protected virtual void AddRenderUV(MeshData meshData, byte extendId, Direction direction) { Direction resultDirection = GetRealDirection(extendId, direction); Rect uvRect = GetUVRect(extendId, resultDirection); meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x, uvRect.y)); meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x, uvRect.y)); meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x, uvRect.y)); meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x, uvRect.y)); }
protected virtual void AddSpecialUV(MeshData meshData, byte extendId, Direction direction) { Direction resultDirection = GetRealDirection(extendId, direction); Rect uvRect = GetUVRect(extendId, resultDirection); float scale = uvRect.width * 0.03f; meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x + scale, uvRect.y + scale)); meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x + uvRect.width - scale, uvRect.y + scale)); meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x + uvRect.width - scale, uvRect.y + uvRect.height - scale)); meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(uvRect.x + scale, uvRect.y + uvRect.height - scale)); }
private void AddUVRotate(MeshData meshData, byte extendId, Direction direction, float sinDic, float cosDic) { Direction resultDirection = GetRealDirection(extendId, Direction.up); Rect uvRect = GetUVRect(extendId, resultDirection); Vector2 center = uvRect.center; float scale = 0; meshData.AddUV(Rotate(center, MeshBaseDataCache.Instance.GetVector2(uvRect.x + scale, uvRect.y + scale), sinDic, cosDic)); meshData.AddUV(Rotate(center, MeshBaseDataCache.Instance.GetVector2(uvRect.x + uvRect.width - scale, uvRect.y + scale), sinDic, cosDic)); meshData.AddUV(Rotate(center, MeshBaseDataCache.Instance.GetVector2(uvRect.x + uvRect.width - scale, uvRect.y + uvRect.height - scale), sinDic, cosDic)); meshData.AddUV(Rotate(center, MeshBaseDataCache.Instance.GetVector2(uvRect.x + scale, uvRect.y + uvRect.height - scale), sinDic, cosDic)); }
public override void CalculateSpecialMesh(Chunk chunk, int x, int y, int z, MeshData meshData, Block self, Block other, BlockAttributeCalculator otherCalculator, Direction direction) { //因为会计算六次 if (direction != Direction.right) { return; } if (!IsModelCenter(self.ExtendId)) { return; } ModelData modelData = ModelDataManager.Instance.GetModelData((int)self.BlockType); Direction face = GetFaceDirection(self.ExtendId); Vector2 rotate = GetRotateSinAndCos(face); int sunLight = chunk.GetSunLight(x, y, z, true); int blockLight = chunk.GetBlockLight(x, y, z, true); Rect rect = GetUVRect(self.ExtendId, direction); meshData.useRenderDataForCol = true; int verticesIndex = meshData.GetCurVerticesIndex(); int colVerticesIndex = meshData.GetCurColVerticesIndex(); for (int i = 0; i < modelData.vertices.Length; i++) { Vector3[] vertices = modelData.vertices; Vector2[] uvs = modelData.uvs; float verX = vertices[i].x * rotate.y + vertices[i].z * rotate.x; float verZ = -vertices[i].x * rotate.x + vertices[i].z * rotate.y; float realX = x + 0.5f + verX; float realY = y + vertices[i].y; float realZ = z + 0.5f + verZ; //添加渲染网格 meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(realX, realY, realZ)); meshData.AddColor(MeshBaseDataCache.Instance.GetColor(LightConst.lightColor[sunLight], LightConst.lightColor[blockLight], 0, 2)); //这里要转换uv坐标 meshData.AddUV(MeshBaseDataCache.Instance.GetVector2(rect.x + uvs[i].x * rect.width, rect.y + uvs[i].y * rect.height)); //添加碰撞网格 meshData.AddColVertice(MeshBaseDataCache.Instance.GetVector3(realX, realY, realZ)); } for (int i = 0; i < modelData.triangles.Length; i++) { meshData.AddTriangle(verticesIndex + modelData.triangles[i]); meshData.AddColTriangle(colVerticesIndex + modelData.triangles[i]); } meshData.useRenderDataForCol = MeshData.DefaultUseRenderDataForCol; }