUv(new Vector2(1, 0));
                    st.AddNormal(West);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_SW]);

                    st.AddUv(new Vector2(1, 1));
                    st.AddNormal(West);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_SW]);
                    st.AddUv(new Vector2(0, 1));
                    st.AddNormal(West);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Bot_NW]);
                    st.AddUv(new Vector2(0, 0));
                    st.AddNormal(West);
                    st.AddColor(white);
                    st.AddVertex(vertices[(int)CellVertexIndex.Top_NW]);
                }
            }
        }
コード例 #6
0
    private void CreatePerceptionPyramidMesh()
    {
        var material = new SpatialMaterial();

        material.FlagsTransparent = true;
        material.AlbedoColor      = new Color(0.0f, 1.0f, 0.0f, 0.02f);
        material.SetCullMode(SpatialMaterial.CullMode.Disabled);

        // Pyramid
        var surfaceTool = new SurfaceTool();

        surfaceTool.Begin(Mesh.PrimitiveType.Triangles);

        // Top face
        surfaceTool.AddNormal(new Vector3(0.0f, 0.5f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(-perceptionRadius / 2, perceptionRadius / 2, -perceptionRadius)); // top left

        surfaceTool.AddNormal(new Vector3(0.0f, 0.5f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(perceptionRadius / 2, perceptionRadius / 2, -perceptionRadius)); // top right

        surfaceTool.AddNormal(new Vector3(0.0f, 0.5f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(0, 0, 2.0f)); // home

        // Right face
        surfaceTool.AddNormal(new Vector3(0.5f, 0.0f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(perceptionRadius / 2, perceptionRadius / 2, -perceptionRadius)); // top right

        surfaceTool.AddNormal(new Vector3(0.5f, 0.0f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(perceptionRadius / 2, -perceptionRadius / 2, -perceptionRadius)); // bottom right

        surfaceTool.AddNormal(new Vector3(0.5f, 0.0f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(0, 0, 2.0f)); // home

        // Bottom face
        surfaceTool.AddNormal(new Vector3(0.0f, -0.5f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(perceptionRadius / 2, -perceptionRadius / 2, -perceptionRadius)); // bottom right

        surfaceTool.AddNormal(new Vector3(0.0f, -0.5f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(-perceptionRadius / 2, -perceptionRadius / 2, -perceptionRadius)); // bottom left

        surfaceTool.AddNormal(new Vector3(0.0f, -0.5f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(0, 0, 2.0f)); // home

        // Left face
        surfaceTool.AddNormal(new Vector3(-0.5f, 0.0f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(-perceptionRadius / 2, -perceptionRadius / 2, -perceptionRadius)); // bottom left

        surfaceTool.AddNormal(new Vector3(-0.5f, 0.0f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(-perceptionRadius / 2, perceptionRadius / 2, -perceptionRadius)); // top left

        surfaceTool.AddNormal(new Vector3(-0.5f, 0.0f, 0.5f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(0, 0, 2.0f)); // home

        // Base face1
        surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(perceptionRadius / 2, perceptionRadius / 2, -perceptionRadius)); // top right

        surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(-perceptionRadius / 2, perceptionRadius / 2, -perceptionRadius)); // top left

        surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(-perceptionRadius / 2, -perceptionRadius / 2, -perceptionRadius)); // bottom left

        // Base face2
        surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(-perceptionRadius / 2, -perceptionRadius / 2, -perceptionRadius)); // bottom left

        surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(perceptionRadius / 2, -perceptionRadius / 2, -perceptionRadius)); // bottom right

        surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
        surfaceTool.AddColor(new Color(0.0f, 1.0f, 0.0f, 0.02f));
        surfaceTool.AddVertex(new Vector3(perceptionRadius / 2, perceptionRadius / 2, -perceptionRadius)); // top right

        surfaceTool.Index();

        var mesh = surfaceTool.Commit();

        mesh.SurfaceSetMaterial(0, material);

        var meshInstance = new MeshInstance();

