public override int GetNorthTextureIndex(ILocalChunkCache manager, int x, int y, int z) { OrientationFlags orientation = (OrientationFlags)manager.GetBlockMeta(x, y, z); ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: if (topblock != 0) { return(0); } else { return(2); } case OrientationFlags.SideWest: case OrientationFlags.SideEast: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return(1); } }
public override int GetEastTextureIndex(ILocalChunkCache manager, int x, int y, int z) { OrientationFlags orientation = (OrientationFlags)manager.GetBlockMeta(x, y, z); ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideWest: case OrientationFlags.SideEast: if (topblock != 0) return 0; else return 2; case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return 1; } }
/// <summary> /// Berechnet die Geschwindigkeit einer <see cref="Entity"/> nach der Kollision mit der Welt. (Original Lassi) /// </summary> /// <param name="gameTime">Simulation time</param> /// <param name="position">Position der <see cref="Entity"/></param> /// <param name="cache"><see cref="ILocalChunkCache"/> as workspace</param> /// <param name="radius">Radius der <see cref="Entity"/></param> /// <param name="height">Höhe der <see cref="Entity"/></param> /// <param name="deltaPosition">Positionsänderung zwischen zwei Simulationsdurchläufen</param> /// <param name="velocity">Berechnete Geschwindigkeit</param> /// <exception cref="ArgumentNullException">Cache</exception> /// <returns>Geschwindigkeit der <see cref="Entity"/> nach der Killisionsprüfung</returns> public Vector3 WorldCollision(GameTime gameTime, Coordinate position, ILocalChunkCache cache, float radius, float height, Vector3 deltaPosition, Vector3 velocity) { if (cache == null) { throw new ArgumentNullException(nameof(cache)); } Vector3 move = deltaPosition; //Blocks finden die eine Kollision verursachen könnten int minx = (int)Math.Floor(Math.Min( position.BlockPosition.X - radius, position.BlockPosition.X - radius + deltaPosition.X)); int maxx = (int)Math.Ceiling(Math.Max( position.BlockPosition.X + radius, position.BlockPosition.X + radius + deltaPosition.X)); int miny = (int)Math.Floor(Math.Min( position.BlockPosition.Y - radius, position.BlockPosition.Y - radius + deltaPosition.Y)); int maxy = (int)Math.Ceiling(Math.Max( position.BlockPosition.Y + radius, position.BlockPosition.Y + radius + deltaPosition.Y)); int minz = (int)Math.Floor(Math.Min( position.BlockPosition.Z, position.BlockPosition.Z + deltaPosition.Z)); int maxz = (int)Math.Ceiling(Math.Max( position.BlockPosition.Z + height, position.BlockPosition.Z + height + deltaPosition.Z)); //Beteiligte Flächen des Spielers var playerplanes = CollisionPlane.GetEntityCollisionPlanes(radius, height, velocity, position); for (int z = minz; z <= maxz; z++) { for (int y = miny; y <= maxy; y++) { for (int x = minx; x <= maxx; x++) { move = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; Index3 pos = new Index3(x, y, z); Index3 blockPos = pos + position.GlobalBlockIndex; ushort block = cache.GetBlock(blockPos); if (block == 0) { continue; } var blockplanes = CollisionPlane.GetBlockCollisionPlanes(pos, velocity); foreach (var playerPlane in playerplanes) { foreach (var blockPlane in blockplanes) { if (!CollisionPlane.Intersect(blockPlane, playerPlane)) { continue; } var distance = CollisionPlane.GetDistance(blockPlane, playerPlane); if (!CollisionPlane.CheckDistance(distance, move)) { continue; } var subvelocity = (distance / (float)gameTime.ElapsedGameTime.TotalSeconds); var diff = velocity - subvelocity; float vx; float vy; float vz; if (blockPlane.normal.X != 0 && (velocity.X > 0 && diff.X >= 0 && subvelocity.X >= 0 || velocity.X < 0 && diff.X <= 0 && subvelocity.X <= 0)) { vx = subvelocity.X; } else { vx = velocity.X; } if (blockPlane.normal.Y != 0 && (velocity.Y > 0 && diff.Y >= 0 && subvelocity.Y >= 0 || velocity.Y < 0 && diff.Y <= 0 && subvelocity.Y <= 0)) { vy = subvelocity.Y; } else { vy = velocity.Y; } if (blockPlane.normal.Z != 0 && (velocity.Z > 0 && diff.Z >= 0 && subvelocity.Z >= 0 || velocity.Z < 0 && diff.Z <= 0 && subvelocity.Z <= 0)) { vz = subvelocity.Z; } else { vz = velocity.Z; } velocity = new Vector3(vx, vy, vz); if (vx == 0 && vy == 0 && vz == 0) { return(velocity); } } } } } } return(velocity); }
