public static List <BlockSurface> getChunkSurface(BlockChunk chunk, BlockTypeFunBase blockFun, int normalIndex) { int stepX = normalIndex == 0 ? -1 : (normalIndex == 1 ? 1 : 0); int stepY = normalIndex == 2 ? -1 : (normalIndex == 3 ? 1 : 0); int stepZ = normalIndex == 4 ? -1 : (normalIndex == 5 ? 1 : 0); List <BlockSurface> surfacePoints = new List <BlockSurface>(); for (int x = 0; x < Const.ChunkSize; x++) { for (int y = 0; y < Const.ChunkSize; y++) { for (int z = 0; z < Const.ChunkSize; z++) { int nextX = x + stepX; int nextY = y + stepY; int nextZ = z + stepZ; short block = chunk.getBlock(x, y, z); bool isCurrentVisible = blockFun.isVisible(block); bool isNextOpacity = blockFun.isOpacity(chunk.getBlock(nextX, nextY, nextZ)); if (isCurrentVisible && !isNextOpacity) { BlockSurface surface = new BlockSurface(new VecInt3(x, y, z), block, new float[4], new float[4], new float[4]); for (int v = 0; v < 4; v++) { surface.smallAo[v] = getVertexSmallAo(chunk, blockFun, x, y, z, normalIndex, v); } surfacePoints.Add(surface); } } } } return(surfacePoints); }
public static bool[, ,] GetVisibleBlocks(BlockChunk chunk, BlockTypeFunBase blockFun) { bool[, ,] blocks = new bool[Const.ChunkSize, Const.ChunkSize, Const.ChunkSize]; for (int normalIndex = 0; normalIndex < 6; normalIndex++) { int stepX = normalIndex == 0 ? -1 : (normalIndex == 1 ? 1 : 0); int stepY = normalIndex == 2 ? -1 : (normalIndex == 3 ? 1 : 0); int stepZ = normalIndex == 4 ? -1 : (normalIndex == 5 ? 1 : 0); for (int x = 0; x < Const.ChunkSize; x++) { for (int y = 0; y < Const.ChunkSize; y++) { for (int z = 0; z < Const.ChunkSize; z++) { int nextX = x + stepX; int nextY = y + stepY; int nextZ = z + stepZ; short block = chunk.getBlock(x, y, z); if (block != 0) { bool isCurrentVisible = blockFun.isCollider(block); short nextBlock = chunk.getBlock(nextX, nextY, nextZ); bool isNextOpacity = blockFun.isCollider(nextBlock); if (isCurrentVisible && !isNextOpacity) { blocks[x, y, z] = true; } } } } } } return(blocks); }
private static float getVertexSmallAo(BlockChunk chunk, BlockTypeFunBase blockFun, int x, int y, int z, int faceIndex, int vertixIndex) { float rlt = 1.0f; int offset0X = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 0, 0]; int offset0Y = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 0, 1]; int offset0Z = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 0, 2]; bool bBlock0 = blockFun.isOpacity(chunk.getBlock(x + offset0X, y + offset0Y, z + offset0Z)); int offset1X = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 1, 0]; int offset1Y = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 1, 1]; int offset1Z = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 1, 2]; bool bBlock1 = blockFun.isOpacity(chunk.getBlock(x + offset1X, y + offset1Y, z + offset1Z)); int offset2X = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 2, 0]; int offset2Y = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 2, 1]; int offset2Z = Const.VertexAdjacencyOffset[faceIndex, vertixIndex, 2, 2]; bool bBlock2 = blockFun.isOpacity(chunk.getBlock(x + offset2X, y + offset2Y, z + offset2Z)); if (bBlock0 && bBlock2) //如果两个共边对角块都是实体,则共点对角块存不存在已经无所谓,说明是三面内角 { rlt *= 0.7f; } else if ((bBlock0 && bBlock1) || (bBlock1 && bBlock2)) //如果有一个共边对角块和一个共点对角块,则说明是阶梯的内角 { rlt *= 0.8f; } else if (bBlock0 || bBlock1 || bBlock2) { rlt *= 0.8f; } else { rlt *= 1.0f; } return(rlt); }