public void FaceDataYNegative(CubeBlock block, Vector3 pos, bool dropItem = false){ float half_block_size = block.blockSize / 2.0f; this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z + half_block_size)); this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z + half_block_size)); // add normals Vector3 down = Vector3.down; this.normals.Add (down); this.normals.Add (down); this.normals.Add (down); this.normals.Add (down); // add triangles this.AddQuadTriangles(); // add textures BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile(); Vector2 _00 = blockTile.bottom_00; Vector2 _10 = blockTile.bottom_10; Vector2 _01 = blockTile.bottom_01; Vector2 _11 = blockTile.bottom_11; this.uvs.Add (_11); this.uvs.Add (_01); this.uvs.Add (_00); this.uvs.Add (_10); }
public void FaceDataYNegative(CubeBlock block, Vector3 pos, bool dropItem = false) { float half_block_size = block.blockSize / 2.0f; this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z + half_block_size)); this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z + half_block_size)); // add normals Vector3 down = Vector3.down; this.normals.Add(down); this.normals.Add(down); this.normals.Add(down); this.normals.Add(down); // add triangles this.AddQuadTriangles(); // add textures BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile(); Vector2 _00 = blockTile.bottom_00; Vector2 _10 = blockTile.bottom_10; Vector2 _01 = blockTile.bottom_01; Vector2 _11 = blockTile.bottom_11; this.uvs.Add(_11); this.uvs.Add(_01); this.uvs.Add(_00); this.uvs.Add(_10); }
public void FaceDataZPositive(CubeBlock block, Vector3 pos, bool dropItem = false) { float half_block_size = block.blockSize / 2.0f; this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x - half_block_size, pos.y + half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y + half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size)); // add normals Vector3 front = Vector3.forward; this.normals.Add(front); this.normals.Add(front); this.normals.Add(front); this.normals.Add(front); // add triangles this.AddQuadTriangles(); // add textures BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile(); Vector2 _00 = blockTile.front_00; Vector2 _10 = blockTile.front_10; Vector2 _01 = blockTile.front_01; Vector2 _11 = blockTile.front_11; this.uvs.Add(_10); this.uvs.Add(_11); this.uvs.Add(_01); this.uvs.Add(_00); }
public void FaceDataZPositive(CubeBlock block, Vector3 pos, bool dropItem = false){ float half_block_size = block.blockSize / 2.0f; this.AddVertex(new Vector3(pos.x - half_block_size, pos.y - half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x - half_block_size, pos.y + half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y + half_block_size, pos.z - half_block_size)); this.AddVertex(new Vector3(pos.x + half_block_size, pos.y - half_block_size, pos.z - half_block_size)); // add normals Vector3 front = Vector3.forward; this.normals.Add (front); this.normals.Add (front); this.normals.Add (front); this.normals.Add (front); // add triangles this.AddQuadTriangles(); // add textures BlockTile blockTile = dropItem ? block.getDropBlockTile() : block.getBlockTile(); Vector2 _00 = blockTile.front_00; Vector2 _10 = blockTile.front_10; Vector2 _01 = blockTile.front_01; Vector2 _11 = blockTile.front_11; this.uvs.Add (_10); this.uvs.Add (_11); this.uvs.Add (_01); this.uvs.Add (_00); }