void MakeFace(int dir, float faceScale, Vector3 facePos)
    {
        vertices.AddRange(CubeMeshData.faceVertices(dir, faceScale, facePos));
        int vCount = vertices.Count;

        triangles.Add(vCount - 4);
        triangles.Add(vCount - 4 + 1);
        triangles.Add(vCount - 4 + 2);
        triangles.Add(vCount - 4);
        triangles.Add(vCount - 4 + 2);
        triangles.Add(vCount - 4 + 3);
    }
示例#2
0
    public static void MakeFace(int dir, float faceScale, Vector3 facePos)
    {
        vertices.AddRange(CubeMeshData.faceVertices(dir, faceScale, facePos)); //add this range of vertices to the vertices list
        int vertCount = vertices.Count;

        //the initial number of vertices is 4 so subtract 4 from the vertex count
        //the clockwise direction to build the mesh triangles is 0,1,2 (one triangle of the quad face) and 0,2,3 (second triangle of face)
        triangles.Add(vertCount - 4 + 0);
        triangles.Add(vertCount - 4 + 1);
        triangles.Add(vertCount - 4 + 2);
        triangles.Add(vertCount - 4 + 0);
        triangles.Add(vertCount - 4 + 2);
        triangles.Add(vertCount - 4 + 3);
    }
示例#3
0
    void MakeFace(int dir, float scale, Vector3 pos)
    {
        vertices.AddRange(CubeMeshData.faceVertices(dir, scale, pos));
//		print (dir);
        int vCount = vertices.Count;

//		print (vCount);
        triangles.Add(vCount - 4 + 0);
        triangles.Add(vCount - 4 + 1);
        triangles.Add(vCount - 4 + 2);
        triangles.Add(vCount - 4 + 0);
        triangles.Add(vCount - 4 + 2);
        triangles.Add(vCount - 4 + 3);


//		triangles.Add (vCount -4);
//		triangles.Add (vCount -4 + 1);
//		triangles.Add (vCount -4 + 2);
//		triangles.Add (vCount -4);
//		triangles.Add (vCount -4 + 2);
//		triangles.Add (vCount -4 + 3);
    }
示例#4
0
    void MakeFace(Direction dir, float faceScale, Vector3 facePos, int cubeType)
    {
        vertices.AddRange(CubeMeshData.faceVertices(dir, faceScale, facePos));
        UVs.Add(VoxelTextureAtlas.getUVs(cubeType, 0));
        UVs.Add(VoxelTextureAtlas.getUVs(cubeType, 1));
        UVs.Add(VoxelTextureAtlas.getUVs(cubeType, 2));
        UVs.Add(VoxelTextureAtlas.getUVs(cubeType, 3));


        int vCount = vertices.Count;

        // Indices Structure
        // 3--2
        // |  |
        // 0--1

        triangles.Add(vCount - 4);
        triangles.Add(vCount - 4 + 1);
        triangles.Add(vCount - 4 + 2);
        triangles.Add(vCount - 4);
        triangles.Add(vCount - 4 + 2);
        triangles.Add(vCount - 4 + 3);
    }
 //MakeFace - Draws faces
 void MakeFace(Direction dir, float faceScale, Vector3 facePos, int type, int meshNum)
 {
     meshList[meshNum].AddFace(CubeMeshData.faceVertices(dir, faceScale, facePos), (int)dir); //adds face in voxelmesh object.
 }