예제 #1
0
 public BoxelVertex(Vector3b position, Color color, Vector3b normal)
 {
     Position = position;
     Color = color;
     Normal = normal;
     Padding1 = 0;
     Padding2 = 0;
 }
예제 #2
0
파일: Chunk.cs 프로젝트: nasdf/Boxel-Engine
        /// <summary>
        /// If the boxel has an opaque neighbor 
        /// this method will return true.
        /// </summary>
        /// <param name="boxel">Boxel to check</param>
        /// <param name="face">Face to check</param>
        /// <returns></returns>
        private bool HasNeighbor(BoxelType boxel, BoxelFace face, Vector3b position)
        {
            int index = -1;
            bool hasNeighbor = false;

            Vector3 worldPosition = position.AsVector3() + Position;

            switch (face)
            {
                case BoxelFace.BOTTOM:

                    index = (int)(worldPosition.X + (SIZE * ChunkManager.SIZE) * ((worldPosition.Y - 1) + (SIZE * ChunkManager.SIZE) * worldPosition.Z));

                    if (index >= 0 && index < ChunkManager.Instance.Boxels.Length && ChunkManager.Instance.Boxels[index] != BoxelType.NONE && worldPosition.Y != 0)
                    {
                        hasNeighbor = true;
                    }

                    break;

                case BoxelFace.TOP:

                    index = (int)(worldPosition.X + (SIZE * ChunkManager.SIZE) * ((worldPosition.Y + 1) + (SIZE * ChunkManager.SIZE) * worldPosition.Z));

                    if (index >= 0 && index < ChunkManager.Instance.Boxels.Length && ChunkManager.Instance.Boxels[index] != BoxelType.NONE && worldPosition.Y != (SIZE * ChunkManager.SIZE) - 1)
                    {
                        hasNeighbor = true;
                    }

                    break;

                case BoxelFace.FRONT:

                    index = (int)(worldPosition.X + (SIZE * ChunkManager.SIZE) * (worldPosition.Y + (SIZE * ChunkManager.SIZE) * (worldPosition.Z - 1)));

                    if (index >= 0 && index < ChunkManager.Instance.Boxels.Length && ChunkManager.Instance.Boxels[index] != BoxelType.NONE && worldPosition.Z != 0)
                    {
                        hasNeighbor = true;
                    }

                    break;

                case BoxelFace.BACK:

                    index = (int)(worldPosition.X + (SIZE * ChunkManager.SIZE) * (worldPosition.Y + (SIZE * ChunkManager.SIZE) * (worldPosition.Z + 1)));

                    if (index >= 0 && index < ChunkManager.Instance.Boxels.Length && ChunkManager.Instance.Boxels[index] != BoxelType.NONE && worldPosition.Z != (SIZE * ChunkManager.SIZE) - 1)
                    {
                        hasNeighbor = true;
                    }

                    break;

                case BoxelFace.LEFT:

                    index = (int)((worldPosition.X - 1) + (SIZE * ChunkManager.SIZE) * (worldPosition.Y + (SIZE * ChunkManager.SIZE) * worldPosition.Z));

                    if (index >= 0 && index < ChunkManager.Instance.Boxels.Length && ChunkManager.Instance.Boxels[index] != BoxelType.NONE && worldPosition.X != 0)
                    {
                        hasNeighbor = true;
                    }

                    break;

                case BoxelFace.RIGHT:

                    index = (int)((worldPosition.X + 1) + (SIZE * ChunkManager.SIZE) * (worldPosition.Y + (SIZE * ChunkManager.SIZE) * worldPosition.Z));

                    if (index >= 0 && index < ChunkManager.Instance.Boxels.Length && ChunkManager.Instance.Boxels[index] != BoxelType.NONE && worldPosition.X != (SIZE * ChunkManager.SIZE) - 1)
                    {
                        hasNeighbor = true;
                    }