        meshInstance.Mesh = mesh;
        meshInstance.SetName("perceptionMesh");
        meshInstance.SetVisible(false);

        this.AddChild(meshInstance);
    }
コード例 #7
0
ファイル: chunk.cs プロジェクト: the-brickster/GodotMonoVoxel
        private void CreateFaces(int x, int y, int z)
        {
            Vector3 voxPosition = new Vector3((x) * VOX_SIZE, (y) * VOX_SIZE, (z) * VOX_SIZE);

            voxPosition.x = voxPosition.x + (Dx * CHUNK_SIZE * VOX_SIZE);
            voxPosition.y = voxPosition.y + (Dy * CHUNK_SIZE * VOX_SIZE);
            voxPosition.z = voxPosition.z + (Dz * CHUNK_SIZE * VOX_SIZE);
            if (canCreateFace(x, y - 1, z))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, -1.0f, 0.0f));
                surfaceTool.AddVertex(vertices[1] + voxPosition);
                surfaceTool.AddVertex(vertices[3] + voxPosition);
                surfaceTool.AddVertex(vertices[2] + voxPosition);

                surfaceTool.AddVertex(vertices[1] + voxPosition);
                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[3] + voxPosition);
            }
            if (canCreateFace(x, y + 1, z))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, 1.0f, 0.0f));
                surfaceTool.AddVertex(vertices[4] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);

                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
            }
            if (canCreateFace(x + 1, y, z))
            {
                surfaceTool.AddNormal(new Vector3(1.0f, 0.0f, 0.0f));
                surfaceTool.AddVertex(vertices[2] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[1] + voxPosition);

                surfaceTool.AddVertex(vertices[2] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);
            }
            if (canCreateFace(x - 1, y, z))
            {
                surfaceTool.AddNormal(new Vector3(-1.0f, 0.0f, 0.0f));
                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
                surfaceTool.AddVertex(vertices[3] + voxPosition);

                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[4] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
            }
            if (canCreateFace(x, y, z + 1))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, 1.0f));

                surfaceTool.AddVertex(vertices[3] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
                surfaceTool.AddVertex(vertices[2] + voxPosition);

                surfaceTool.AddVertex(vertices[3] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
            }
            if (canCreateFace(x, y, z - 1))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[1] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);

                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[4] + voxPosition);
                surfaceTool.AddVertex(vertices[0] + voxPosition);
            }
        }
コード例 #8
0
        private Godot.Collections.Array createSurfaceByBones(ArrayMesh mesh, int surface, Skin newSkin, List <UMAReciepeBindPose> origBindPoses)
        {
            var mdt = new MeshDataTool();

            mdt.CreateFromSurface(mesh, surface);

            var st = new SurfaceTool();

            st.Begin(Mesh.PrimitiveType.Triangles);

            var newBindPoses = new List <UMAReciepeBindPose>();

            if (newSkin != null)
            {
                for (int i = 0; i < newSkin.GetBindCount(); i++)
                {
                    newBindPoses.Add(new UMAReciepeBindPose
                    {
                        boneName  = newSkin.GetBindName(i),
                        transform = newSkin.GetBindPose(i),
                        boneIndex = newSkin.GetBindBone(i)
                    });
                }
            }

            var boneAmount = 0;

            for (int i = 0; i < mdt.GetVertexCount(); i++)
            {
                var oldVer  = mdt.GetVertex(i);
                var oldNorm = mdt.GetVertexNormal(i);

                var newVer  = new Vector3();
                var newNorm = new Vector3();

                var indexes = mdt.GetVertexBones(i);

                //  st.AddTangent(mdt.GetVertexTangent(i));
                st.AddBones(mdt.GetVertexBones(i));
                st.AddWeights(mdt.GetVertexWeights(i));

                int boneId = 0;
                foreach (var weight in mdt.GetVertexWeights(i))
                {
                    if (newBindPoses.Count >= indexes[boneId] && origBindPoses.Count >= indexes[boneId])
                    {
                        var restBoneNew      = newBindPoses[indexes[boneId]];
                        var restBoneTemplate = origBindPoses[indexes[boneId]];

