当前位置: 首页>>代码示例>>C#>>正文


C# BlockPos.Add方法代码示例

本文整理汇总了C#中BlockPos.Add方法的典型用法代码示例。如果您正苦于以下问题:C# BlockPos.Add方法的具体用法?C# BlockPos.Add怎么用?C# BlockPos.Add使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BlockPos的用法示例。


在下文中一共展示了BlockPos.Add方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: OldBuild

    public void OldBuild(World world, BlockPos chunkPos, BlockPos pos, OldTerrainGen gen)
    {
        int leaves = gen.GetNoise(pos.x, 0, pos.z, 1f, 2, 1) + 1;
        pos = pos.Add(chunkPos);

        for (int x = -leaves; x <= leaves; x++)
        {
            for (int y = 3; y <= 6; y++)
            {
                for (int z = -leaves; z <= leaves; z++)
                {
                    if (Chunk.InRange(pos.x + x - chunkPos.x) && Chunk.InRange(pos.z + z - chunkPos.z))
                    {
                        Block block = "leaves";
                        block.modified = false;
                        world.SetBlock(pos.Add(x, y, z), block, false);
                    }
                }
            }
        }
        for (int y = 0; y <= 5; y++)
        {
            if (y < Config.Env.WorldMaxY)
            {
                Block block = "log";
                block.modified = false;
                world.SetBlock(pos.Add(0, y, 0), block, false);
            }
        }
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:30,代码来源:StructureTree.cs

示例2: RandomUpdate

 //On random update spread grass to any nearby dirt blocks on the surface
 public override void RandomUpdate(Chunk chunk, BlockPos pos, Block block)
 {
     for (int x = -1; x <= 1; x++)
     {
         for (int y = -1; y <= 1; y++)
         {
             for (int z = -1; z <= 1; z++)
             {
                 if (chunk.GetBlock(pos.Add(x, y, z) - chunk.pos) == dirt
                     && chunk.GetBlock(pos.Add(x, y + 1, z) - chunk.pos) == air)
                 {
                     chunk.SetBlock(pos.Add(x, y, z) - chunk.pos, "grass", false);
                     chunk.SetFlag(Chunk.Flag.updateSoon, true);
                 }
             }
         }
     }
 }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:19,代码来源:grassOverride.cs

示例3: Build

    public static void Build(Chunk chunk, BlockPos pos, TerrainGen terrainGen)
    {
        int leaves = terrainGen.GetNoise(pos.x + chunk.pos.x, 0, pos.z + chunk.pos.z, 1f, 2, 1) +1;

        for (int x = -leaves; x <= leaves; x++)
        {
            for (int y = 3; y <= 6; y++)
            {
                for (int z = -leaves; z <= leaves; z++)
                {
                    TerrainGen.SetBlock(chunk, "leaves", pos.Add(x,y,z), true);
                }
            }
        }
        for (int y = 0; y <= 5; y++)
        {
            TerrainGen.SetBlock(chunk, "log", pos.Add(0, y, 0), true);
        }
    }
开发者ID:renokun,项目名称:Voxelmetric,代码行数:19,代码来源:Tree.cs

示例4: IsWalkable

    public static bool IsWalkable(World world, BlockPos pos)
    {
        if(!world.GetBlock(pos).controller.IsSolid(Direction.up))
            return false;

        for(int y = 1; y< characterHeight+1; y++){
            if (world.GetBlock(pos.Add(0,y,0)).GetType() != typeof(BlockAir))
                return false;
        }

        return true;
    }
开发者ID:holmstrom,项目名称:Voxelmetric,代码行数:12,代码来源:PathFinder.cs

示例5: IsWalkable

    public bool IsWalkable(World world, BlockPos pos)
    {
        Block block = world.GetBlock(pos);

        if (!block.controller.CanBeWalkedOn(block))
            return false;

        for (int y = 1; y < entityHeight + 1; y++) {
            block = world.GetBlock(pos.Add(0, y, 0));

            if (!block.controller.CanBeWalkedThrough(block)) {
                return false;
            }
        }

        return true;
    }
开发者ID:Dalez,项目名称:CubeCraft,代码行数:17,代码来源:PathFinder.cs

示例6: GenerateTerrainForChunkColumn

    public void GenerateTerrainForChunkColumn(BlockPos pos)
    {
        if (Config.Toggle.UseOldTerrainGen)
        {
            if (oldTerrainGen == null)
                oldTerrainGen = new OldTerrainGen(noiseGen);

            for (int y = Config.Env.WorldMinY; y < Config.Env.WorldMaxY; y += Config.Env.ChunkSize)
            {
                Chunk chunk = world.GetChunk(pos.Add(0, y, 0));

                if(chunk != null)
                    oldTerrainGen.ChunkGen(chunk);

                for (int x = 0; x < Config.Env.ChunkSize; x++)
                {
                    for (int z = 0; z < Config.Env.ChunkSize; z++)
                    {