/// <summary> /// Aktualisiert den Spieler (Bewegung, Interaktion) /// </summary> /// <param name="frameTime">Die aktuelle Zeit.</param> public void Update(GameTime frameTime) { #region Inputverarbeitung // Input verarbeiten Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X; Player.Tilt += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y; Player.Tilt = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt)); #endregion #region Physik float lookX = (float)Math.Cos(Player.Angle); float lookY = -(float)Math.Sin(Player.Angle); var velocitydirection = new Vector3(lookX, lookY, 0) * Move.Y; float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2); float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2); velocitydirection += new Vector3(stafeX, stafeY, 0) * Move.X; Player.Velocity += PhysicalUpdate(velocitydirection, frameTime.ElapsedGameTime, !Player.FlyMode, Player.FlyMode); #endregion #region Playerbewegung Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds; Player.OnGround = false; bool collision = false; int loop = 0; do { int minx = (int)Math.Floor(Math.Min( Player.Position.BlockPosition.X - Player.Radius, Player.Position.BlockPosition.X - Player.Radius + move.X)); int maxx = (int)Math.Floor(Math.Max( Player.Position.BlockPosition.X + Player.Radius, Player.Position.BlockPosition.X + Player.Radius + move.X)); int miny = (int)Math.Floor(Math.Min( Player.Position.BlockPosition.Y - Player.Radius, Player.Position.BlockPosition.Y - Player.Radius + move.Y)); int maxy = (int)Math.Floor(Math.Max( Player.Position.BlockPosition.Y + Player.Radius, Player.Position.BlockPosition.Y + Player.Radius + move.Y)); int minz = (int)Math.Floor(Math.Min( Player.Position.BlockPosition.Z, Player.Position.BlockPosition.Z + move.Z)); int maxz = (int)Math.Floor(Math.Max( Player.Position.BlockPosition.Z + Player.Height, Player.Position.BlockPosition.Z + Player.Height + move.Z)); // Relative PlayerBox BoundingBox playerBox = new BoundingBox( new Vector3( Player.Position.BlockPosition.X - Player.Radius, Player.Position.BlockPosition.Y - Player.Radius, Player.Position.BlockPosition.Z), new Vector3( Player.Position.BlockPosition.X + Player.Radius, Player.Position.BlockPosition.Y + Player.Radius, Player.Position.BlockPosition.Z + Player.Height)); collision = false; float min = 1f; Axis minAxis = Axis.None; for (int z = minz; z <= maxz; z++) { for (int y = miny; y <= maxy; y++) { for (int x = minx; x <= maxx; x++) { Index3 pos = new Index3(x, y, z); Index3 blockPos = pos + Player.Position.GlobalBlockIndex; ushort block = localChunkCache.GetBlock(blockPos); if (block == 0) { continue; } Axis? localAxis; IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block); float? moveFactor = Block.Intersect( blockDefinition.GetCollisionBoxes(localChunkCache, blockPos.X, blockPos.Y, blockPos.Z), pos, playerBox, move, out localAxis); if (moveFactor.HasValue && moveFactor.Value < min) { collision = true; min = moveFactor.Value; minAxis = localAxis.Value; } } } } Player.Position += (move * min); move *= (1f - min); switch (minAxis) { case Axis.X: Player.Velocity *= new Vector3(0, 1, 1); Player.Position += new Vector3(move.X > 0 ? -Gap : Gap, 0, 0); move.X = 0f; break; case Axis.Y: Player.Velocity *= new Vector3(1, 0, 1); Player.Position += new Vector3(0, move.Y > 0 ? -Gap : Gap, 0); move.Y = 0f; break; case Axis.Z: Player.OnGround = true; Player.Velocity *= new Vector3(1, 1, 0); Player.Position += new Vector3(0, 0, move.Z > 0 ? -Gap : Gap); move.Z = 0f; break; } // Koordinate normalisieren (Rundwelt) Coordinate position = Player.Position; position.NormalizeChunkIndexXY(planet.Size); //Beam me up KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.P)) { position = position + new Vector3(0, 0, 10); } Player.Position = position; loop++; }while (collision && loop < 3); if (Player.Position.ChunkIndex != _oldIndex) { _oldIndex = Player.Position.ChunkIndex; ReadyState = false; localChunkCache.SetCenter(planet, new Index2(Player.Position.ChunkIndex), (success) => { ReadyState = success; }); } #endregion #region Block Interaction if (lastInteract.HasValue) { ushort lastBlock = localChunkCache.GetBlock(lastInteract.Value); localChunkCache.SetBlock(lastInteract.Value, 0); if (lastBlock != 0) { var blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(lastBlock); var slot = Player.Inventory.Where(s => s.Definition == blockDefinition && s.Amount < blockDefinition.StackLimit).FirstOrDefault(); // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot if (slot == null || slot.Amount >= blockDefinition.StackLimit) { slot = new InventorySlot() { Definition = blockDefinition, Amount = 0 }; Player.Inventory.Add(slot); } slot.Amount++; } lastInteract = null; } if (lastApply.HasValue) { if (ActiveTool != null) { Index3 add = new Index3(); switch (lastOrientation) { case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break; case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break; case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break; case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break; case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break; case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break; } if (ActiveTool.Definition is IBlockDefinition) { IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition; localChunkCache.SetBlock(lastApply.Value + add, DefinitionManager.Instance.GetBlockDefinitionIndex(definition)); ActiveTool.Amount--; if (ActiveTool.Amount <= 0) { Player.Inventory.Remove(ActiveTool); ActiveTool = null; } } // TODO: Fix Interaction ;) //ushort block = _manager.GetBlock(lastApply.Value); //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block); //IItemDefinition itemDefinition = ActiveTool.Definition; //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null)); //itemDefinition.Hit(null, blockDefinition.GetProperties(block)); } lastApply = null; } #endregion }
public bool RegenerateVertexBuffer() { if (!ChunkPosition.HasValue) { return(false); } // Chunk nachladen if (this.chunk == null) { this.chunk = _manager.GetChunk(ChunkPosition.Value); if (this.chunk == null) { //Thread.Sleep(10); //RegenerateVertexBuffer(); //NeedsUpdate = false; return(false); } this.chunk.Changed += OnChunkChanged; } var chunk = this.chunk; List <VertexPositionNormalTextureLight> vertices = new List <VertexPositionNormalTextureLight>(); int textureColumns = textures.Width / SceneControl.TEXTURESIZE; float textureWidth = 1f / textureColumns; float texelSize = 1f / SceneControl.TEXTURESIZE; float textureSizeGap = texelSize; float textureGap = texelSize / 2; // BlockTypes sammlen Dictionary <IBlockDefinition, int> textureOffsets = new Dictionary <IBlockDefinition, int>(); // Dictionary<Type, BlockDefinition> definitionMapping = new Dictionary<Type, BlockDefinition>(); int definitionIndex = 0; foreach (var definition in definitionManager.GetBlockDefinitions()) { int textureCount = definition.Textures.Count(); textureOffsets.Add(definition, definitionIndex); // definitionMapping.Add(definition.GetBlockType(), definition); definitionIndex += textureCount; } Vector2[] uvOffsets = new[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) }; for (int z = 0; z < Chunk.CHUNKSIZE_Z; z++) { for (int y = 0; y < Chunk.CHUNKSIZE_Y; y++) { for (int x = 0; x < Chunk.CHUNKSIZE_X; x++) { ushort block = chunk.GetBlock(x, y, z); if (block == 0) { continue; } IBlockDefinition blockDefinition = (IBlockDefinition)definitionManager.GetDefinitionByIndex(block); if (blockDefinition == null) { continue; } int textureIndex; if (!textureOffsets.TryGetValue(blockDefinition, out textureIndex)) { continue; } // Textur-Koordinate "berechnen" Vector2 textureOffset = new Vector2(); //Vector2 textureSize = new Vector2(textureWidth - textureSizeGap, textureWidth - textureSizeGap); ushort topBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z + 1)); IBlockDefinition topBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(topBlock); var globalX = x + chunk.Index.X * Chunk.CHUNKSIZE_X; var globalY = y + chunk.Index.Y * Chunk.CHUNKSIZE_Y; var globalZ = z + chunk.Index.Z * Chunk.CHUNKSIZE_Z; // Top if (topBlock == 0 || (!topBlockDefintion.IsSolidWall(Wall.Bottom) && topBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetTextureRotation(Wall.Top, _manager, globalX, globalY, globalZ); int localOffset = vertices.Count; vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)), 0)); } ushort bottomBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z - 1)); IBlockDefinition bottomBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(bottomBlock); // Unten if (bottomBlock == 0 || (!bottomBlockDefintion.IsSolidWall(Wall.Top) && bottomBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetTextureRotation(Wall.Bottom, _manager, globalX, globalY, globalZ); int localOffset = vertices.Count; vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)), 0)); } ushort southBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y + 1, z)); IBlockDefinition southBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(southBlock); // South if (southBlock == 0 || (!southBlockDefintion.IsSolidWall(Wall.Front) && southBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetTextureRotation(Wall.Front, _manager, globalX, globalY, globalZ); int localOffset = vertices.Count; vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)), 0)); } ushort northBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y - 1, z)); IBlockDefinition northBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(northBlock); // North if (northBlock == 0 || (!northBlockDefintion.IsSolidWall(Wall.Back) && northBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ) / textureColumns) * textureWidth) + textureGap)); int rotation = -blockDefinition.GetTextureRotation(Wall.Back, _manager, globalX, globalY, globalZ); int localOffset = vertices.Count; vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)), 0)); } ushort westBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x - 1, y, z)); IBlockDefinition westBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(westBlock); // West if (westBlock == 0 || (!westBlockDefintion.IsSolidWall(Wall.Right) && westBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetTextureRotation(Wall.Left, _manager, globalX, globalY, globalZ); int localOffset = vertices.Count; vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 1, z + 0), new Vector3(-1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 1, z + 1), new Vector3(-1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 0, z + 0), new Vector3(-1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 0, y + 0, z + 1), new Vector3(-1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)), 0)); } ushort eastBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x + 1, y, z)); IBlockDefinition eastBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(eastBlock); // Ost if (eastBlock == 0 || (!eastBlockDefintion.IsSolidWall(Wall.Left) && eastBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetTextureRotation(Wall.Right, _manager, globalX, globalY, globalZ); int localOffset = vertices.Count; vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 1, z + 1), new Vector3(1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 1, z + 0), new Vector3(1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 0, z + 1), new Vector3(1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)), 0)); vertices.Add( new VertexPositionNormalTextureLight( new Vector3(x + 1, y + 0, z + 0), new Vector3(1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)), 0)); } } } } vertexCount = vertices.Count; indexCount = vertices.Count * 6 / 4; if (vertexCount > 0) { Dispatch(() => { if (vb == null || ib == null) { vb = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount + 2); } if (vertexCount + 2 > vb.VertexCount) { vb.Resize(vertexCount + 2); } vb.SetData(vertices.ToArray()); }); } lock (this) { if (chunk != null && chunk.Index != ChunkPosition) { return(loaded); } loaded = true; NeedsUpdate |= chunk != this.chunk; return(!NeedsUpdate); } }
public override int GetTextureIndex(Wall wall, ILocalChunkCache manager, int x, int y, int z) { OrientationFlags orientation = (OrientationFlags)manager.GetBlockMeta(x, y, z); switch (wall) { case Wall.Top: { ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideWest: case OrientationFlags.SideEast: case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: return(1); case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: if (topblock != 0) { return(0); } else { return(2); } } } case Wall.Bottom: { ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideWest: case OrientationFlags.SideEast: case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: return(1); case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: if (topblock != 0) { return(0); } else { return(2); } } } case Wall.Front: { ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: if (topblock != 0) { return(0); } else { return(2); } case OrientationFlags.SideWest: case OrientationFlags.SideEast: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return(1); } } case Wall.Back: { ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: if (topblock != 0) { return(0); } else { return(2); } case OrientationFlags.SideWest: case OrientationFlags.SideEast: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return(1); } } case Wall.Left: { ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideWest: case OrientationFlags.SideEast: if (topblock != 0) { return(0); } else { return(2); } case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return(1); } } case Wall.Right: { ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideWest: case OrientationFlags.SideEast: if (topblock != 0) { return(0); } else { return(2); } case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return(1); } } } // Should never happen // Assert here return(-1); }