                        var dataup    = restBoneNew.transform.Xform(Vector3.Up);
                        var dataright = restBoneNew.transform.Xform(Vector3.Right);

                        var templateup    = restBoneTemplate.transform.Xform(Vector3.Up);
                        var templateright = restBoneTemplate.transform.Xform(Vector3.Right);

                        if (Mathf.Abs(dataup.AngleTo(templateup)) > 1 || Mathf.Abs(dataright.AngleTo(templateright)) > 1)
                        {
                            Transform convertMatrix = restBoneTemplate.transform.Inverse() * restBoneNew.transform;

                            newVer  += convertMatrix.Xform(oldVer) * weight;
                            newNorm += convertMatrix.basis.Xform(oldNorm) * weight;
                        }
                        else
                        {
                            newVer  += oldVer * weight;
                            newNorm += oldNorm * weight;
                        }
                    }
                    else
                    {
                        newVer  += oldVer * weight;
                        newNorm += oldNorm * weight;
                    }

                    boneId++;
                }


                st.AddUv(mdt.GetVertexUv(i));

                if (mdt.GetVertexColor(i) != null)
                {
                    st.AddColor(mdt.GetVertexColor(i));
                }

                if (mdt.GetVertexUv2(i) != null)
                {
                    st.AddUv2(mdt.GetVertexUv2(i));
                }

                st.AddNormal(newNorm);
                st.AddVertex(newVer);

                boneAmount += mdt.GetVertexBones(i).Length;
            }

            //creating indexes
            for (int face = 0; face < mdt.GetFaceCount(); face++)
            {
                for (int faceI = 0; faceI < 3; faceI++)
                {
                    var ind = mdt.GetFaceVertex(face, faceI);
                    st.AddIndex(ind);
                }
            }

            st.GenerateTangents();
            return(st.CommitToArrays());
        }
コード例 #9
0
    private void CreateVoxel(Color color, Vector3 position)
    {
        bool left   = !Voxels.ContainsKey(position - new Vector3(1, 0, 0));
        bool right  = !Voxels.ContainsKey(position + new Vector3(1, 0, 0));
        bool back   = !Voxels.ContainsKey(position - new Vector3(0, 0, 1));
        bool front  = !Voxels.ContainsKey(position + new Vector3(0, 0, 1));
        bool top    = !Voxels.ContainsKey(position + new Vector3(0, 1, 0));
        bool bottom = !Voxels.ContainsKey(position - new Vector3(0, 1, 0));

        if (left && right && front && back && top && bottom)
        {
            return;
        }

        SurfaceTool.AddColor(color);

        void addVertex(Vector3 pos) => SurfaceTool.AddVertex(pos * VoxelSize);

        Vector3 vertexOffset = position;

