コード例 #1
0
            public Geometry()
            {
                TerrainGeometrySubset terrainGeometrySubset = SubsetTransparent = (SubsetAlphaTest = (SubsetOpaque = new TerrainGeometrySubset()));

                OpaqueSubsetsByFace = new TerrainGeometrySubset[6]
                {
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset
                };
                AlphaTestSubsetsByFace = new TerrainGeometrySubset[6]
                {
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset
                };
                TransparentSubsetsByFace = new TerrainGeometrySubset[6]
                {
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset
                };
            }
コード例 #2
0
            public Geometry()
            {
                TerrainGeometrySubset terrainGeometrySubset = new TerrainGeometrySubset();

                TerrainGeometrySubset[] array = new TerrainGeometrySubset[6]
                {
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset
                };
                SubsetOpaque             = terrainGeometrySubset;
                SubsetAlphaTest          = terrainGeometrySubset;
                SubsetTransparent        = terrainGeometrySubset;
                OpaqueSubsetsByFace      = array;
                AlphaTestSubsetsByFace   = array;
                TransparentSubsetsByFace = array;
            }
コード例 #3
0
            public MovingBlockSet()
            {
                TerrainGeometrySubset terrainGeometrySubset = new TerrainGeometrySubset(Vertices, Indices);

                Geometry = new TerrainGeometry();
                Geometry.SubsetOpaque        = terrainGeometrySubset;
                Geometry.SubsetAlphaTest     = terrainGeometrySubset;
                Geometry.SubsetTransparent   = terrainGeometrySubset;
                Geometry.OpaqueSubsetsByFace = new TerrainGeometrySubset[6]
                {
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset
                };
                Geometry.AlphaTestSubsetsByFace = new TerrainGeometrySubset[6]
                {
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset
                };
                Geometry.TransparentSubsetsByFace = new TerrainGeometrySubset[6]
                {
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset,
                    terrainGeometrySubset
                };
            }
コード例 #4
0
ファイル: WireDevice.cs プロジェクト: Lixue9jiu/SCIE
        public static void GenerateWireVertices(BlockGeometryGenerator generator, int value, int x, int y, int z, int mountingFace, float centerBoxSize, Vector2 centerOffset, TerrainGeometrySubset subset)
        {
            var   terrain = generator.Terrain;
            Color color   = WireBlock.WireColor;
            int   num     = Terrain.ExtractContents(value);

            if (num == ElementBlock.Index)
            {
                int?color2 = PaintableItemBlock.GetColor(Terrain.ExtractData(value));
                if (color2.HasValue)
                {
                    color = SubsystemPalette.GetColor(generator, color2);
                }
            }
            float   num3         = LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(value)];
            Vector3 v            = new Vector3(x + 0.5f, y + 0.5f, z + 0.5f) - 0.5f * CellFace.FaceToVector3(mountingFace);
            Vector3 vector       = CellFace.FaceToVector3(mountingFace);
            var     v2           = new Vector2(0.9376f, 0.0001f);
            var     v3           = new Vector2(0.03125f, 0.00550781237f);
            Point3  point        = CellFace.FaceToPoint3(mountingFace);
            int     cellContents = terrain.GetCellContents(x - point.X, y - point.Y, z - point.Z);
            bool    flag         = cellContents == 2 || cellContents == 7 || cellContents == 8 || cellContents == 6 || cellContents == 62 || cellContents == 72;
            Vector3 v4           = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Top));
            Vector3 vector2      = CellFace.FaceToVector3(SubsystemElectricity.GetConnectorFace(mountingFace, ElectricConnectorDirection.Left)) * centerOffset.X + v4 * centerOffset.Y;
            int     num4         = 0;
            var     paths        = new DynamicArray <ElectricConnectionPath>();