protected override void OnUpdate(GameTime gameTime) { if (player.ActorHost == null) { return; } sunPosition += (float)gameTime.ElapsedGameTime.TotalMinutes * MathHelper.TwoPi; Index3 centerblock = player.ActorHost.Position.GlobalBlockIndex; Index3 renderOffset = player.ActorHost.Position.ChunkIndex * Chunk.CHUNKSIZE; Index3? selected = null; Axis? selectedAxis = null; Vector3?selectionPoint = null; float bestDistance = 9999; for (int z = -Player.SELECTIONRANGE; z < Player.SELECTIONRANGE; z++) { for (int y = -Player.SELECTIONRANGE; y < Player.SELECTIONRANGE; y++) { for (int x = -Player.SELECTIONRANGE; x < Player.SELECTIONRANGE; x++) { Index3 range = new Index3(x, y, z); Index3 pos = range + centerblock; ushort block = localChunkCache.GetBlock(pos); if (block == 0) { continue; } IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block); Axis? collisionAxis; float?distance = Block.Intersect(blockDefinition.GetCollisionBoxes(localChunkCache, pos.X, pos.Y, pos.Z), pos - renderOffset, camera.PickRay, out collisionAxis); if (distance.HasValue && distance.Value < bestDistance) { pos.NormalizeXY(planet.Size * Chunk.CHUNKSIZE); selected = pos; selectedAxis = collisionAxis; bestDistance = distance.Value; selectionPoint = (camera.PickRay.Position + (camera.PickRay.Direction * distance)) - (selected - renderOffset); } } } } if (selected.HasValue) { player.SelectedBox = selected; switch (selectedAxis) { case Axis.X: player.SelectedSide = (camera.PickRay.Direction.X > 0 ? OrientationFlags.SideWest : OrientationFlags.SideEast); break; case Axis.Y: player.SelectedSide = (camera.PickRay.Direction.Y > 0 ? OrientationFlags.SideSouth : OrientationFlags.SideNorth); break; case Axis.Z: player.SelectedSide = (camera.PickRay.Direction.Z > 0 ? OrientationFlags.SideBottom : OrientationFlags.SideTop); break; } player.SelectedPoint = new Vector2(); switch (player.SelectedSide) { case OrientationFlags.SideWest: player.SelectedPoint = new Vector2(1f - selectionPoint.Value.Y, 1f - selectionPoint.Value.Z); player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner011, OrientationFlags.Corner001, OrientationFlags.Corner010, OrientationFlags.Corner000); player.SelectedEdge = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeWestTop, OrientationFlags.EdgeWestBottom, OrientationFlags.EdgeNorthWest, OrientationFlags.EdgeSouthWest); break; case OrientationFlags.SideEast: player.SelectedPoint = new Vector2(selectionPoint.Value.Y, 1f - selectionPoint.Value.Z); player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner101, OrientationFlags.Corner111, OrientationFlags.Corner100, OrientationFlags.Corner110); player.SelectedEdge = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeEastTop, OrientationFlags.EdgeEastBottom, OrientationFlags.EdgeSouthEast, OrientationFlags.EdgeNorthEast); break; case OrientationFlags.SideTop: player.SelectedPoint = new Vector2(selectionPoint.Value.X, 1f - selectionPoint.Value.Y); player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner011, OrientationFlags.Corner111, OrientationFlags.Corner001, OrientationFlags.Corner101); player.SelectedEdge = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeNorthTop, OrientationFlags.EdgeSouthTop, OrientationFlags.EdgeWestTop, OrientationFlags.EdgeEastTop); break; case OrientationFlags.SideBottom: player.SelectedPoint = new Vector2(selectionPoint.Value.X, selectionPoint.Value.Y); player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner000, OrientationFlags.Corner100, OrientationFlags.Corner010, OrientationFlags.Corner110); player.SelectedEdge = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeSouthBottom, OrientationFlags.EdgeNorthBottom, OrientationFlags.EdgeWestBottom, OrientationFlags.EdgeEastBottom); break; case OrientationFlags.SideNorth: player.SelectedPoint = new Vector2(1f - selectionPoint.Value.X, 1f - selectionPoint.Value.Z); player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner111, OrientationFlags.Corner011, OrientationFlags.Corner110, OrientationFlags.Corner010); player.SelectedEdge = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeNorthTop, OrientationFlags.EdgeNorthBottom, OrientationFlags.EdgeNorthEast, OrientationFlags.EdgeNorthWest); break; case OrientationFlags.SideSouth: player.SelectedPoint = new Vector2(selectionPoint.Value.X, 1f - selectionPoint.Value.Z); player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner001, OrientationFlags.Corner101, OrientationFlags.Corner000, OrientationFlags.Corner100); player.SelectedEdge = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeSouthTop, OrientationFlags.EdgeSouthBottom, OrientationFlags.EdgeSouthWest, OrientationFlags.EdgeSouthEast); break; } player.SelectedPoint = new Vector2( Math.Min(1f, Math.Max(0f, player.SelectedPoint.Value.X)), Math.Min(1f, Math.Max(0f, player.SelectedPoint.Value.Y))); } else { player.SelectedBox = null; player.SelectedPoint = null; player.SelectedSide = OrientationFlags.None; player.SelectedEdge = OrientationFlags.None; player.SelectedCorner = OrientationFlags.None; } base.OnUpdate(gameTime); }