        if (top) // Above
        {
            SurfaceTool.AddNormal(new Vector3(0, -1, 0));
            addVertex(Vertices[4] + vertexOffset);
            addVertex(Vertices[5] + vertexOffset);
            addVertex(Vertices[7] + vertexOffset);
            addVertex(Vertices[5] + vertexOffset);
            addVertex(Vertices[6] + vertexOffset);
            addVertex(Vertices[7] + vertexOffset);
        }
        if (right) // Right
        {
            SurfaceTool.AddNormal(new Vector3(1, 0, 0));
            addVertex(Vertices[2] + vertexOffset);
            addVertex(Vertices[5] + vertexOffset);
            addVertex(Vertices[1] + vertexOffset);
            addVertex(Vertices[2] + vertexOffset);
            addVertex(Vertices[6] + vertexOffset);
            addVertex(Vertices[5] + vertexOffset);
        }
        if (left) // Left
        {
            SurfaceTool.AddNormal(new Vector3(-1, 0, 0));
            addVertex(Vertices[0] + vertexOffset);
            addVertex(Vertices[7] + vertexOffset);
            addVertex(Vertices[3] + vertexOffset);
            addVertex(Vertices[0] + vertexOffset);
            addVertex(Vertices[4] + vertexOffset);
            addVertex(Vertices[7] + vertexOffset);
        }
        if (front) // Front
        {
            SurfaceTool.AddNormal(new Vector3(0, 0, 1));
            addVertex(Vertices[3] + vertexOffset);
            addVertex(Vertices[6] + vertexOffset);
            addVertex(Vertices[2] + vertexOffset);
            addVertex(Vertices[3] + vertexOffset);
            addVertex(Vertices[7] + vertexOffset);
            addVertex(Vertices[6] + vertexOffset);
        }
        if (back) // Above
        {
            SurfaceTool.AddNormal(new Vector3(0, 0, -1));
            addVertex(Vertices[0] + vertexOffset);
            addVertex(Vertices[1] + vertexOffset);
            addVertex(Vertices[5] + vertexOffset);
            addVertex(Vertices[5] + vertexOffset);
            addVertex(Vertices[4] + vertexOffset);
            addVertex(Vertices[0] + vertexOffset);
        }
        if (bottom)
        {
            SurfaceTool.AddNormal(new Vector3(0, 1, 0));
            addVertex(Vertices[1] + vertexOffset);
            addVertex(Vertices[3] + vertexOffset);
            addVertex(Vertices[2] + vertexOffset);
            addVertex(Vertices[1] + vertexOffset);
            addVertex(Vertices[0] + vertexOffset);
            addVertex(Vertices[3] + vertexOffset);
        }
    }
コード例 #10
0
        private static void BuildDoorMesh()
        {
            if (_doorMesh == null)
            {
                Color white = new Color(1f, 1f, 1f, 1f);

                using (SurfaceTool st = new SurfaceTool())
                {
                    Vector3[] cellVerts = Level.GetVerticesForCell();

                    Vector3[] verts = new Vector3[] {
                        Lerp(cellVerts[(int)Level.CellVertexIndex.Top_SW], cellVerts[(int)Level.CellVertexIndex.Top_NW], 0.5f),
                        Lerp(cellVerts[(int)Level.CellVertexIndex.Top_SE], cellVerts[(int)Level.CellVertexIndex.Top_NE], 0.5f),
                        Lerp(cellVerts[(int)Level.CellVertexIndex.Bot_SW], cellVerts[(int)Level.CellVertexIndex.Bot_NW], 0.5f),
                        Lerp(cellVerts[(int)Level.CellVertexIndex.Bot_SE], cellVerts[(int)Level.CellVertexIndex.Bot_NE], 0.5f)
                    };

                    st.Begin(Godot.Mesh.PrimitiveType.Triangles);

                    st.AddUv(new Vector2(0f, 1f));
                    st.AddColor(white);
                    st.AddNormal(Level.South);
                    st.AddVertex(verts[3]);
                    st.AddUv(new Vector2(0f, 0f));
                    st.AddColor(white);
                    st.AddNormal(Level.South);
                    st.AddVertex(verts[1]);
                    st.AddUv(new Vector2(1f, 0f));
                    st.AddColor(white);
                    st.AddNormal(Level.South);
                    st.AddVertex(verts[0]);

                    st.AddUv(new Vector2(1f, 1f));
                    st.AddColor(white);
                    st.AddNormal(Level.South);
                    st.AddVertex(verts[2]);
                    st.AddUv(new Vector2(0f, 1f));
                    st.AddColor(white);
                    st.AddNormal(Level.South);
                    st.AddVertex(verts[3]);
                    st.AddUv(new Vector2(1f, 0f));
                    st.AddColor(white);
                    st.AddNormal(Level.South);
                    st.AddVertex(verts[0]);


                    st.AddUv(new Vector2(1f, 0f));
                    st.AddColor(white);
                    st.AddNormal(Level.North);
                    st.AddVertex(verts[0]);
                    st.AddUv(new Vector2(0f, 0f));
                    st.AddColor(white);
                    st.AddNormal(Level.North);
                    st.AddVertex(verts[1]);
                    st.AddUv(new Vector2(0f, 1f));
                    st.AddColor(white);
                    st.AddNormal(Level.North);
                    st.AddVertex(verts[3]);

                    st.AddUv(new Vector2(1f, 0f));
                    st.AddColor(white);
                    st.AddNormal(Level.North);
                    st.AddVertex(verts[0]);
                    st.AddUv(new Vector2(0f, 1f));
                    st.AddColor(white);
                    st.AddNormal(Level.North);
                    st.AddVertex(verts[3]);
                    st.AddUv(new Vector2(1f, 1f));
                    st.AddColor(white);
                    st.AddNormal(Level.North);
                    st.AddVertex(verts[2]);