                    }
                }
            }
        }
        else
        {
            for (int x = pos.x; x < pos.x + Config.Env.ChunkSize; x++)
            {
                for (int z = pos.z; z < pos.z + Config.Env.ChunkSize; z++)
                {
                    GenerateTerrainForBlockColumn(x, z);
                }
            }

            GenerateStructuresForChunk(pos);
        }
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:36,代码来源:TerrainGen.cs

示例7: AddBlockData

    public override void AddBlockData(Chunk chunk, BlockPos pos, MeshData meshData, Block block)
    {
        if (!chunk.GetBlock(pos.Add(0, 1, 0)).controller.IsSolid(BlockDirection.down))
            BuildFace(chunk, pos, meshData, BlockDirection.up, block);

        if (!chunk.GetBlock(pos.Add(0, -1, 0)).controller.IsSolid(BlockDirection.up))
            BuildFace(chunk, pos, meshData, BlockDirection.down, block);

        if (!chunk.GetBlock(pos.Add(0, 0, 1)).controller.IsSolid(BlockDirection.south))
            BuildFace(chunk, pos, meshData, BlockDirection.north, block);

        if (!chunk.GetBlock(pos.Add(0, 0, -1)).controller.IsSolid(BlockDirection.north))
            BuildFace(chunk, pos, meshData, BlockDirection.south, block);

        if (!chunk.GetBlock(pos.Add(1, 0, 0)).controller.IsSolid(BlockDirection.west))
            BuildFace(chunk, pos, meshData, BlockDirection.east, block);

        if (!chunk.GetBlock(pos.Add(-1, 0, 0)).controller.IsSolid(BlockDirection.east))
            BuildFace(chunk, pos, meshData, BlockDirection.west, block);
    }
开发者ID:losetear,项目名称:Voxelmetric,代码行数:20,代码来源:BlockSolid.cs

示例8: AddBlockData

    public override void AddBlockData(Chunk chunk, BlockPos pos, MeshData meshData, Block block)
    {
        if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, 1, 0)) != block))
            BuildFace(chunk, pos, meshData, Direction.up, block);

        if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, -1, 0)) != block))
            BuildFace(chunk, pos, meshData, Direction.down, block);

        if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, 0, 1)) != block))
            BuildFace(chunk, pos, meshData, Direction.north, block);

        if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, 0, -1)) != block))
            BuildFace(chunk, pos, meshData, Direction.south, block);

        if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(1, 0, 0)) != block))
            BuildFace(chunk, pos, meshData, Direction.east, block);

        if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(-1, 0, 0)) != block))
            BuildFace(chunk, pos, meshData, Direction.west, block);
    }
开发者ID:FaizanDurrani,项目名称:Voxelmetric-ConnectedMeshes,代码行数:20,代码来源:ProcMesh.cs

示例9: RelativePos

 public static BlockPos RelativePos(BlockPos pos, int h, int v, Direction forwards)
 {
     switch (forwards)
     {
         case Direction.up:
             return pos.Add(v, 0, h);
         case Direction.down:
             return pos.Add(v, 0, -h);
         case Direction.north:
             return pos.Add(h, v, 0);
         case Direction.south:
             return pos.Add(-h, v, 0);
         case Direction.east:
             return pos.Add(0, v, -h);
         case Direction.west:
             return pos.Add(0, v, h);
         default:
             return pos;
     }
 }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:20,代码来源:ConnectedTextures.cs

