private static void BuildFace(OpenCog.BlockSet.BaseBlockSet.OCCubeBlock.CubeFace face, OpenCog.BlockSet.BaseBlockSet.OCGlassBlock glass, UnityEngine.Vector3 localPos, OpenCog.Builder.OCMeshBuilder mesh) { int iFace = (int)face; mesh.AddFaceIndices(glass.AtlasID); mesh.AddVertices(OpenCog.Builder.OCCubeBuilder.vertices[iFace], localPos); mesh.AddNormals(OpenCog.Builder.OCCubeBuilder.normals[iFace]); mesh.AddTexCoords(glass.GetFaceUV()); }
public static OpenCog.Builder.OCMeshBuilder Build(OpenCog.BlockSet.BaseBlockSet.OCGlassBlock glass) { OpenCog.Builder.OCMeshBuilder mesh = new OpenCog.Builder.OCMeshBuilder(); for (int i = 0; i < OpenCog.Builder.OCCubeBuilder.vertices.Length; i++) { mesh.AddFaceIndices(0); mesh.AddVertices(OpenCog.Builder.OCCubeBuilder.vertices[i], UnityEngine.Vector3.zero); mesh.AddNormals(OpenCog.Builder.OCCubeBuilder.normals[i]); mesh.AddTexCoords(glass.GetFaceUV()); mesh.AddFaceColor(new UnityEngine.Color(0, 0, 0, 1)); } BuildInterior(glass, mesh); return(mesh); }