                    _doorMesh = st.Commit();
                }
            }
        }
コード例 #11
0
        private void createFaces(int x, int y, int z, int Dx, int Dy, int Dz,
                                 ref SurfaceTool surfaceTool, ref ChunkStruct c)
        {
            Vector3 voxPosition = new Vector3((x) * VOX_SIZE, (y) * VOX_SIZE, (z) * VOX_SIZE);

            voxPosition.x = voxPosition.x + (Dx * CHUNK_SIZE * VOX_SIZE);
            voxPosition.y = voxPosition.y + (Dy * CHUNK_SIZE * VOX_SIZE);
            voxPosition.z = voxPosition.z + (Dz * CHUNK_SIZE * VOX_SIZE);
            if (canCreateFace(x, y - 1, z, ref c))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, -1.0f, 0.0f));
                surfaceTool.AddColor(new Color(1.0f, 1.0f, .7f, 1f));
                surfaceTool.AddVertex(vertices[1] + voxPosition);
                surfaceTool.AddVertex(vertices[3] + voxPosition);
                surfaceTool.AddVertex(vertices[2] + voxPosition);

                surfaceTool.AddVertex(vertices[1] + voxPosition);
                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[3] + voxPosition);
            }
            if (canCreateFace(x, y + 1, z, ref c))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, 1.0f, 0.0f));
                surfaceTool.AddColor(new Color(0.7f, 0.0f, .7f, 1f));
                surfaceTool.AddVertex(vertices[4] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);

                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
            }
            if (canCreateFace(x + 1, y, z, ref c))
            {
                surfaceTool.AddNormal(new Vector3(1.0f, 0.0f, 0.0f));
                surfaceTool.AddColor(new Color(1f, 1f, 1f, 1f));
                surfaceTool.AddVertex(vertices[2] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[1] + voxPosition);

                surfaceTool.AddVertex(vertices[2] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);
            }
            if (canCreateFace(x - 1, y, z, ref c))
            {
                surfaceTool.AddNormal(new Vector3(-1.0f, 0.0f, 0.0f));
                surfaceTool.AddColor(new Color(1f, 1f, 1f, 1f));
                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
                surfaceTool.AddVertex(vertices[3] + voxPosition);

                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[4] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
            }
            if (canCreateFace(x, y, z + 1, ref c))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, 1.0f));
                surfaceTool.AddColor(new Color(1f, 1f, 1f, 1f));
                surfaceTool.AddVertex(vertices[3] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
                surfaceTool.AddVertex(vertices[2] + voxPosition);

                surfaceTool.AddVertex(vertices[3] + voxPosition);
                surfaceTool.AddVertex(vertices[7] + voxPosition);
                surfaceTool.AddVertex(vertices[6] + voxPosition);
            }
            if (canCreateFace(x, y, z - 1, ref c))
            {
                surfaceTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
                surfaceTool.AddColor(new Color(1f, 1f, 1f, 1f));
                surfaceTool.AddVertex(vertices[0] + voxPosition);
                surfaceTool.AddVertex(vertices[1] + voxPosition);
                surfaceTool.AddVertex(vertices[5] + voxPosition);