示例10: BuildColors

    public static void BuildColors(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction)
    {
        bool nSolid = false;
        bool eSolid = false;
        bool sSolid = false;
        bool wSolid = false;

        bool wnSolid = false;
        bool neSolid = false;
        bool esSolid = false;
        bool swSolid = false;

        float light = 0;

        switch (direction)
        {
            case Direction.up:
                nSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.south);
                eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west);
                sSolid = chunk.GetBlock(pos.Add(0, 1, -1)).controller.IsSolid(Direction.north);
                wSolid = chunk.GetBlock(pos.Add(-1, 1, 0)).controller.IsSolid(Direction.east);

                wnSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south);
                neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west);
                esSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.north);
                swSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.east);

                light = chunk.GetBlock(pos.Add(0, 1, 0)).data1 / 255f;

                break;
            case Direction.down:
                nSolid = chunk.GetBlock(pos.Add(0, -1, -1)).controller.IsSolid(Direction.south);
                eSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.west);
                sSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.north);
                wSolid = chunk.GetBlock(pos.Add(-1, -1, 0)).controller.IsSolid(Direction.east);

                wnSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.south);
                neSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.west);
                esSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north);
                swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east);

                light = chunk.GetBlock(pos.Add(0, -1, 0)).data1 / 255f;

                break;
            case Direction.north:
                nSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.west);
                eSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.down);
                sSolid = chunk.GetBlock(pos.Add(-1, 0, 1)).controller.IsSolid(Direction.east);
                wSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.up);

                esSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south);
                neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west);
                wnSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north);
                swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east);

                light = chunk.GetBlock(pos.Add(0, 0, 1)).data1 / 255f;

                break;
            case Direction.east:
                nSolid = chunk.GetBlock(pos.Add(1, 0, -1)).controller.IsSolid(Direction.up);
                eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west);
                sSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.down);
                wSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.east);

                esSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.north);
                neSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west);
                wnSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.north);
                swSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.east);

                light = chunk.GetBlock(pos.Add(1, 0, 0)).data1 / 255f;

                break;
            case Direction.south:
                nSolid = chunk.GetBlock(pos.Add(-1, 0, -1)).controller.IsSolid(Direction.down);
                eSolid = chunk.GetBlock(pos.Add(0, 1, -1)).controller.IsSolid(Direction.west);
                sSolid = chunk.GetBlock(pos.Add(1, 0, -1)).controller.IsSolid(Direction.up);
                wSolid = chunk.GetBlock(pos.Add(0, -1, -1)).controller.IsSolid(Direction.south);

                esSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.north);
                neSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.west);
                wnSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.north);
                swSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.east);

                light = chunk.GetBlock(pos.Add(0, 0, -1)).data1 / 255f;

                break;
            case Direction.west:
                nSolid = chunk.GetBlock(pos.Add(-1, 0, 1)).controller.IsSolid(Direction.up);
                eSolid = chunk.GetBlock(pos.Add(-1, 1, 0)).controller.IsSolid(Direction.west);
                sSolid = chunk.GetBlock(pos.Add(-1, 0, -1)).controller.IsSolid(Direction.down);
                wSolid = chunk.GetBlock(pos.Add(-1, -1, 0)).controller.IsSolid(Direction.east);

                esSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.north);
                neSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.west);
                wnSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north);
                swSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east);

                light = chunk.GetBlock(pos.Add(-1, 0, 0)).data1 / 255f;

                break;
//.........这里部分代码省略.........
开发者ID:li5414,项目名称:Voxelmetric,代码行数:101,代码来源:BlockBuilder.cs

示例11: MakeFenceColors

    static void MakeFenceColors(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction,Vector3 MeshSize, Direction[] Dir)
    {
        bool nSolid = false;
        bool eSolid = false;
        bool sSolid = false;
        bool wSolid = false;

        bool wnSolid = false;
        bool neSolid = false;
        bool esSolid = false;
        bool swSolid = false;

        float light = 0;

        foreach (Direction localDir in Dir)
        {
            Vector3 vPos = new Vector3();
            if (localDir == Direction.north)
            {
                vPos = new Vector3(pos.x, pos.y, pos.z + MeshSize.z);
            }
            else if (localDir == Direction.east)
            {
                vPos = new Vector3(pos.x + MeshSize.x, pos.y, pos.z);
            }
            else if (localDir == Direction.west)
            {
                vPos = new Vector3(pos.x - MeshSize.x, pos.y, pos.z);
            }
            else if (localDir == Direction.south)
            {
                vPos = new Vector3(pos.x, pos.y, pos.z - MeshSize.z);
            }
            else if (localDir == Direction.up)
            {
                vPos = new Vector3(pos.x, pos.y + MeshSize.y, pos.z);
            }
            else if (localDir == Direction.down)
            {
                vPos = new Vector3(pos.x, pos.y - MeshSize.y, pos.z);
            }