                    break;
            }

            return hasNeighbor;
        }
예제 #3
0
파일: Chunk.cs 프로젝트: nasdf/Boxel-Engine
        /// <summary>
        /// Creates the vertex buffer for the chunk
        /// </summary>
        private void BuildVertexBuffer()
        {
            List<int> indices = new List<int>();
            List<Vector3> verts = new List<Vector3>();
            List<BoxelVertex> vertices = new List<BoxelVertex>();

            for (int y = 0; y < SIZE; y++)
            {
                for (int x = 0; x < SIZE; x++)
                {
                    for (int z = 0; z < SIZE; z++)
                    {
                        double xWorld = (Position.X + x);
                        double yWorld = (Position.Y + y);
                        double zWorld = (Position.Z + z);

                        int index = (int)(xWorld + (SIZE * ChunkManager.SIZE) * (yWorld + (SIZE * ChunkManager.SIZE) * zWorld));

                        BoxelType boxel = ChunkManager.Instance.Boxels[index];

                        if (boxel != BoxelType.NONE)
                        {
                            Color color = Color.Purple;

                            Vector3b relativePosition = new Vector3b((byte)x, (byte)y, (byte)z);
                            Vector3 worldPosition = relativePosition.AsVector3() + Position;

                            switch (boxel)
                            {
                                case BoxelType.GRASS:

                                    //color = new Color(102, 205, 0);

                                    color = GameResources.Color;

                                    color.R = (byte)(xWorld + color.R);
                                    color.G = (byte)(yWorld + color.G);
                                    color.B = (byte)(zWorld + color.B);

                                    break;

                                case BoxelType.DIRT:

                                    color = new Color(139, 101, 8);

                                    color.R = (byte)((GameResources.Random.Next(40)) + color.R);
                                    color.G = (byte)((GameResources.Random.Next(40)) + color.G);
                                    color.B = (byte)((GameResources.Random.Next(40)) + color.B);

                                    break;
                            }

                            // Calculate the position of the vertices on the top face.
                            Vector3 topLeftFront = new Vector3(-0.5f, 0.5f, -0.5f) + worldPosition;
                            Vector3 topLeftBack = new Vector3(-0.5f, 0.5f, 0.5f) + worldPosition;
                            Vector3 topRightFront = new Vector3(0.5f, 0.5f, -0.5f) + worldPosition;
                            Vector3 topRightBack = new Vector3(0.5f, 0.5f, 0.5f) + worldPosition;

                            // Calculate the position of the vertices on the bottom face.
                            Vector3 btmLeftFront = new Vector3(-0.5f, -0.5f, -0.5f) + worldPosition;
                            Vector3 btmLeftBack = new Vector3(-0.5f, -0.5f, 0.5f) + worldPosition;
                            Vector3 btmRightFront = new Vector3(0.5f, -0.5f, -0.5f) + worldPosition;
                            Vector3 btmRightBack = new Vector3(0.5f, -0.5f, 0.5f) + worldPosition;

                            // Calculate the position of the vertices on the top face.
                            Vector3b topLeftFrontb = new Vector3b(1, 2, 1) + relativePosition;
                            Vector3b topLeftBackb = new Vector3b(1, 2, 2) + relativePosition;
                            Vector3b topRightFrontb = new Vector3b(2, 2, 1) + relativePosition;
                            Vector3b topRightBackb = new Vector3b(2, 2, 2) + relativePosition;

                            // Calculate the position of the vertices on the bottom face.
                            Vector3b btmLeftFrontb = new Vector3b(1, 1, 1) + relativePosition;
                            Vector3b btmLeftBackb = new Vector3b(1, 1, 2) + relativePosition;
                            Vector3b btmRightFrontb = new Vector3b(2, 1, 1) + relativePosition;
                            Vector3b btmRightBackb = new Vector3b(2, 1, 2) + relativePosition;