                surfaceTool.AddVertex(vertices[5] + voxPosition);
                surfaceTool.AddVertex(vertices[4] + voxPosition);
                surfaceTool.AddVertex(vertices[0] + voxPosition);
            }
        }
コード例 #12
0
 public void AddNormal(RR_Godot.Core.Geometry.Vector3Cp normal)
 {
     Surface.AddNormal(new Godot.Vector3(normal.x, normal.y, normal.z));
 }
コード例 #13
0
    public MeshInstance CreateChunkMesh(Chunk chunk)
    {
        MeshInstance instance    = new MeshInstance();
        SurfaceTool  surfacetool = new SurfaceTool();

        surfacetool.Begin(Mesh.PrimitiveType.Points);
        surfacetool.SetMaterial(chunkMaterial);
        int count = 0;

        for (int i = 0; i < Constants.CHUNK_SIZE3D / chunk.Materials; i++)
        {
            Run         run         = chunk.Voxels[i];
            int         objectID    = run.value;
            TerraObject terraObject = registry.SelectByID((int)objectID);
            var         x           = i % CHUNK_SIZE;
            var         y           = (i / CHUNK_SIZE) % CHUNK_SIZE;
            var         z           = i / (CHUNK_SIZE * CHUNK_SIZE);
            if (chunk.Voxels[i].value != 0)
            {
                int face = 0b000000;
                //Left
                if (x == 0 || chunk.Voxels[i - 1].value != objectID)
                {
                    face = 0b000001;
                }

                //Right
                else if (x == 63 || chunk.Voxels[i + 1].value != objectID)
                {
                    face = 0b000010;
                }
                //Top
                else if (y == 63 || chunk.Voxels[i + 64].value != objectID)
                {
                    face = 0b000100;
                }
                //Bottom
                else if (y == 0 || chunk.Voxels[i - 64].value != objectID)
                {
                    face = 0b001000;
                }
                //Back
                else if (z == 63 || chunk.Voxels[i + 4096].value != objectID)
                {
                    face = 0b010000;
                }
                //Front
                else if (z == 0 || chunk.Voxels[i - 4096].value != objectID)
                {
                    face = 0b100000;
                }

                if (face != 0b000000)
                {
                    int     counter   = 0;
                    Vector3 normalAvg = Vector3.Zero;
                    for (int j = 0; j < 6; j++)
                    {
                        int bitFlagN = (face >> j) & 1;
                        if (bitFlagN == 1)
                        {
                            normalAvg = normalAvg + Normals[j];
                            counter  += 1;
                        }
                    }

                    count += 1;
                    surfacetool.AddColor(new Color(1f, 1f, 1f, 1f));
                    Vector3 voxPosition = new Vector3((x) * VOX_SIZE, (y) * VOX_SIZE, (z) * VOX_SIZE);
                    voxPosition.x = voxPosition.x + (chunk.x * CHUNK_SIZE * VOX_SIZE);
                    voxPosition.y = voxPosition.y + (chunk.y * CHUNK_SIZE * VOX_SIZE);
                    voxPosition.z = voxPosition.z + (chunk.z * CHUNK_SIZE * VOX_SIZE);
                    if (counter > 0)
                    {
                        normalAvg = normalAvg / counter;
                        surfacetool.AddNormal(normalAvg);
                    }

                    surfacetool.AddVertex(voxPosition);
                }
            }
        }

        surfacetool.Index();
        instance.Mesh = surfacetool.Commit();
        surfacetool.Clear();
        instance.MaterialOverride = chunkMaterial.Duplicate() as ShaderMaterial;

        // Console.WriteLine("Mesh AABB Pos: {0} , Size: {1}, End: {2}",bb.Position,bb.Size,bb.End);
        return(instance);
    }
コード例 #14
0
    // Create each faces of a single voxel at pPositon in cPosition chunk.
    private void CreateVoxel(SurfaceTool pSurfaceTool, int x, int y, int z, Chunk pChunk)
    {
        // If no voxel is at position, skip
        if (!pChunk.Voxels[x, y, z].Active)
        {
            return;
        }

