/// <summary> /// Creates new density information. /// </summary> /// <param name="blockTypeInfo">The block type information.</param> public TerrainDensity( BlockTypeInfo blockTypeInfo ) : this() { BlockType = blockTypeInfo.BlockType; MinimumDensity = blockTypeInfo.MinimumDensity; MaximumDensity = blockTypeInfo.MaximumDensity; }
/// <summary> /// Adds face data to an internal list. /// </summary> /// <param name="list">The list of face data.</param> /// <param name="center">The center of the current block.</param> /// <param name="face">The current block face.</param> /// <param name="type">The current block type.</param> /// <param name="lighting">The face's lighting information.</param> public void AddFaceData(Vector3 center, BlockFace face, BlockType type, BlockFaceLighting lighting) { // set texture coordinate info var texSize = SpriteSheet.Instance.TexCoordSize; var typeInfo = BlockTypeInfo.Find(type); switch (face) { case BlockFace.Back: case BlockFace.Front: case BlockFace.Left: case BlockFace.Right: _tcTL = typeInfo.SideTextureCoordinate; break; case BlockFace.Bottom: _tcTL = typeInfo.BottomTextureCoordinate; break; case BlockFace.Top: _tcTL = typeInfo.TopTextureCoordinate; break; } _tcTR.X = _tcTL.X + texSize.X; _tcTR.Y = _tcTL.Y; _tcBL.X = _tcTL.X; _tcBL.Y = _tcTL.Y + texSize.Y; _tcBR.X = _tcTL.X + texSize.X; _tcBR.Y = _tcTL.Y + texSize.Y; // now add to the vertex list switch (face) { case BlockFace.Front: _vertices.Add(new BlockVertex(center + _vTLF, Vector3.Forward, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBLF, Vector3.Forward, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vTRF, Vector3.Forward, _tcTR, lighting.UpperRight)); _vertices.Add(new BlockVertex(center + _vBLF, Vector3.Forward, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vBRF, Vector3.Forward, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vTRF, Vector3.Forward, _tcTR, lighting.UpperRight)); break; case BlockFace.Back: _vertices.Add(new BlockVertex(center + _vTLB, Vector3.Backward, _tcTR, lighting.UpperRight)); _vertices.Add(new BlockVertex(center + _vTRB, Vector3.Backward, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBLB, Vector3.Backward, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vBLB, Vector3.Backward, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vTRB, Vector3.Backward, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBRB, Vector3.Backward, _tcBL, lighting.LowerLeft)); break; case BlockFace.Top: _vertices.Add(new BlockVertex(center + _vTLF, Vector3.Up, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vTRB, Vector3.Up, _tcTR, lighting.UpperRight)); _vertices.Add(new BlockVertex(center + _vTLB, Vector3.Up, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vTLF, Vector3.Up, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vTRF, Vector3.Up, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vTRB, Vector3.Up, _tcTR, lighting.UpperRight)); break; case BlockFace.Bottom: _vertices.Add(new BlockVertex(center + _vBLF, Vector3.Down, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBLB, Vector3.Down, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vBRB, Vector3.Down, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vBLF, Vector3.Down, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBRB, Vector3.Down, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vBRF, Vector3.Down, _tcTR, lighting.UpperRight)); break; case BlockFace.Left: _vertices.Add(new BlockVertex(center + _vTLF, Vector3.Left, _tcTR, lighting.UpperRight)); _vertices.Add(new BlockVertex(center + _vBLB, Vector3.Left, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vBLF, Vector3.Left, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vTLB, Vector3.Left, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBLB, Vector3.Left, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vTLF, Vector3.Left, _tcTR, lighting.UpperRight)); break; case BlockFace.Right: _vertices.Add(new BlockVertex(center + _vTRF, Vector3.Right, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBRF, Vector3.Right, _tcBL, lighting.LowerLeft)); _vertices.Add(new BlockVertex(center + _vBRB, Vector3.Right, _tcBR, lighting.LowerRight)); _vertices.Add(new BlockVertex(center + _vTRB, Vector3.Right, _tcTR, lighting.UpperRight)); _vertices.Add(new BlockVertex(center + _vTRF, Vector3.Right, _tcTL, lighting.UpperLeft)); _vertices.Add(new BlockVertex(center + _vBRB, Vector3.Right, _tcBR, lighting.LowerRight)); break; } }
/// <summary> /// Finds terrain density information for the given block type. /// </summary> /// <param name="blockType">The block type.</param> /// <returns></returns> public static TerrainDensity Find(BlockType blockType) { return(new TerrainDensity(BlockTypeInfo.Find(blockType))); }
/// <summary> /// Creates new density information. /// </summary> /// <param name="blockTypeInfo">The block type information.</param> public TerrainDensity(BlockTypeInfo blockTypeInfo) : this() { BlockType = blockTypeInfo.BlockType; MinimumDensity = blockTypeInfo.MinimumDensity; MaximumDensity = blockTypeInfo.MaximumDensity; }