            ElementBlock.Block.GetAllConnectedNeighbors(terrain, ElementBlock.Block.GetDevice(x, y, z, value), mountingFace, paths);
            foreach (ElectricConnectionPath tmpConnectionPath in paths)
            {
                if ((num4 & (1 << tmpConnectionPath.ConnectorFace)) == 0)
                {
                    ElectricConnectorDirection?connectorDirection = SubsystemElectricity.GetConnectorDirection(mountingFace, 0, tmpConnectionPath.ConnectorFace);
                    if (centerOffset != Vector2.Zero || connectorDirection != ElectricConnectorDirection.In)
                    {
                        num4 |= 1 << tmpConnectionPath.ConnectorFace;
                        Color color3 = color;
                        if (num != ElementBlock.Index)
                        {
                            int cellValue = terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ);
                            if (Terrain.ExtractContents(cellValue) == ElementBlock.Index)
                            {
                                int?color4 = PaintableItemBlock.GetColor(Terrain.ExtractData(cellValue));
                                if (color4.HasValue)
                                {
                                    color3 = SubsystemPalette.GetColor(generator, color4);
                                }
                            }
                        }
                        Vector3 vector3  = (connectorDirection != ElectricConnectorDirection.In) ? CellFace.FaceToVector3(tmpConnectionPath.ConnectorFace) : (-Vector3.Normalize(vector2));
                        var     vector4  = Vector3.Cross(vector, vector3);
                        float   s        = (centerBoxSize >= 0f) ? MathUtils.Max(0.03125f, centerBoxSize / 2f) : (centerBoxSize / 2f);
                        float   num5     = (connectorDirection == ElectricConnectorDirection.In) ? 0.03125f : 0.5f;
                        float   num6     = (connectorDirection == ElectricConnectorDirection.In) ? 0f : ((tmpConnectionPath.ConnectorFace == tmpConnectionPath.NeighborFace) ? (num5 + 0.03125f) : ((tmpConnectionPath.ConnectorFace != CellFace.OppositeFace(tmpConnectionPath.NeighborFace)) ? num5 : (num5 - 0.03125f)));
                        Vector3 vector5  = v - vector4 * 0.03125f + vector3 * s + vector2;
                        Vector3 vector6  = v - vector4 * 0.03125f + vector3 * num5;
                        Vector3 vector7  = v + vector4 * 0.03125f + vector3 * num5;
                        Vector3 vector8  = v + vector4 * 0.03125f + vector3 * s + vector2;
                        Vector3 vector9  = v + vector * 0.03125f + vector3 * (centerBoxSize / 2f) + vector2;
                        Vector3 vector10 = v + vector * 0.03125f + vector3 * num6;
                        if (flag && centerBoxSize == 0f)
                        {
                            Vector3 v5 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector5 + vector8), vector);
                            vector5 += v5;
                            vector8 += v5;
                            vector9 += v5;
                        }
                        Vector2 vector11 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 0f);
                        Vector2 vector12 = v2 + v3 * new Vector2(num5 * 2f, 0f);
                        Vector2 vector13 = v2 + v3 * new Vector2(num5 * 2f, 1f);
                        Vector2 vector14 = v2 + v3 * new Vector2(MathUtils.Max(0.0625f, centerBoxSize), 1f);
                        Vector2 vector15 = v2 + v3 * new Vector2(centerBoxSize, 0.5f);
                        Vector2 vector16 = v2 + v3 * new Vector2(num6 * 2f, 0.5f);
                        float   num9     = 0.5f * (num3 + LightingManager.LightIntensityByLightValue[Terrain.ExtractLight(terrain.GetCellValue(x + tmpConnectionPath.NeighborOffsetX, y + tmpConnectionPath.NeighborOffsetY, z + tmpConnectionPath.NeighborOffsetZ))]);
                        float   num10    = LightingManager.CalculateLighting(-vector4);
                        float   num11    = LightingManager.CalculateLighting(vector4);
                        float   num12    = LightingManager.CalculateLighting(vector);
                        float   num13    = num10 * num3;
                        float   num14    = num10 * num9;
                        float   num15    = num11 * num9;
                        float   num16    = num11 * num3;
                        float   num17    = num12 * num3;
                        float   num18    = num12 * num9;
                        var     color5   = new Color((byte)(color3.R * num13), (byte)(color3.G * num13), (byte)(color3.B * num13));
                        var     color6   = new Color((byte)(color3.R * num14), (byte)(color3.G * num14), (byte)(color3.B * num14));
                        var     color7   = new Color((byte)(color3.R * num15), (byte)(color3.G * num15), (byte)(color3.B * num15));
                        var     color8   = new Color((byte)(color3.R * num16), (byte)(color3.G * num16), (byte)(color3.B * num16));
                        var     color9   = new Color((byte)(color3.R * num17), (byte)(color3.G * num17), (byte)(color3.B * num17));
                        var     color10  = new Color((byte)(color3.R * num18), (byte)(color3.G * num18), (byte)(color3.B * num18));
                        int     count    = subset.Vertices.Count;
                        subset.Vertices.Count += 6;
                        TerrainVertex[] array = subset.Vertices.Array;
                        BlockGeometryGenerator.SetupVertex(vector5.X, vector5.Y, vector5.Z, color5, vector11.X, vector11.Y, ref array[count]);