            pos = vPos;
            switch (direction)
            {
                case Direction.up:
                    nSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.south);
                    eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west);
                    sSolid = chunk.GetBlock(pos.Add(0, 1, -1)).controller.IsSolid(Direction.north);
                    wSolid = chunk.GetBlock(pos.Add(-1, 1, 0)).controller.IsSolid(Direction.east);

                    wnSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south);
                    neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west);
                    esSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.north);
                    swSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.east);

                    light = chunk.GetBlock(pos.Add(0, 1, 0)).data1 / 255f;

                    break;
                case Direction.down:
                    nSolid = chunk.GetBlock(pos.Add(0, -1, -1)).controller.IsSolid(Direction.south);
                    eSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.west);
                    sSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.north);
                    wSolid = chunk.GetBlock(pos.Add(-1, -1, 0)).controller.IsSolid(Direction.east);

                    wnSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.south);
                    neSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.west);
                    esSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north);
                    swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east);

                    light = chunk.GetBlock(pos.Add(0, -1, 0)).data1 / 255f;

                    break;
                case Direction.north:
                    nSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.west);
                    eSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.down);
                    sSolid = chunk.GetBlock(pos.Add(-1, 0, 1)).controller.IsSolid(Direction.east);
                    wSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.up);

                    esSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south);
                    neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west);
                    wnSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north);
                    swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east);

                    light = chunk.GetBlock(pos.Add(0, 0, 1)).data1 / 255f;

                    break;
                case Direction.east:
                    nSolid = chunk.GetBlock(pos.Add(1, 0, -1)).controller.IsSolid(Direction.up);
                    eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west);
                    sSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.down);
                    wSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.east);

                    esSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.north);
                    neSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west);
                    wnSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.north);
                    swSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.east);

                    light = chunk.GetBlock(pos.Add(1, 0, 0)).data1 / 255f;

//.........这里部分代码省略.........
开发者ID:FaizanDurrani,项目名称:Voxelmetric-ConnectedMeshes,代码行数:101,代码来源:ConnectedBuilder.cs

示例12: AddBlockData

    public override void AddBlockData(Chunk chunk, BlockPos pos, MeshData meshData, Block block)
    {
        int initialVertCount = meshData.vertices.Count;
        int colInitialVertCount = meshData.colVertices.Count;

        foreach (var vert in verts)
        {
            meshData.AddVertex(vert + (Vector3)pos);
            meshData.colVertices.Add(vert + (Vector3)pos);

            if (uvs.Length == 0)
                meshData.uv.Add(new Vector2(0, 0));

            float lighting;
            if (Config.Toggle.BlockLighting)
            {
                lighting = block.data1 / 255f;
            }
            else
            {
                lighting = 1;
            }
            meshData.colors.Add(new Color(lighting, lighting, lighting, 1));
        }

        if (uvs.Length != 0)
        {
            Rect texture;
            if (collection != null)
                texture = collection.GetTexture(chunk, pos, Direction.down);
            else
                texture = new Rect();


            foreach (var uv in uvs)
            {
                meshData.uv.Add(new Vector2((uv.x * texture.width) + texture.x, (uv.y * texture.height) + texture.y));
            }
        }

        if (!chunk.GetBlock(pos.Add(Direction.up)).controller.IsSolid(Direction.down))
        {
            foreach (var tri in trisUp)
            {
                meshData.AddTriangle(tri + initialVertCount);
                meshData.colTriangles.Add(tri + colInitialVertCount);
            }
        }

        if (!chunk.GetBlock(pos.Add(Direction.down)).controller.IsSolid(Direction.up))
        {
            foreach (var tri in trisDown)
            {
                meshData.AddTriangle(tri + initialVertCount);
                meshData.colTriangles.Add(tri + colInitialVertCount);
            }
        }

        if (!chunk.GetBlock(pos.Add(Direction.north)).controller.IsSolid(Direction.south))
        {
            foreach (var tri in trisNorth)
            {
                meshData.AddTriangle(tri + initialVertCount);
                meshData.colTriangles.Add(tri + colInitialVertCount);
            }
        }

        if (!chunk.GetBlock(pos.Add(Direction.south)).controller.IsSolid(Direction.north))
        {
            foreach (var tri in trisSouth)
            {
                meshData.AddTriangle(tri + initialVertCount);
                meshData.colTriangles.Add(tri + colInitialVertCount);
            }
        }

