//private static Vector2[] uv = new Vector2[]{new Vector2(1,0), new Vector2(0,0), new Vector2(0,1), new Vector2(1,1)}; public List<Vertex> GetVertices(OctreeNode node, Block block, Chunk chunk, World world) { List<Vertex> vertices = new List<Vertex>(); int x = (int)(chunk.GetWorldLocation().X + node.origin.X), y = (int)(chunk.GetWorldLocation().Y + node.origin.Y), z = (int)(chunk.GetWorldLocation().Z + node.origin.Z); for(int face = 0; face < 6; face++){ Vector2[] uv = block.GetUV(face); Block block2 = world.GetBlock(x + (addsX[face] * node.blockSize), y + (addsX[face + 6] * node.blockSize), z + (addsX[face + 12] * node.blockSize)); if(!block2.material.solid) { int baseCorner = face * 4; for(int corner = 0; corner < 4; corner++){ Vertex vertex = new Vertex(corners[quadsOrder[baseCorner + corner]] * node.blockSize); vertex.position += node.origin - new Vector3(node.blockSize / 2f, node.blockSize / 2f, node.blockSize / 2f); vertex.color = block.material.color * brightness[face]; vertex.normal.X = node.blockSize; vertex.normal.Y = block.GetSheetX(face); vertex.normal.Z = block.GetSheetY(face); vertex.texCoord = uv[corner]; vertices.Add(vertex); triangles += 2; } } } return vertices; }
public void CheckBlock(int x, int y, int z, int addX, int addY, int addZ, Block otherblock, World world) { Block other = world.GetBlock (x + addX, y + addY, z + addZ); if (other == Block.empty) { world.SetBlockSilent (x + addX, y + addY, z + addZ, Block.water); world.AddToUpdateQueue (x + addX, y + addY, z + addZ, x, y, z, otherblock); } }
public static CollisionObject CollisionCheckWorld(Entity ent, World world, CollisionObject collisionObject) { List<CollisionObject> objects = new List<CollisionObject>(); List<CollisionBox> boxes = new List<CollisionBox>(); //The size of our search Vector3 addvec = (Vector3.One * 2); for(int x = (int)-addvec.X; x < (int)addvec.X; x++) { for(int y = (int)-addvec.Y; y < (int)addvec.Y; y++) { for(int z = (int)-addvec.X; z < (int)addvec.Z; z++) { Block block = world.GetBlock(collisionObject.prePosition + new Vector3(x,y,z)); if(block.collide) boxes.Add(world.GetCollisionBox(collisionObject.prePosition + new Vector3(x,y,z))); } } } foreach(Entity e in EntityManager.instance.GetEntitiesInRadius(ent, collisionObject.prePosition, 2)) { if(e.HasComponentOfType(typeof(PhysicsComponent))) { PhysicsComponent physComponent = (PhysicsComponent)e.GetComponentOfType(typeof(PhysicsComponent)); CollisionObject collObj = physComponent.collisionObject; objects.Add( collObj ); } } return CollisionManager.Collision(collisionObject, objects.ToArray(), boxes.ToArray()); }