        // If block is next to each faces
        bool left   = x != 0 ? !pChunk.Voxels[x - 1, y, z].Active : true;
        bool right  = x != 15 ? !pChunk.Voxels[x + 1, y, z].Active : true;
        bool front  = z != 15 ? !pChunk.Voxels[x, y, z + 1].Active : true;
        bool back   = z != 0 ? !pChunk.Voxels[x, y, z - 1].Active : true;
        bool top    = y != 254 ? !pChunk.Voxels[x, y + 1, z].Active : true;
        bool bottom = y > 0 ? !pChunk.Voxels[x, y - 1, z].Active : true;

        // If voxel is completly surrounded
        if (left && right && front && back && top && bottom)
        {
            return;
        }

        // If the voxel is on the side of a chunk. Check in the neighbor chunk.
        bool left2  = (x == 0 && PreloadedChunks[new Vector2(pChunk.Offset - new Vector2(1, 0))].Voxels[15, y, z].Active);
        bool right2 = (x == 15 && PreloadedChunks[new Vector2(pChunk.Offset + new Vector2(1, 0))].Voxels[0, y, z].Active);
        bool back2  = (z == 0 && PreloadedChunks[new Vector2(pChunk.Offset - new Vector2(0, 1))].Voxels[x, y, 15].Active);
        bool front2 = (z == 15 && PreloadedChunks[new Vector2(pChunk.Offset + new Vector2(0, 1))].Voxels[x, y, 0].Active);

        // Set right type
        var type = pChunk.Voxels[x, y, z].Type;

        // Local position of the voxel.
        Vector3 vertextOffset = new Vector3(x, y, z);

        // Get colors
        var color = GetVoxelColor(pChunk, vertextOffset, type);

        pSurfaceTool.AddColor(color);

        if (top) // Above
        {
            pSurfaceTool.AddNormal(new Vector3(0, 1, 0));
            pSurfaceTool.AddVertex(Vertices[4] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[5] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[7] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[5] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[6] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[7] + vertextOffset);
        }
        if (right && !right2) // Right
        {
            pSurfaceTool.AddNormal(new Vector3(1, 0, 0));
            pSurfaceTool.AddVertex(Vertices[2] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[5] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[1] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[2] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[6] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[5] + vertextOffset);
        }
        if (left && !left2) // Left
        {
            pSurfaceTool.AddNormal(new Vector3(-1, 0, 0));
            pSurfaceTool.AddVertex(Vertices[0] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[7] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[3] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[0] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[4] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[7] + vertextOffset);
        }
        if (front && !front2) // Front
        {
            pSurfaceTool.AddNormal(new Vector3(0, 0, 1));
            pSurfaceTool.AddVertex(Vertices[3] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[6] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[2] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[3] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[7] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[6] + vertextOffset);
        }
        if (back && !back2) // Above
        {
            pSurfaceTool.AddNormal(new Vector3(0, 0, -1));
            pSurfaceTool.AddVertex(Vertices[0] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[1] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[5] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[5] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[4] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[0] + vertextOffset);
        }
        if (bottom && y != 0)
        {
            pSurfaceTool.AddNormal(new Vector3(0, 1, 0));
            pSurfaceTool.AddVertex(Vertices[1] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[3] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[2] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[1] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[0] + vertextOffset);
            pSurfaceTool.AddVertex(Vertices[3] + vertextOffset);
        }
    }
コード例 #15
0
        public override void _Ready()
        {
            var surfTool = new SurfaceTool();

            surfTool.Begin(Mesh.PrimitiveType.Triangles);
            Vector3[] vertices = new Vector3[] { new Vector3(0, 0, 0),
                                                 new Vector3(length, 0, 0),
                                                 new Vector3(length, 0, width),
                                                 new Vector3(0, 0, width),

                                                 new Vector3(0, height, 0),
                                                 new Vector3(length, height, 0),
                                                 new Vector3(length, height, width),
                                                 new Vector3(0, height, width) };

            // surfTool.AddNormal(new Vector3(0.0f,0.0f,-1.0f));
            // surfTool.AddVertex(new Vector3(length, -height, -width));
            // surfTool.AddVertex(new Vector3(-length, -height, -width));
            // surfTool.AddVertex(new Vector3(-length, height, -width));
            // surfTool.AddVertex(new Vector3(length, height, -width));

