private static void AddQuad( RawPrimitive Into, ExtendedVertex[] Verticies, short[] Indicies) { Into.AddOffsetIndicies(Indicies, Into.VertexCount, 6); for (var vertex = 0; vertex < 4; ++vertex) { Into.AddVertex(Verticies[vertex]); } }
private void AddScaffoldGeometry(Matrix transform, Vector4 sideBounds, Vector2[] sideUvs, float HeightOffset, bool FlipTexture) { var uvDelta = sideUvs[1].X - sideUvs[0].X; if (Library.GetRailPiece(Piece.RailPiece).HasValue(out var rawPiece)) { foreach (var railSpline in rawPiece.RailSplines) { var uvStep = 1.0f / (railSpline.Count - 1); for (var i = 1; i < railSpline.Count; ++i) { var baseIndex = Primitive.VertexCount; Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(railSpline[i - 1].X, HeightOffset + 1.0f, railSpline[i - 1].Y), transform), Color.White, Color.White, FlipTexture ? new Vector2(sideUvs[0].X + uvDelta - uvDelta * (uvStep * (i - 1)), sideUvs[0].Y) : new Vector2(sideUvs[0].X + uvDelta * (uvStep * (i - 1)), sideUvs[0].Y), sideBounds)); Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(railSpline[i].X, HeightOffset + 1.0f, railSpline[i].Y), transform), Color.White, Color.White, FlipTexture ? new Vector2(sideUvs[0].X + uvDelta - uvDelta * (uvStep * i), sideUvs[0].Y) : new Vector2(sideUvs[0].X + uvDelta * (uvStep * i), sideUvs[0].Y), sideBounds)); Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(railSpline[i].X, HeightOffset, railSpline[i].Y), transform), Color.White, Color.White, FlipTexture ? new Vector2(sideUvs[0].X + uvDelta - uvDelta * (uvStep * i), sideUvs[2].Y) : new Vector2(sideUvs[0].X + uvDelta * (uvStep * i), sideUvs[2].Y), sideBounds)); Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(railSpline[i - 1].X, HeightOffset, railSpline[i - 1].Y), transform), Color.White, Color.White, FlipTexture ? new Vector2(sideUvs[0].X + uvDelta - uvDelta * (uvStep * (i - 1)), sideUvs[2].Y) : new Vector2(sideUvs[0].X + uvDelta * (uvStep * (i - 1)), sideUvs[2].Y), sideBounds)); Primitive.AddOffsetIndicies(new short[] { 0, 1, 3, 1, 2, 3 }, baseIndex); } } } }
override public void Render(DwarfTime gameTime, ChunkManager chunks, Camera camera, SpriteBatch spriteBatch, GraphicsDevice graphicsDevice, Shader effect, bool renderingForWater) { base.Render(gameTime, chunks, camera, spriteBatch, graphicsDevice, effect, renderingForWater); if (Debugger.Switches.DrawRailNetwork) { //Drawer3D.DrawBox(GetContainingVoxel().GetBoundingBox(), Color.White, 0.01f, true); //Drawer3D.DrawLine(GetContainingVoxel().GetBoundingBox().Center(), GlobalTransform.Translation, Color.White, 0.01f); var transform = Matrix.CreateRotationY((float)Math.PI * 0.5f * (float)Piece.Orientation) * GlobalTransform; if (Library.GetRailPiece(Piece.RailPiece).HasValue(out var piece)) { foreach (var spline in piece.SplinePoints) { for (var i = 1; i < spline.Count; ++i) { Drawer3D.DrawLine(Vector3.Transform(spline[i - 1], transform), Vector3.Transform(spline[i], transform), Color.Purple, 0.1f); } } foreach (var connection in piece.EnumerateConnections()) { Drawer3D.DrawLine(Vector3.Transform(connection.Item1, transform) + new Vector3(0.0f, 0.2f, 0.0f), Vector3.Transform(connection.Item2, transform) + new