예제 #1
0
    public void RegisterObject(TerraObject terraObject)
    {
        objects.Add(terraObject);
        int worldID = objects.IndexOf(terraObject);

        terraObject.worldID = worldID;

        string fullName = terraObject.name;

        terraObject.fullName = fullName;
        nameToObject.Add(fullName, terraObject);

        GD.Print(terraObject.fullName);
    }
    public static void Register(Registry registry)
    {
        SpatialMaterial material      = new SpatialMaterial();
        Texture         nativeTexture = (Texture)GD.Load("res://assets/textures/blocks/NorthenForestDirt256px.png");

        nativeTexture.Flags    = 2;
        material.AlbedoTexture = nativeTexture;
        TerraObject dirt = new TerraObject("dirt", material);

        registry.RegisterObject(dirt);

        material               = new SpatialMaterial();
        nativeTexture          = (Texture)GD.Load("res://assets/textures/blocks/NorthenForestGrass256px.png");
        nativeTexture.Flags    = 2;
        material.AlbedoTexture = nativeTexture;
        TerraObject grass = new TerraObject("grass", material);

        registry.RegisterObject(grass);
    }
예제 #3
0
    private void RegisterDefaultObjects()
    {
        TerraObject air = new TerraObject("air", null);

        RegisterObject(air);
    }
예제 #4
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);
    }