                        BlockGeometryGenerator.SetupVertex(vector6.X, vector6.Y, vector6.Z, color6, vector12.X, vector12.Y, ref array[count + 1]);
                        BlockGeometryGenerator.SetupVertex(vector7.X, vector7.Y, vector7.Z, color7, vector13.X, vector13.Y, ref array[count + 2]);
                        BlockGeometryGenerator.SetupVertex(vector8.X, vector8.Y, vector8.Z, color8, vector14.X, vector14.Y, ref array[count + 3]);
                        BlockGeometryGenerator.SetupVertex(vector9.X, vector9.Y, vector9.Z, color9, vector15.X, vector15.Y, ref array[count + 4]);
                        BlockGeometryGenerator.SetupVertex(vector10.X, vector10.Y, vector10.Z, color10, vector16.X, vector16.Y, ref array[count + 5]);
                        int count2 = subset.Indices.Count;
                        subset.Indices.Count += (connectorDirection == ElectricConnectorDirection.In) ? 15 : 12;
                        ushort[] array2 = subset.Indices.Array;
                        array2[count2]      = (ushort)count;
                        array2[count2 + 1]  = (ushort)(count + 5);
                        array2[count2 + 2]  = (ushort)(count + 1);
                        array2[count2 + 3]  = (ushort)(count + 5);
                        array2[count2 + 4]  = (ushort)count;
                        array2[count2 + 5]  = (ushort)(count + 4);
                        array2[count2 + 6]  = (ushort)(count + 4);
                        array2[count2 + 7]  = (ushort)(count + 2);
                        array2[count2 + 8]  = (ushort)(count + 5);
                        array2[count2 + 9]  = (ushort)(count + 2);
                        array2[count2 + 10] = (ushort)(count + 4);
                        array2[count2 + 11] = (ushort)(count + 3);
                        if (connectorDirection == ElectricConnectorDirection.In)
                        {
                            array2[count2 + 12] = (ushort)(count + 2);
                            array2[count2 + 13] = (ushort)(count + 1);
                            array2[count2 + 14] = (ushort)(count + 5);
                        }
                    }
                }
            }
            if (centerBoxSize == 0f && (num4 != 0 || (num == ElementBlock.Index && (Terrain.ExtractData(value) & 1023) == 5)))
            {
                for (int i = 0; i < 6; i++)
                {
                    if (i != mountingFace && i != CellFace.OppositeFace(mountingFace) && (num4 & (1 << i)) == 0)
                    {
                        Vector3 vector17 = CellFace.FaceToVector3(i);
                        var     v6       = Vector3.Cross(vector, vector17);
                        Vector3 vector18 = v - v6 * 0.03125f + vector17 * 0.03125f;
                        Vector3 vector19 = v + v6 * 0.03125f + vector17 * 0.03125f;
                        Vector3 vector20 = v + vector * 0.03125f;
                        if (flag)
                        {
                            Vector3 v7 = 0.25f * BlockGeometryGenerator.GetRandomWireOffset(0.5f * (vector18 + vector19), vector);
                            vector18 += v7;
                            vector19 += v7;
                            vector20 += v7;
                        }
                        Vector2 vector21 = v2 + v3 * new Vector2(0.0625f, 0f);
                        Vector2 vector22 = v2 + v3 * new Vector2(0.0625f, 1f);
                        Vector2 vector23 = v2 + v3 * new Vector2(0f, 0.5f);
                        float   num19    = LightingManager.CalculateLighting(vector17) * num3;
                        float   num20    = LightingManager.CalculateLighting(vector) * num3;
                        var     color11  = new Color((byte)(color.R * num19), (byte)(color.G * num19), (byte)(color.B * num19));
                        var     color12  = new Color((byte)(color.R * num20), (byte)(color.G * num20), (byte)(color.B * num20));
                        int     count3   = subset.Vertices.Count;
                        subset.Vertices.Count += 3;
                        var array3 = subset.Vertices.Array;
                        BlockGeometryGenerator.SetupVertex(vector18.X, vector18.Y, vector18.Z, color11, vector21.X, vector21.Y, ref array3[count3]);
                        BlockGeometryGenerator.SetupVertex(vector19.X, vector19.Y, vector19.Z, color11, vector22.X, vector22.Y, ref array3[count3 + 1]);
                        BlockGeometryGenerator.SetupVertex(vector20.X, vector20.Y, vector20.Z, color12, vector23.X, vector23.Y, ref array3[count3 + 2]);
                        int count4 = subset.Indices.Count;
                        subset.Indices.Count += 3;
                        ushort[] array4 = subset.Indices.Array;
                        array4[count4]     = (ushort)count3;
                        array4[count4 + 1] = (ushort)(count3 + 2);
                        array4[count4 + 2] = (ushort)(count3 + 1);
                    }
                }
            }
        }
コード例 #5
0
        public override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z)
        {
            TerrainGeometrySubset        subsetAlphaTest = geometry.SubsetAlphaTest;
            DynamicArray <TerrainVertex> vertices        = subsetAlphaTest.Vertices;
            DynamicArray <ushort>        indices         = subsetAlphaTest.Indices;
            int   count        = vertices.Count;
            int   data         = Terrain.ExtractData(value);
            int   num          = Terrain.ExtractLight(value);
            int   mountingFace = GetMountingFace(data);
            float s            = LightingManager.LightIntensityByLightValueAndFace[num + 16 * mountingFace];
            Color color        = Color.White * s;

