public Mesh?Generate(ChunkPos chunkPos) { var storages = new ChunkPaletteStorage <Block> [3, 3, 3]; foreach (var(x, y, z) in Neighbors.ALL.Prepend(Neighbor.None)) { if (_chunkStore.TryGetEntityID(chunkPos.Add(x, y, z), out var neighborID)) { if (_storageStore.TryGet(neighborID, out var storage)) { storages[x + 1, y + 1, z + 1] = storage; } } } var centerStorage = storages[1, 1, 1]; var indexCount = 0; var vertexCount = 0; for (var x = 0; x < 16; x++) { for (var y = 0; y < 16; y++) { for (var z = 0; z < 16; z++) { var block = centerStorage[x, y, z]; if (block.Prototype.IsNone) { continue; } var blockVertex = new Vector3(x, y, z); var textureCell = _textureCellStore.Get(block.Prototype.ID); foreach (var facing in BlockFacings.ALL) { if (!IsNeighborEmpty(storages, x, y, z, facing)) { continue; } if (_indices.Length <= indexCount + 6) { Array.Resize(ref _indices, _indices.Length << 1); } if (_vertices.Length <= vertexCount + 4) { Array.Resize(ref _vertices, _vertices.Length << 1); Array.Resize(ref _normals, _vertices.Length << 1); Array.Resize(ref _uvs, _vertices.Length << 1); } for (var i = 0; i < TRIANGLE_INDICES.Length; i++) { _indices[indexCount++] = (ushort)(vertexCount + TRIANGLE_INDICES[i]); } var normal = facing.ToVector3(); for (var i = 0; i < 4; i++) { var offset = OFFSET_PER_FACING[(int)facing][i]; _vertices[vertexCount] = blockVertex + offset; _normals[vertexCount] = normal; _uvs[vertexCount] = i switch { 0 => textureCell.TopLeft, 1 => textureCell.BottomLeft, 2 => textureCell.BottomRight, 3 => textureCell.TopRight, _ => throw new InvalidOperationException() }; vertexCount++; } } } } } return((indexCount > 0) ? _meshManager.Create( _indices.AsSpan(0, indexCount), _vertices.AsSpan(0, vertexCount), _normals.AsSpan(0, vertexCount), _uvs.AsSpan(0, vertexCount)) : (Mesh?)null); }