示例#1
0
    public static void DrawThetrahedral(Vector3 pos, MeshParams <WorldVertexDefinition> meshParams, BlockRendererData blockData)
    {
        //4 triangles
        // each triangle have 3 vertex and 3 index
        var data = meshParams.Allocate(12, 12, blockData.material);

        var rot = blockData.rotation;

        int vertexIndex = 0;
        int nb          = 0;

        if (blockData.GetFaceDraw(BlockFace.Down))
        {
            var rect = blockData.GetFaceUV(BlockFace.Down);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x, rect.y);
            vertexIndex += 3;
            nb++;
        }

        if (blockData.GetFaceDraw(BlockFaceEx.Rotate(BlockFace.Back, rot)))
        {
            var rect = blockData.GetFaceUV(BlockFace.Back);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            vertexIndex += 3;
            nb++;
        }

        if (blockData.GetFaceDraw(BlockFaceEx.Rotate(BlockFace.Right, rot)))
        {
            var rect = blockData.GetFaceUV(BlockFace.Right);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            vertexIndex += 3;
            nb++;
        }

        //top face is drawn in all cases
        {
            var rect = blockData.GetFaceUV(BlockFace.Up);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            vertexIndex += 3;
            nb++;
        }

        SetColor(data, data.verticesSize, vertexIndex, new Color32(255, 255, 255, 0));

        SetTrianglesIndexs(data, data.verticesSize, data.indexesSize, nb);

        RotatePos(data, data.verticesSize, vertexIndex, pos, rot);

        BakeNormals(data, data.indexesSize, nb);
        BakeTangents(data, data.indexesSize, nb);

        if (blockData.collision)
        {
            CloneCollisions(meshParams, data, vertexIndex, nb * 3);
        }

        data.verticesSize += vertexIndex;
        data.indexesSize  += nb * 3;
    }
示例#2
0
    public static void DrawCubic(Vector3 pos, MeshParams <WorldVertexDefinition> meshParams, BlockRendererData blockData)
    {
        var data = meshParams.Allocate(24, 36, blockData.material);

        int vertexIndex = 0;
        int nb          = 0;

        if (blockData.GetFaceDraw(BlockFace.Left))
        {
            var rect = blockData.GetFaceUV(BlockFaceEx.Rotate(BlockFace.Left, blockData.rotation));
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(0, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(0, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(0, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            vertexIndex += 4;
            nb++;
        }

        if (blockData.GetFaceDraw(BlockFace.Up))
        {
            var rect = blockData.GetFaceUV(BlockFace.Up);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(0, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x + rect.width, rect.y);
            RotateUV(data, data.verticesSize + vertexIndex, 4, (int)blockData.rotation);
            vertexIndex += 4;
            nb++;
        }

        if (blockData.GetFaceDraw(BlockFace.Front))
        {
            var rect = blockData.GetFaceUV(BlockFaceEx.Rotate(BlockFace.Front, blockData.rotation));
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(0, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            vertexIndex += 4;
            nb++;
        }

        if (blockData.GetFaceDraw(BlockFace.Down))
        {
            var rect = blockData.GetFaceUV(BlockFace.Down);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(0, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x, rect.y);
            RotateUV(data, data.verticesSize + vertexIndex, 4, (int)blockData.rotation);
            vertexIndex += 4;
            nb++;
        }

        if (blockData.GetFaceDraw(BlockFace.Right))
        {
            var rect = blockData.GetFaceUV(BlockFaceEx.Rotate(BlockFace.Right, blockData.rotation));
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x, rect.y);
            vertexIndex += 4;
            nb++;
        }

        if (blockData.GetFaceDraw(BlockFace.Back))
        {
            var rect = blockData.GetFaceUV(BlockFaceEx.Rotate(BlockFace.Back, blockData.rotation));
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x, rect.y);
            vertexIndex += 4;
            nb++;
        }

        SetColor(data, data.verticesSize, vertexIndex, new Color32(255, 255, 255, 0));

        SetQuadsIndexs(data, data.verticesSize, data.indexesSize, nb);

        BakeNormals(data, data.indexesSize, nb * 2);
        BakeTangents(data, data.indexesSize, nb * 2);

        if (blockData.collision)
        {
            CloneCollisions(meshParams, data, vertexIndex, nb * 6);
        }

        data.verticesSize += vertexIndex;
        data.indexesSize  += nb * 6;
    }
示例#3
0
    public static void DrawHorizontalHalfCubic(Vector3 pos, MeshParams <WorldVertexDefinition> meshParams, BlockRendererData blockData)
    {
        //3 square and 2 triangles
        // each square have 4 vertex and 6 index
        // each triangle have 3 vertex and 3 index
        var data = meshParams.Allocate(18, 24, blockData.material);

        var rot = blockData.rotation;

        int vertexIndex = 0;
        int nbSquare    = 0;
        int nbTriangle  = 0;

        if (blockData.GetFaceDraw(BlockFaceEx.Rotate(BlockFace.Right, rot)))
        {
            var rect = blockData.GetFaceUV(BlockFace.Right);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x, rect.y);
            vertexIndex += 4;
            nbSquare++;
        }

        if (blockData.GetFaceDraw(BlockFaceEx.Rotate(BlockFace.Back, rot)))
        {
            var rect = blockData.GetFaceUV(BlockFace.Back);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x, rect.y);
            vertexIndex += 4;
            nbSquare++;
        }

        //diagonal face is drawn in all cases
        {
            var rect = blockData.GetFaceUV(BlockFace.Front);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(0, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 3].pos = new Vector3(1, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 3].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            vertexIndex += 4;
            nbSquare++;
        }

        if (blockData.GetFaceDraw(BlockFace.Down))
        {
            var rect = blockData.GetFaceUV(BlockFace.Down);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(1, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(1, 0, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(0, 0, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x, rect.y);
            vertexIndex += 3;
            nbTriangle++;
        }

        if (blockData.GetFaceDraw(BlockFace.Up))
        {
            var rect = blockData.GetFaceUV(BlockFace.Up);
            data.vertices[data.verticesSize + vertexIndex].pos     = new Vector3(1, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex].uv      = new Vector2(rect.x + rect.width, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 1].pos = new Vector3(0, 1, 0) + pos;
            data.vertices[data.verticesSize + vertexIndex + 1].uv  = new Vector2(rect.x, rect.y);
            data.vertices[data.verticesSize + vertexIndex + 2].pos = new Vector3(1, 1, 1) + pos;
            data.vertices[data.verticesSize + vertexIndex + 2].uv  = new Vector2(rect.x + rect.width, rect.y + rect.height);
            vertexIndex += 3;
            nbTriangle++;
        }

        SetColor(data, data.verticesSize, vertexIndex, new Color32(255, 255, 255, 0));

        SetQuadsIndexs(data, data.verticesSize, data.indexesSize, nbSquare);
        SetTrianglesIndexs(data, data.verticesSize + 4 * nbSquare, data.indexesSize + 6 * nbSquare, nbTriangle);

        RotatePos(data, data.verticesSize, vertexIndex, pos, rot);

        BakeNormals(data, data.indexesSize, nbSquare * 2 + nbTriangle);
        BakeTangents(data, data.indexesSize, nbSquare * 2 + nbTriangle);

        if (blockData.collision)
        {
            CloneCollisions(meshParams, data, vertexIndex, nbSquare * 6 + nbTriangle * 3);
        }

        data.verticesSize += vertexIndex;
        data.indexesSize  += nbSquare * 6 + nbTriangle * 3;
    }