示例#1
0
 public Task BuildMesh(MaterialCollection materials, Dictionary <ChunkSide, Chunk> neighbours, Chunk chunk, int slice, bool rebuild)
 {
     return(Task.Run(() =>
     {
         if (rebuild)
         {
             _meshData = GreedyMeshing.CreateMesh(chunk, neighbours, materials, null);
         }
         if (slice >= 0 && slice < ChunkDataSettings.YSize)
         {
             _meshDataSlice = GreedyMeshing.CreateMesh(chunk, neighbours, materials, slice);
         }
     }));
 }
示例#2
0
        public void BuildMesh(MaterialCollection materials, Dictionary <ChunkSide, Chunk> neighbours, Chunk chunk, int slice, bool rebuild)
        {
            NeedsUpdate = false;
            _meshRenderer.shadowCastingMode = slice <= 0 ? ShadowCastingMode.ShadowsOnly : ShadowCastingMode.On;
            if (slice <= 0 || slice > ChunkDataSettings.YSize && !rebuild)
            {
                return;
            }

            List <Vector3> upVoxels;
            var            meshdata = GreedyMeshing.CreateMesh(chunk, neighbours, materials, slice, false, out upVoxels);

            ApplyMeshData(materials, meshdata, ref _mesh, _meshRenderer, _meshCollider, _meshFilter);
            gameObject.SetActive(meshdata.Vertices.Length != 0);

            meshdata = GreedyMeshing.CreateMesh(chunk, neighbours, materials, slice, true, out upVoxels);
            ApplyMeshData(materials, meshdata, ref _slicedMesh, _slicedRenderer, _slicedCollider, _slicedFilter);
            _sliced.SetActive(meshdata.Vertices.Length != 0);
        }