                            Vector3b normalFront = new Vector3b(3, 3, 2);
                            Vector3b normalBack = new Vector3b(3, 3, 4);
                            Vector3b normalTop = new Vector3b(3, 4, 3);
                            Vector3b normalBottom = new Vector3b(3, 2, 3);
                            Vector3b normalLeft = new Vector3b(2, 3, 3);
                            Vector3b normalRight = new Vector3b(4, 3, 3);

                            if (!HasNeighbor(boxel, BoxelFace.FRONT, relativePosition))
                            {
                                // Add the vertices for the FRONT face.
                                vertices.Add(new BoxelVertex(topLeftFrontb, color, normalFront));
                                vertices.Add(new BoxelVertex(btmLeftFrontb, color, normalFront));
                                vertices.Add(new BoxelVertex(topRightFrontb, color, normalFront));
                                vertices.Add(new BoxelVertex(btmLeftFrontb, color, normalFront));
                                vertices.Add(new BoxelVertex(btmRightFrontb, color, normalFront));
                                vertices.Add(new BoxelVertex(topRightFrontb, color, normalFront));

                                int offset = verts.Count;

                                verts.Add(topLeftFront);    // 0
                                verts.Add(btmLeftFront);    // 1
                                verts.Add(topRightFront);   // 2
                                verts.Add(btmRightFront);   // 3

                                indices.Add(0 + offset);
                                indices.Add(1 + offset);
                                indices.Add(2 + offset);
                                indices.Add(3 + offset);
                                indices.Add(2 + offset);
                                indices.Add(1 + offset);
                            }

                            if (!HasNeighbor(boxel, BoxelFace.BACK, relativePosition))
                            {
                                // Add the verts for the BACK face.
                                vertices.Add(new BoxelVertex(topLeftBackb, color, normalBack));
                                vertices.Add(new BoxelVertex(topRightBackb, color, normalBack));
                                vertices.Add(new BoxelVertex(btmLeftBackb, color, normalBack));
                                vertices.Add(new BoxelVertex(btmLeftBackb, color, normalBack));
                                vertices.Add(new BoxelVertex(topRightBackb, color, normalBack));
                                vertices.Add(new BoxelVertex(btmRightBackb, color, normalBack));

                                int offset = verts.Count;

                                verts.Add(topLeftBack);     // 0
                                verts.Add(topRightBack);    // 1
                                verts.Add(btmLeftBack);     // 2
                                verts.Add(btmRightBack);    // 3

                                indices.Add(0 + offset);
                                indices.Add(1 + offset);
                                indices.Add(2 + offset);
                                indices.Add(3 + offset);
                                indices.Add(2 + offset);
                                indices.Add(1 + offset);
                            }

                            if (!HasNeighbor(boxel, BoxelFace.TOP, relativePosition))
                            {
                                // Add the verts for the TOP face.
                                vertices.Add(new BoxelVertex(topLeftFrontb, color, normalTop));
                                vertices.Add(new BoxelVertex(topRightBackb, color, normalTop));
                                vertices.Add(new BoxelVertex(topLeftBackb, color, normalTop));
                                vertices.Add(new BoxelVertex(topLeftFrontb, color, normalTop));
                                vertices.Add(new BoxelVertex(topRightFrontb, color, normalTop));
                                vertices.Add(new BoxelVertex(topRightBackb, color, normalTop));

                                int offset = verts.Count;

                                verts.Add(topLeftFront);    // 0
                                verts.Add(topRightBack);    // 1
                                verts.Add(topLeftBack);     // 2
                                verts.Add(topRightFront);   // 3

                                indices.Add(0 + offset);
                                indices.Add(1 + offset);
                                indices.Add(2 + offset);
                                indices.Add(3 + offset);
                                indices.Add(1 + offset);
                                indices.Add(0 + offset);
                            }

