Пример #1
0
        /**
         * Assemble a downwards facing face.
         **/
        public static MeshData CreateFaceDown(Chunk chunk, int x, int y, int z, Block block, MeshData meshData, float size)
        {
            meshData.AddVertex(new Vector3(x - size, y - size, z - size));
            meshData.AddVertex(new Vector3(x + size, y - size, z - size));
            meshData.AddVertex(new Vector3(x + size, y - size, z + size));
            meshData.AddVertex(new Vector3(x - size, y - size, z + size));

            meshData.AddQuadTriangles();

            meshData.uv.AddRange(MeshData.GetFaceUVs(block, Direction.DOWN));

            return meshData;
        }
Пример #2
0
        /**
         * Get UVs matching the face in the given direction on the given block.
         **/
        public static Vector2[] GetFaceUVs(Block block, Direction direction)
        {
            float tileSize = 1f / 32f;
            float antiBleed = 0.0001f;

            Vector2[] UVs = new Vector2[4];
            Tile tile = block.GetTile(direction);

            UVs[0] = new Vector2(tileSize * tile.x + tileSize - antiBleed, tileSize * tile.y + antiBleed);
            UVs[1] = new Vector2(tileSize * tile.x + tileSize - antiBleed, tileSize * tile.y + tileSize - antiBleed);
            UVs[2] = new Vector2(tileSize * tile.x + antiBleed, tileSize * tile.y + tileSize - antiBleed);
            UVs[3] = new Vector2(tileSize * tile.x + antiBleed, tileSize * tile.y + antiBleed);

            return UVs;
        }