/// <summary> /// Aktualisiert den Spieler (Bewegung, Interaktion) /// </summary> /// <param name="frameTime">Die aktuelle Zeit.</param> public void Update(GameTime frameTime) { #region Inputverarbeitung // Input verarbeiten Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X; Player.Tilt += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y; Player.Tilt = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt)); #endregion #region Physik float lookX = (float)Math.Cos(Player.Angle); float lookY = -(float)Math.Sin(Player.Angle); var velocitydirection = new Vector3(lookX, lookY, 0) * Move.Y; float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2); float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2); velocitydirection += new Vector3(stafeX, stafeY, 0) * Move.X; Player.Velocity += PhysicalUpdate(velocitydirection, frameTime.ElapsedGameTime, !Player.FlyMode, Player.FlyMode); #endregion #region Playerbewegung /Kollision Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds; Player.OnGround = false; //Blocks finden die eine Kollision verursachen könnten int minx = (int)Math.Floor(Math.Min( Player.Position.BlockPosition.X - Player.Radius, Player.Position.BlockPosition.X - Player.Radius + move.X)); int maxx = (int)Math.Ceiling(Math.Max( Player.Position.BlockPosition.X + Player.Radius, Player.Position.BlockPosition.X + Player.Radius + move.X)); int miny = (int)Math.Floor(Math.Min( Player.Position.BlockPosition.Y - Player.Radius, Player.Position.BlockPosition.Y - Player.Radius + move.Y)); int maxy = (int)Math.Ceiling(Math.Max( Player.Position.BlockPosition.Y + Player.Radius, Player.Position.BlockPosition.Y + Player.Radius + move.Y)); int minz = (int)Math.Floor(Math.Min( Player.Position.BlockPosition.Z, Player.Position.BlockPosition.Z + move.Z)); int maxz = (int)Math.Ceiling(Math.Max( Player.Position.BlockPosition.Z + Player.Height, Player.Position.BlockPosition.Z + Player.Height + move.Z)); //Beteiligte Flächen des Spielers var playerplanes = CollisionPlane.GetPlayerCollisionPlanes(Player).ToList(); bool abort = false; for (int z = minz; z <= maxz && !abort; z++) { for (int y = miny; y <= maxy && !abort; y++) { for (int x = minx; x <= maxx && !abort; x++) { move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds; Index3 pos = new Index3(x, y, z); Index3 blockPos = pos + Player.Position.GlobalBlockIndex; ushort block = localChunkCache.GetBlock(blockPos); if (block == 0) { continue; } var blockplane = CollisionPlane.GetBlockCollisionPlanes(pos, Player.Velocity).ToList(); var planes = from pp in playerplanes from bp in blockplane where CollisionPlane.Intersect(bp, pp) let distance = CollisionPlane.GetDistance(bp, pp) where CollisionPlane.CheckDistance(distance, move) select new { BlockPlane = bp, PlayerPlane = pp, Distance = distance }; foreach (var plane in planes) { var subvelocity = (plane.Distance / (float)frameTime.ElapsedGameTime.TotalSeconds); var diff = Player.Velocity - subvelocity; float vx; float vy; float vz; if (plane.BlockPlane.normal.X != 0 && (Player.Velocity.X > 0 && diff.X >= 0 && subvelocity.X >= 0 || Player.Velocity.X < 0 && diff.X <= 0 && subvelocity.X <= 0)) { vx = subvelocity.X; } else { vx = Player.Velocity.X; } if (plane.BlockPlane.normal.Y != 0 && (Player.Velocity.Y > 0 && diff.Y >= 0 && subvelocity.Y >= 0 || Player.Velocity.Y < 0 && diff.Y <= 0 && subvelocity.Y <= 0)) { vy = subvelocity.Y; } else { vy = Player.Velocity.Y; } if (plane.BlockPlane.normal.Z != 0 && (Player.Velocity.Z > 0 && diff.Z >= 0 && subvelocity.Z >= 0 || Player.Velocity.Z < 0 && diff.Z <= 0 && subvelocity.Z <= 0)) { vz = subvelocity.Z; } else { vz = Player.Velocity.Z; } Player.Velocity = new Vector3(vx, vy, vz); if (vx == 0 && vy == 0 && vz == 0) { abort = true; break; } } } } } // TODO: Was ist für den Fall Gravitation = 0 oder im Scheitelpunkt des Sprungs? Player.OnGround = Player.Velocity.Z == 0f; Coordinate position = Player.Position + Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds; position.NormalizeChunkIndexXY(planet.Size); Player.Position = position; //Beam me up KeyboardState ks = Keyboard.GetState(); if (ks.IsKeyDown(Keys.P)) { Player.Position += new Vector3(0, 0, 10); } if (Player.Position.ChunkIndex != _oldIndex) { _oldIndex = Player.Position.ChunkIndex; ReadyState = false; localChunkCache.SetCenter(planet, new Index2(Player.Position.ChunkIndex), (success) => { ReadyState = success; }); } #endregion #region Block Interaction if (lastInteract.HasValue) { ushort lastBlock = localChunkCache.GetBlock(lastInteract.Value); localChunkCache.SetBlock(lastInteract.Value, 0); if (lastBlock != 0) { var blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(lastBlock); var slot = Player.Inventory.FirstOrDefault(s => s.Definition == blockDefinition); // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot if (slot == null) { slot = new InventorySlot() { Definition = blockDefinition, Amount = 0 }; Player.Inventory.Add(slot); for (int i = 0; i < Player.Tools.Length; i++) { if (Player.Tools[i] == null) { Player.Tools[i] = slot; break; } } } slot.Amount += 125; } lastInteract = null; } if (lastApply.HasValue) { if (ActiveTool != null) { Index3 add = new Index3(); switch (lastOrientation) { case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break; case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break; case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break; case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break; case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break; case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break; } if (ActiveTool.Definition is IBlockDefinition) { IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition; Index3 idx = lastApply.Value + add; var boxes = definition.GetCollisionBoxes(localChunkCache, idx.X, idx.Y, idx.Z); float gap = 0.01f; var playerBox = new BoundingBox( new Vector3( Player.Position.GlobalBlockIndex.X + Player.Position.BlockPosition.X - Player.Radius + gap, Player.Position.GlobalBlockIndex.Y + Player.Position.BlockPosition.Y - Player.Radius + gap, Player.Position.GlobalBlockIndex.Z + Player.Position.BlockPosition.Z + gap), new Vector3( Player.Position.GlobalBlockIndex.X + Player.Position.BlockPosition.X + Player.Radius - gap, Player.Position.GlobalBlockIndex.Y + Player.Position.BlockPosition.Y + Player.Radius - gap, Player.Position.GlobalBlockIndex.Z + Player.Position.BlockPosition.Z + Player.Height - gap) ); // Nicht in sich selbst reinbauen bool intersects = false; foreach (var box in boxes) { var newBox = new BoundingBox(idx + box.Min, idx + box.Max); if (newBox.Min.X < playerBox.Max.X && newBox.Max.X > playerBox.Min.X && newBox.Min.Y < playerBox.Max.Y && newBox.Max.X > playerBox.Min.Y && newBox.Min.Z < playerBox.Max.Z && newBox.Max.X > playerBox.Min.Z) { intersects = true; } } if (!intersects) { localChunkCache.SetBlock(idx, DefinitionManager.Instance.GetBlockDefinitionIndex(definition)); ActiveTool.Amount -= 125; if (ActiveTool.Amount <= 0) { Player.Inventory.Remove(ActiveTool); for (int i = 0; i < Player.Tools.Length; i++) { if (Player.Tools[i] == ActiveTool) { Player.Tools[i] = null; } } ActiveTool = null; } } } // TODO: Fix Interaction ;) //ushort block = _manager.GetBlock(lastApply.Value); //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block); //IItemDefinition itemDefinition = ActiveTool.Definition; //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null)); //itemDefinition.Hit(null, blockDefinition.GetProperties(block)); } lastApply = null; } #endregion }
public void RegenerateVertexBuffer() { if (!ChunkPosition.HasValue) { return; } // Chunk nachladen if (chunk == null) { chunk = _manager.GetChunk(ChunkPosition.Value); if (chunk == null) { return; } } List <VertexPositionNormalTextureLight> vertices = new List <VertexPositionNormalTextureLight>(); List <int> index = new List <int>(); int textureColumns = textures.Width / SceneControl.TEXTURESIZE; float textureWidth = 1f / textureColumns; float texelSize = 1f / SceneControl.TEXTURESIZE; float textureSizeGap = texelSize; float textureGap = texelSize / 2; // BlockTypes sammlen Dictionary <IBlockDefinition, int> textureOffsets = new Dictionary <IBlockDefinition, int>(); // Dictionary<Type, BlockDefinition> definitionMapping = new Dictionary<Type, BlockDefinition>(); int definitionIndex = 0; foreach (var definition in DefinitionManager.Instance.GetBlockDefinitions()) { int textureCount = definition.Textures.Count(); textureOffsets.Add(definition, definitionIndex); // definitionMapping.Add(definition.GetBlockType(), definition); definitionIndex += textureCount; } Vector2[] uvOffsets = new[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) }; for (int z = 0; z < Chunk.CHUNKSIZE_Z; z++) { for (int y = 0; y < Chunk.CHUNKSIZE_Y; y++) { for (int x = 0; x < Chunk.CHUNKSIZE_X; x++) { ushort block = chunk.GetBlock(x, y, z); if (block == 0) { continue; } IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block); if (blockDefinition == null) { continue; } int textureIndex; if (!textureOffsets.TryGetValue(blockDefinition, out textureIndex)) { continue; } // Textur-Koordinate "berechnen" Vector2 textureOffset = new Vector2(); Vector2 textureSize = new Vector2(textureWidth - textureSizeGap, textureWidth - textureSizeGap); ushort topBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z + 1)); IBlockDefinition topBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(topBlock); // Top if (topBlock == 0 || (!topBlockDefintion.IsBottomSolidWall(_manager, x, y, z + 1) && topBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetTopTextureRotation(_manager, x, y, z); int localOffset = vertices.Count; vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0)); index.Add(localOffset + 0); index.Add(localOffset + 1); index.Add(localOffset + 3); index.Add(localOffset + 0); index.Add(localOffset + 3); index.Add(localOffset + 2); } ushort bottomBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z - 1)); IBlockDefinition bottomBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(bottomBlock); // Unten if (bottomBlock == 0 || (!bottomBlockDefintion.IsTopSolidWall(_manager, x, y, z - 1) && bottomBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetBottomTextureRotation(_manager, x, y, z); int localOffset = vertices.Count; vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0)); index.Add(localOffset + 0); index.Add(localOffset + 1); index.Add(localOffset + 3); index.Add(localOffset + 0); index.Add(localOffset + 3); index.Add(localOffset + 2); } ushort southBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y + 1, z)); IBlockDefinition southBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(southBlock); // South if (southBlock == 0 || (!southBlockDefintion.IsNorthSolidWall(_manager, x, y + 1, z) && southBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetSouthTextureRotation(_manager, x, y, z); int localOffset = vertices.Count; vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0)); index.Add(localOffset + 0); index.Add(localOffset + 1); index.Add(localOffset + 3); index.Add(localOffset + 0); index.Add(localOffset + 3); index.Add(localOffset + 2); } ushort northBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y - 1, z)); IBlockDefinition northBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(northBlock); // North if (northBlock == 0 || (!northBlockDefintion.IsSouthSolidWall(_manager, x, y - 1, z) && northBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetNorthTextureRotation(_manager, x, y, z); int localOffset = vertices.Count; vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0)); index.Add(localOffset + 0); index.Add(localOffset + 1); index.Add(localOffset + 3); index.Add(localOffset + 0); index.Add(localOffset + 3); index.Add(localOffset + 2); } ushort westBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x - 1, y, z)); IBlockDefinition westBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(westBlock); // West if (westBlock == 0 || (!westBlockDefintion.IsEastSolidWall(_manager, x - 1, y, z) && westBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetWestTextureRotation(_manager, x, y, z); int localOffset = vertices.Count; vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(-1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(-1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(-1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(-1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0)); index.Add(localOffset + 0); index.Add(localOffset + 1); index.Add(localOffset + 3); index.Add(localOffset + 0); index.Add(localOffset + 3); index.Add(localOffset + 2); } ushort eastBlock = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x + 1, y, z)); IBlockDefinition eastBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(eastBlock); // Ost if (eastBlock == 0 || (!eastBlockDefintion.IsWestSolidWall(_manager, x + 1, y, z) && eastBlock != block)) { textureOffset = new Vector2( (((textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap, (((textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap); int rotation = -blockDefinition.GetEastTextureRotation(_manager, x, y, z); int localOffset = vertices.Count; vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0)); vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0)); index.Add(localOffset + 0); index.Add(localOffset + 1); index.Add(localOffset + 3); index.Add(localOffset + 0); index.Add(localOffset + 3); index.Add(localOffset + 2); } } } } vertexCount = vertices.Count; indexCount = index.Count; if (vertexCount > 0) { try { if (vb == null || ib == null) { vb = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount + 2); //ib = new IndexBuffer(graphicsDevice, DrawElementsType.UnsignedInt, indexCount); } if (vertexCount + 2 > vb.VertexCount) { vb.Resize(vertexCount + 2); } //vb2 = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount+2);//TODO: why do I need more vertices? vb.SetData <VertexPositionNormalTextureLight>(vertices.ToArray()); //if (indexCount > ib.IndexCount) // ib.Resize(indexCount); //ib.SetData<int>(index.ToArray()); } catch (Exception) { } } lock (this) { loaded = true; } lastReset = chunk.ChangeCounter; }