                            if (!HasNeighbor(boxel, BoxelFace.BOTTOM, relativePosition))
                            {
                                // Add the verts for the BOTTOM face.
                                vertices.Add(new BoxelVertex(btmLeftFrontb, color, normalBottom));
                                vertices.Add(new BoxelVertex(btmLeftBackb, color, normalBottom));
                                vertices.Add(new BoxelVertex(btmRightBackb, color, normalBottom));
                                vertices.Add(new BoxelVertex(btmLeftFrontb, color, normalBottom));
                                vertices.Add(new BoxelVertex(btmRightBackb, color, normalBottom));
                                vertices.Add(new BoxelVertex(btmRightFrontb, color, normalBottom));

                                int offset = verts.Count;

                                verts.Add(btmLeftFront);    // 0
                                verts.Add(btmLeftBack);     // 1
                                verts.Add(btmRightBack);    // 2
                                verts.Add(btmRightFront);   // 3

                                indices.Add(0 + offset);
                                indices.Add(1 + offset);
                                indices.Add(2 + offset);
                                indices.Add(3 + offset);
                                indices.Add(0 + offset);
                                indices.Add(2 + offset);
                            }

                            if (!HasNeighbor(boxel, BoxelFace.LEFT, relativePosition))
                            {
                                // Add the verts for the LEFT face.
                                vertices.Add(new BoxelVertex(topLeftFrontb, color, normalLeft));
                                vertices.Add(new BoxelVertex(btmLeftBackb, color, normalLeft));
                                vertices.Add(new BoxelVertex(btmLeftFrontb, color, normalLeft));
                                vertices.Add(new BoxelVertex(topLeftBackb, color, normalLeft));
                                vertices.Add(new BoxelVertex(btmLeftBackb, color, normalLeft));
                                vertices.Add(new BoxelVertex(topLeftFrontb, color, normalLeft));

                                int offset = verts.Count;

                                verts.Add(topLeftFront);    // 0
                                verts.Add(btmLeftBack);     // 1
                                verts.Add(btmLeftFront);    // 2
                                verts.Add(topLeftBack);     // 3

                                indices.Add(0 + offset);
                                indices.Add(1 + offset);
                                indices.Add(2 + offset);
                                indices.Add(3 + offset);
                                indices.Add(1 + offset);
                                indices.Add(0 + offset);
                            }

                            if (!HasNeighbor(boxel, BoxelFace.RIGHT, relativePosition))
                            {
                                // Add the verts for the RIGHT face.
                                vertices.Add(new BoxelVertex(topRightFrontb, color, normalRight));
                                vertices.Add(new BoxelVertex(btmRightFrontb, color, normalRight));
                                vertices.Add(new BoxelVertex(btmRightBackb, color, normalRight));
                                vertices.Add(new BoxelVertex(topRightBackb, color, normalRight));
                                vertices.Add(new BoxelVertex(topRightFrontb, color, normalRight));
                                vertices.Add(new BoxelVertex(btmRightBackb, color, normalRight));

                                int offset = verts.Count;

                                verts.Add(topRightFront);   // 0
                                verts.Add(btmRightFront);   // 1
                                verts.Add(btmRightBack);    // 2
                                verts.Add(topRightBack);    // 3

                                indices.Add(0 + offset);
                                indices.Add(1 + offset);
                                indices.Add(2 + offset);
                                indices.Add(3 + offset);
                                indices.Add(0 + offset);
                                indices.Add(1 + offset);
                            }
                        }
                    }
                }
            }

            if (vertices.Count > 0)
            {
                _vertexBuffer = new VertexBuffer(GameResources.GraphicsDevice, BoxelVertex.VertexDeclaration, vertices.Count, BufferUsage.None);
                _vertexBuffer.SetData(vertices.ToArray());

                _collisionMesh = new StaticMesh(verts.ToArray(), indices.ToArray());

                ChunkManager.Instance.FaceCount += indices.Count / 3;

                PhysicsManager.Instance.Space.Add(_collisionMesh);
            }
        }