        if (!chunk.GetBlock(pos.Add(Direction.west)).controller.IsSolid(Direction.east))
        {
            foreach (var tri in trisWest)
            {
                meshData.AddTriangle(tri + initialVertCount);
                meshData.colTriangles.Add(tri + colInitialVertCount);
            }
        }

        if (!chunk.GetBlock(pos.Add(Direction.east)).controller.IsSolid(Direction.west))
        {
            foreach (var tri in trisEast)
            {
                meshData.AddTriangle(tri + initialVertCount);
                meshData.colTriangles.Add(tri + colInitialVertCount);
            }
        }
        foreach (var tri in trisOther)
        {
            meshData.AddTriangle(tri + initialVertCount);
                meshData.colTriangles.Add(tri + colInitialVertCount);
        }
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:99,代码来源:CustomMesh.cs

示例13: UpdateAdjacentChunks

 /// <summary>
 /// Updates any chunks neighboring a block position
 /// </summary>
 /// <param name="pos">position of change</param>
 public void UpdateAdjacentChunks(BlockPos pos)
 {
     BlockPos localPos = pos - pos.ContainingChunkCoordinates();
     //Checks to see if the block position is on the border of the chunk 
     //and if so update the chunk it's touching
     UpdateIfEqual(localPos.x, 0, pos.Add(-1, 0, 0));
     UpdateIfEqual(localPos.x, Config.Env.ChunkSize - 1, pos.Add(1, 0, 0));
     UpdateIfEqual(localPos.y, 0, pos.Add(0, -1, 0));
     UpdateIfEqual(localPos.y, Config.Env.ChunkSize - 1, pos.Add(0, 1, 0));
     UpdateIfEqual(localPos.z, 0, pos.Add(0, 0, -1));
     UpdateIfEqual(localPos.z, Config.Env.ChunkSize - 1, pos.Add(0, 0, 1));
 }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:16,代码来源:World.cs

示例14: LoadChunkColumnInner

    void LoadChunkColumnInner(BlockPos columnPosition)
    {
        Chunk chunk;
        
        // Terrain generation can happen in another thread meaning that we will reach this point before the
        //thread completes, we need to wait for all the chunks we depend on to finish generating before we
        //can calculate any light spread or render the chunk
        if (Config.Toggle.UseMultiThreading)
        {
            for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize)
            {
                for (int x = -Config.Env.ChunkSize; x <= Config.Env.ChunkSize; x += Config.Env.ChunkSize)
                {
                    for (int z = -Config.Env.ChunkSize; z <= Config.Env.ChunkSize; z += Config.Env.ChunkSize)
                    {
                        chunk = world.GetChunk(columnPosition.Add(x, y, z));
                        while (!chunk.GetFlag(Chunk.Flag.terrainGenerated))
                        {
                            Thread.Sleep(0);
                        }
                    }
                }
            }
        }

        //Render chunk
        for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize)
        {
            chunk = world.GetChunk(columnPosition.Add(0, y, 0));

            if(Config.Toggle.LightSceneOnStart){
                BlockLight.FloodLightChunkColumn(world, chunk);
            }

            chunk.UpdateChunk();
        }
    }
开发者ID:li5414,项目名称:Voxelmetric,代码行数:37,代码来源:LoadChunks.cs

示例15: LoadChunkColumnInner

    void LoadChunkColumnInner(BlockPos columnPosition)
    {
        Chunk chunk;

        if (Config.Toggle.UseMultiThreading)
        {
            for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize)
            {
                for (int x = -Config.Env.ChunkSize; x <= Config.Env.ChunkSize; x += Config.Env.ChunkSize)
                {
                    for (int z = -Config.Env.ChunkSize; z <= Config.Env.ChunkSize; z += Config.Env.ChunkSize)
                    {
                        chunk = world.GetChunk(columnPosition.Add(x, y, z));
                        while (!chunk.terrainGenerated)
                        {
                            Thread.Sleep(0);
                        }
                    }
                }
            }
        }

        //Render chunk
        for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize)
        {
            chunk = world.GetChunk(columnPosition.Add(0, y, 0));

            if(Config.Toggle.LightSceneOnStart){
                BlockLight.FloodLightChunkColumn(world, chunk);
            }

            chunk.UpdateChunk();
        }
    }
开发者ID:holmstrom,项目名称:Voxelmetric,代码行数:34,代码来源:LoadChunks.cs


注:本文中的BlockPos.Add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。