            // // surfTool.AddNormal(new Vector3(0.0f, 0.0f, 1.0f));
            // surfTool.AddVertex(new Vector3(-length, -height, width));
            // surfTool.AddVertex(new Vector3(length, -height, width));
            // surfTool.AddVertex(new Vector3(length, height, width));
            // surfTool.AddVertex(new Vector3(-length, height, width));

            // // surfTool.AddNormal(new Vector3(1.0f, 0.0f, 0.0f));
            // surfTool.AddVertex(new Vector3(length, -height, width));
            // surfTool.AddVertex(new Vector3(length, -height, -width));
            // surfTool.AddVertex(new Vector3(length, height, -width));
            // surfTool.AddVertex(new Vector3(length, height, width));

            // surfTool.AddNormal(new Vector3(-1.0f, 0.0f, 0.0f));
            // surfTool.AddVertex(new Vector3(-length, -height, -width));
            // surfTool.AddVertex(new Vector3(-length, -height, width));
            // surfTool.AddVertex(new Vector3(-length, height, width));
            // surfTool.AddVertex(new Vector3(-length, height, -width));

            //Bottom Face
            surfTool.AddNormal(new Vector3(0.0f, -1.0f, 0.0f));
            surfTool.AddVertex(vertices[1]);
            surfTool.AddVertex(vertices[3]);
            surfTool.AddVertex(vertices[2]);

            surfTool.AddVertex(vertices[1]);
            surfTool.AddVertex(vertices[0]);
            surfTool.AddVertex(vertices[3]);

            surfTool.AddNormal(new Vector3(0.0f, 1.0f, 0.0f));
            surfTool.AddVertex(vertices[4]);
            surfTool.AddVertex(vertices[5]);
            surfTool.AddVertex(vertices[7]);

            surfTool.AddVertex(vertices[5]);
            surfTool.AddVertex(vertices[6]);
            surfTool.AddVertex(vertices[7]);

            surfTool.AddNormal(new Vector3(0.0f, 0.0f, 1.0f));
            surfTool.AddVertex(vertices[0]);
            surfTool.AddVertex(vertices[1]);
            surfTool.AddVertex(vertices[5]);

            surfTool.AddVertex(vertices[5]);
            surfTool.AddVertex(vertices[4]);
            surfTool.AddVertex(vertices[0]);

            surfTool.AddNormal(new Vector3(0.0f, 0.0f, -1.0f));
            surfTool.AddVertex(vertices[3]);
            surfTool.AddVertex(vertices[6]);
            surfTool.AddVertex(vertices[2]);

            surfTool.AddVertex(vertices[3]);
            surfTool.AddVertex(vertices[7]);
            surfTool.AddVertex(vertices[6]);


            surfTool.AddNormal(new Vector3(-1.0f, 0.0f, 0.0f));
            surfTool.AddVertex(vertices[0]);
            surfTool.AddVertex(vertices[7]);
            surfTool.AddVertex(vertices[3]);

            surfTool.AddVertex(vertices[0]);
            surfTool.AddVertex(vertices[4]);
            surfTool.AddVertex(vertices[7]);

            surfTool.AddNormal(new Vector3(1.0f, 0.0f, 0.0f));
            surfTool.AddVertex(vertices[2]);
            surfTool.AddVertex(vertices[5]);
            surfTool.AddVertex(vertices[1]);

            surfTool.AddVertex(vertices[2]);
            surfTool.AddVertex(vertices[6]);
            surfTool.AddVertex(vertices[5]);


            // // surfTool.AddNormal(new Vector3(0.0f, 1.0f, 0.0f));
            // surfTool.AddVertex(new Vector3(length, height, -width));
            // surfTool.AddVertex(new Vector3(-length, height, -width));
            // surfTool.AddVertex(new Vector3(-length, height, width));
            // surfTool.AddVertex(new Vector3(length, height, width));

            surfTool.Index();
            // surfTool.GenerateNormals();

            var mesh = surfTool.Commit();

            this.SetMesh(mesh);
        }