Vector3(0.0f, 0.2f, 0.0f), Color.Brown, 0.1f); } //foreach (var neighborConnection in NeighborRails) //{ // var neighbor = Manager.FindComponent(neighborConnection.NeighborID); // if (neighbor == null) // Drawer3D.DrawLine(Position, Position + Vector3.UnitY, Color.CornflowerBlue, 0.1f); // else // Drawer3D.DrawLine(Position + new Vector3(0.0f, 0.5f, 0.0f), (neighbor as Body).Position + new Vector3(0.0f, 0.5f, 0.0f), Color.Teal, 0.1f); //} } } if (!IsVisible) { return; } if (Primitive == null) { var bounds = Vector4.Zero; var uvs = Sheet.GenerateTileUVs(Frame, out bounds); if (Library.GetRailPiece(Piece.RailPiece).HasValue(out var rawPiece)) { var transform = Matrix.CreateRotationY((float)Math.PI * 0.5f * (float)Piece.Orientation); var realShape = 0; if (rawPiece.AutoSlope) { var transformedConnections = GetTransformedConnections(); var matchingNeighbor1 = NeighborRails.FirstOrDefault(n => (n.Position - transformedConnections[0].Item1 - new Vector3(0.0f, 1.0f, 0.0f)).LengthSquared() < 0.001f); var matchingNeighbor2 = NeighborRails.FirstOrDefault(n => (n.Position - transformedConnections[1].Item1 - new Vector3(0.0f, 1.0f, 0.0f)).LengthSquared() < 0.001f); if (matchingNeighbor1 != null && matchingNeighbor2 != null) { realShape = 3; } else if (matchingNeighbor1 != null) { realShape = 1; } else if (matchingNeighbor2 != null) { realShape = 2; } } Primitive = new RawPrimitive(); Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(-0.5f, VertexHeightOffsets[realShape, 0], 0.5f), transform), Color.White, Color.White, uvs[0], bounds)); Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(0.5f, VertexHeightOffsets[realShape, 1], 0.5f), transform), Color.White, Color.White, uvs[1], bounds)); Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(0.5f, VertexHeightOffsets[realShape, 2], -0.5f), transform), Color.White, Color.White, uvs[2], bounds)); Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(-0.5f, VertexHeightOffsets[realShape, 3], -0.5f), transform), Color.White, Color.White, uvs[3], bounds)); Primitive.AddIndicies(new short[] { 0, 1, 3, 1, 2, 3 }); var sideBounds = Vector4.Zero; Vector2[] sideUvs = null; sideUvs = Sheet.GenerateTileUVs(new Point(3, 4), out sideBounds); AddScaffoldGeometry(transform, sideBounds, sideUvs, -1.0f, false); if (realShape == 3) { AddScaffoldGeometry(transform, sideBounds, sideUvs, 0.0f, false); } else if (realShape == 1) { sideUvs = Sheet.GenerateTileUVs(new Point(0, 4), out sideBounds); AddScaffoldGeometry(transform, sideBounds, sideUvs, 0.0f, true); } else if (realShape == 2) { sideUvs = Sheet.GenerateTileUVs(new Point(0, 4), out sideBounds); AddScaffoldGeometry(transform, sideBounds, sideUvs, 0.0f, false); } // Todo: Make these static and avoid recalculating them constantly. var bumperBackBounds = Vector4.Zero; var bumperBackUvs = Sheet.GenerateTileUVs(new Point(0, 5), out bumperBackBounds); var bumperFrontBounds = Vector4.Zero; var bumperFrontUvs = Sheet.GenerateTileUVs(new Point(1, 5), out bumperFrontBounds); var bumperSideBounds = Vector4.Zero; var bumperSideUvs = Sheet.GenerateTileUVs(new Point(2, 5), out bumperSideBounds); foreach (var connection in