            switch (mountingFace)
            {
            case 2:
                vertices.Count += 4;
                BlockGeometryGenerator.SetupLitCornerVertex(x, y, z + 1, color, DefaultTextureSlot, 0, ref vertices.Array[count]);
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z + 1, color, DefaultTextureSlot, 1, ref vertices.Array[count + 1]);
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z + 1, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]);
                BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z + 1, color, DefaultTextureSlot, 3, ref vertices.Array[count + 3]);
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)count);
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)(count + 2));
                break;

            case 3:
                vertices.Count += 4;
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z, color, DefaultTextureSlot, 0, ref vertices.Array[count]);
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z, color, DefaultTextureSlot, 3, ref vertices.Array[count + 1]);
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z + 1, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]);
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z + 1, color, DefaultTextureSlot, 1, ref vertices.Array[count + 3]);
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)count);
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)(count + 2));
                break;

            case 0:
                vertices.Count += 4;
                BlockGeometryGenerator.SetupLitCornerVertex(x, y, z, color, DefaultTextureSlot, 0, ref vertices.Array[count]);
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y, z, color, DefaultTextureSlot, 1, ref vertices.Array[count + 1]);
                BlockGeometryGenerator.SetupLitCornerVertex(x + 1, y + 1, z, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]);
                BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z, color, DefaultTextureSlot, 3, ref vertices.Array[count + 3]);
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                break;