GetTransformedConnections()) { var matchingNeighbor = NeighborRails.FirstOrDefault(n => (n.Position - connection.Item1).LengthSquared() < 0.001f); if (matchingNeighbor == null && rawPiece.AutoSlope) { matchingNeighbor = NeighborRails.FirstOrDefault(n => (n.Position - connection.Item1 - new Vector3(0.0f, 1.0f, 0.0f)).LengthSquared() < 0.001f); } if (matchingNeighbor == null) { var bumperOffset = connection.Item1 - GlobalTransform.Translation; var bumperGap = Vector3.Normalize(bumperOffset) * 0.1f; var bumperAngle = AngleBetweenVectors(new Vector2(bumperOffset.X, bumperOffset.Z), new Vector2(0, 0.5f)); var xDiag = bumperOffset.X <-0.001f || bumperOffset.X> 0.001f; var zDiag = bumperOffset.Z <-0.001f || bumperOffset.Z> 0.001f; if (xDiag && zDiag) { var y = bumperOffset.Y; bumperOffset *= sqrt2; bumperOffset.Y = y; var endBounds = Vector4.Zero; var endUvs = Sheet.GenerateTileUVs(new Point(6, 2), out endBounds); Primitive.AddQuad( Matrix.CreateRotationY((float)Math.PI * 1.25f) * Matrix.CreateRotationY(bumperAngle) // This offset would not be correct if diagonals could slope. * Matrix.CreateTranslation(new Vector3(Sign(bumperOffset.X), 0.0f, Sign(bumperOffset.Z))), Color.White, Color.White, endUvs, endBounds); } Primitive.AddQuad( Matrix.CreateRotationX(-(float)Math.PI * 0.5f) * Matrix.CreateTranslation(0.0f, 0.3f, -0.2f) * Matrix.CreateRotationY(bumperAngle) * Matrix.CreateTranslation(bumperOffset + bumperGap), Color.White, Color.White, bumperBackUvs, bumperBackBounds); Primitive.AddQuad( Matrix.CreateRotationX(-(float)Math.PI * 0.5f) * Matrix.CreateTranslation(0.0f, 0.3f, -0.2f) * Matrix.CreateRotationY(bumperAngle) * Matrix.CreateTranslation(bumperOffset), Color.White, Color.White, bumperFrontUvs, bumperFrontBounds); if (VoxelHelpers.FindFirstVoxelBelow(GetContainingVoxel()).RampType == RampType.None) { Primitive.AddQuad( Matrix.CreateRotationX(-(float)Math.PI * 0.5f) * Matrix.CreateRotationY(-(float)Math.PI * 0.5f) * Matrix.CreateTranslation(0.3f, 0.3f, 0.18f) * Matrix.CreateRotationY(bumperAngle) * Matrix.CreateTranslation(bumperOffset), Color.White, Color.White, bumperSideUvs, bumperSideBounds); Primitive.AddQuad( Matrix.CreateRotationX(-(float)Math.PI * 0.5f) * Matrix.CreateRotationY(-(float)Math.PI * 0.5f) * Matrix.CreateTranslation(-0.3f, 0.3f, 0.18f) * Matrix.CreateRotationY(bumperAngle) * Matrix.CreateTranslation(bumperOffset), Color.White, Color.White, bumperSideUvs, bumperSideBounds); } } } } } // Everything that draws should set it's tint, making this pointless. var under = new VoxelHandle(chunks, GlobalVoxelCoordinate.FromVector3(Position)); if (under.IsValid) { Color color = new Color(under.Sunlight ? 255 : 0, 255, 0); LightRamp = color; } else { LightRamp = new Color(200, 255, 0); } Color origTint = effect.VertexColorTint; if (!Active) { DoStipple(effect); } effect.VertexColorTint = VertexColor; effect.LightRamp = LightRamp; effect.World = GlobalTransform; effect.MainTexture = Sheet.GetTexture(); effect.EnableWind = false; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); Primitive.Render(graphicsDevice); } effect.VertexColorTint = origTint; if (!Active) { EndDraw(effect); } }