            case 1:
                vertices.Count += 4;
                BlockGeometryGenerator.SetupLitCornerVertex(x, y, z, color, DefaultTextureSlot, 0, ref vertices.Array[count]);
                BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z, color, DefaultTextureSlot, 3, ref vertices.Array[count + 1]);
                BlockGeometryGenerator.SetupLitCornerVertex(x, y + 1, z + 1, color, DefaultTextureSlot, 2, ref vertices.Array[count + 2]);
                BlockGeometryGenerator.SetupLitCornerVertex(x, y, z + 1, color, DefaultTextureSlot, 1, ref vertices.Array[count + 3]);
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)(count + 1));
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)(count + 3));
                indices.Add((ushort)count);
                indices.Add((ushort)(count + 2));
                break;
            }
        }
コード例 #6
0
        public void SetupTerrainChunkGeometryVertexIndexBuffers(TerrainChunk chunk)
        {
            TerrainChunkGeometry geometry = chunk.Geometry;

            DisposeTerrainChunkGeometryVertexIndexBuffers(geometry);
            int num = 0;

            while (num < 112)
            {
                int num2 = 0;
                int num3 = 0;
                int i;
                for (i = num; i < 112; i++)
                {
                    int num4 = i / 16;
                    int num5 = i % 16;
                    TerrainGeometrySubset terrainGeometrySubset = geometry.Slices[num5].Subsets[num4];
                    if (num2 + terrainGeometrySubset.Vertices.Count > 65535 && i > num)
                    {
                        break;
                    }
                    num2 += terrainGeometrySubset.Vertices.Count;
                    num3 += terrainGeometrySubset.Indices.Count;
                }
                if (num2 > 65535)
                {
                    Log.Warning("Max vertices count exceeded around ({0},{1},{2}), geometry will be corrupted ({3}/{4} vertices).", chunk.Origin.X, i % 16 * 16, chunk.Origin.Y, num2, 65535);
                }
                if (num2 > 0 && num3 > 0)
                {
                    TerrainChunkGeometry.Buffer buffer = new TerrainChunkGeometry.Buffer();
                    geometry.Buffers.Add(buffer);
                    buffer.VertexBuffer = new VertexBuffer(TerrainVertex.VertexDeclaration, num2);
                    buffer.IndexBuffer  = new IndexBuffer(IndexFormat.SixteenBits, num3);
                    int num6 = 0;
                    int num7 = 0;
                    for (int j = num; j < i; j++)
                    {
                        int num8 = j / 16;
                        int num9 = j % 16;
                        TerrainGeometrySubset terrainGeometrySubset2 = geometry.Slices[num9].Subsets[num8];
                        if (num9 == 0 || j == num)
                        {
                            buffer.SubsetIndexBufferStarts[num8] = num7;
                        }
                        if (terrainGeometrySubset2.Indices.Count > 0)
                        {
                            m_tmpIndices.Count = terrainGeometrySubset2.Indices.Count;
                            ShiftIndices(terrainGeometrySubset2.Indices.Array, m_tmpIndices.Array, num6, terrainGeometrySubset2.Indices.Count);
                            buffer.IndexBuffer.SetData(m_tmpIndices.Array, 0, m_tmpIndices.Count, num7);
                            num7 += m_tmpIndices.Count;
                        }
                        if (terrainGeometrySubset2.Vertices.Count > 0)
                        {
                            buffer.VertexBuffer.SetData(terrainGeometrySubset2.Vertices.Array, 0, terrainGeometrySubset2.Vertices.Count, num6);
                            num6 += terrainGeometrySubset2.Vertices.Count;
                        }
                        if (num9 == 15 || j == i - 1)
                        {
                            buffer.SubsetIndexBufferEnds[num8] = num7;
                        }
                    }
                }
                num = i;
            }
            geometry.CopySliceContentsHashes(chunk);
        }