当前位置: 首页>>代码示例>>C#>>正文


C# MeshData.AddVertex方法代码示例

本文整理汇总了C#中MeshData.AddVertex方法的典型用法代码示例。如果您正苦于以下问题:C# MeshData.AddVertex方法的具体用法?C# MeshData.AddVertex怎么用?C# MeshData.AddVertex使用的例子?那么恭喜您, 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MeshData的用法示例。


在下文中一共展示了MeshData.AddVertex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: FaceDataSouth

    protected override MeshData FaceDataSouth(Chunk chunk, int x, int y, int z, MeshData meshData)
    {
        meshData.AddVertex(new Vector3(x - 0.5f, y - 0.5f, z - 0.5f));
        meshData.AddVertex(new Vector3(x - 0.5f, y + 0.5f, z - 0.5f));
        meshData.AddVertex(new Vector3(x + 0.5f, y + 0.5f, z - 0.5f));
        meshData.AddVertex(new Vector3(x + 0.5f, y - 0.5f, z - 0.5f));

        meshData.AddQuadTempVertexTriangles();
        meshData.uv.AddRange(FaceUVs(Direction.south));
        return meshData;
    }
开发者ID:nathanchau,项目名称:make,代码行数:11,代码来源:BlockTempVertex.cs

示例2: Vector3

    protected virtual MeshData FaceDataDown
        (Chunk chunk, int x, int y, int z, MeshData meshData)
    {
        meshData.AddVertex(new Vector3(x - 0.5f, y - 0.5f, z - 0.5f));
        meshData.AddVertex(new Vector3(x + 0.5f, y - 0.5f, z - 0.5f));
        meshData.AddVertex(new Vector3(x + 0.5f, y - 0.5f, z + 0.5f));
        meshData.AddVertex(new Vector3(x - 0.5f, y - 0.5f, z + 0.5f));

        meshData.AddQuadTriangles();
        meshData.uv.AddRange(FaceUVs(Direction.down));
        return meshData;
    }
开发者ID:HimariO,项目名称:Corrosion_NtustUnityProjecta,代码行数:12,代码来源:Block.cs

示例3: GenerateTerrainMesh

	public static MeshData GenerateTerrainMesh(float[,] heightMap, float heightMultiplier, AnimationCurve _heightCurve, int levelOfDetail) {
		AnimationCurve heightCurve = new AnimationCurve (_heightCurve.keys);

		int meshSimplificationIncrement = (levelOfDetail == 0)?1:levelOfDetail * 2;

		int borderedSize = heightMap.GetLength (0);
		int meshSize = borderedSize - 2*meshSimplificationIncrement;
		int meshSizeUnsimplified = borderedSize - 2;

		float topLeftX = (meshSizeUnsimplified - 1) / -2f;
		float topLeftZ = (meshSizeUnsimplified - 1) / 2f;


		int verticesPerLine = (meshSize - 1) / meshSimplificationIncrement + 1;

		MeshData meshData = new MeshData (verticesPerLine);

		int[,] vertexIndicesMap = new int[borderedSize,borderedSize];
		int meshVertexIndex = 0;
		int borderVertexIndex = -1;

		for (int y = 0; y < borderedSize; y += meshSimplificationIncrement) {
			for (int x = 0; x < borderedSize; x += meshSimplificationIncrement) {
				bool isBorderVertex = y == 0 || y == borderedSize - 1 || x == 0 || x == borderedSize - 1;

				if (isBorderVertex) {
					vertexIndicesMap [x, y] = borderVertexIndex;
					borderVertexIndex--;
				} else {
					vertexIndicesMap [x, y] = meshVertexIndex;
					meshVertexIndex++;
				}
			}
		}

		for (int y = 0; y < borderedSize; y += meshSimplificationIncrement) {
			for (int x = 0; x < borderedSize; x += meshSimplificationIncrement) {
				int vertexIndex = vertexIndicesMap [x, y];
				Vector2 percent = new Vector2 ((x-meshSimplificationIncrement) / (float)meshSize, (y-meshSimplificationIncrement) / (float)meshSize);
				float height = heightCurve.Evaluate (heightMap [x, y]) * heightMultiplier;
				Vector3 vertexPosition = new Vector3 (topLeftX + percent.x * meshSizeUnsimplified, height, topLeftZ - percent.y * meshSizeUnsimplified);

				meshData.AddVertex (vertexPosition, percent, vertexIndex);

				if (x < borderedSize - 1 && y < borderedSize - 1) {
					int a = vertexIndicesMap [x, y];
					int b = vertexIndicesMap [x + meshSimplificationIncrement, y];
					int c = vertexIndicesMap [x, y + meshSimplificationIncrement];
					int d = vertexIndicesMap [x + meshSimplificationIncrement, y + meshSimplificationIncrement];
					meshData.AddTriangle (a,d,c);
					meshData.AddTriangle (d,a,b);
				}

				vertexIndex++;
			}
		}

		return meshData;

	}
开发者ID:SebLague,项目名称:Procedural-Landmass-Generation,代码行数:60,代码来源:MeshGenerator.cs

示例4: Vector3

    protected virtual MeshData FaceDataUp
		(Chunk chunk, int x, int y, int z, MeshData meshData, int CycleNumber)
    {
        meshData.AddVertex(new Vector3(x - 0.5f, y + 0.5f, z + 0.5f));
        meshData.AddVertex(new Vector3(x + 0.5f, y + 0.5f, z + 0.5f));
        meshData.AddVertex(new Vector3(x + 0.5f, y + 0.5f, z - 0.5f));
        meshData.AddVertex(new Vector3(x - 0.5f, y + 0.5f, z - 0.5f));

        meshData.AddQuadTriangles();
        meshData.uv.AddRange(FaceUVs(Direction.up));
        return meshData;
    }
开发者ID:Deus0,项目名称:Zeltex,代码行数:12,代码来源:BlockBase.cs

示例5: getBeamMesh

        public virtual MeshData getBeamMesh(Vector3 start, Vector3 end, float width, MeshData meshData)
        {
            Vector3[] points = new Vector3[3];
            Vector2[] UVs = new Vector2[3];

            Vector3 tip = end - start;
            float mag = tip.magnitude;
            Vector3 perp = new Vector3 (-tip.y, tip.x, tip.z) / mag;
            Vector3 base1 = (perp * width/4) + tip/mag;
            Vector3 base2 = (perp * -width/4) + tip/mag;
            //Vector3 base3 = Quaternion.Euler(300, 0, 0) * perp;

            UVs [2] = new Vector2 (0.0f, Math.Min (0.4f+width,1.0f));
            UVs [1] = new Vector2 (0.0f, Math.Max (0.6f-width,0.0f));
            UVs [0] = new Vector2 (0.1f, 0.5f);

            meshData.AddVertex(Vector3.zero);
            meshData.AddVertex(base1);
            meshData.AddVertex(base2);
            meshData.AddTriangle();
            meshData.uv.AddRange(UVs);

            UVs [1] = new Vector2 (0.0f, Math.Min (0.4f+width,1.0f));
            UVs [2] = new Vector2 (0.0f, Math.Max (0.6f-width,0.0f));
            UVs [0] = new Vector2 (0.1f, 0.5f);

            meshData.AddVertex(tip);
            meshData.AddVertex(base2);
            meshData.AddVertex(base1);
            meshData.AddTriangle();
            meshData.uv.AddRange(UVs);

            return meshData;
        }
开发者ID:TwoClunkers,项目名称:Clunk-Genesis,代码行数:34,代码来源:Beam.cs

示例6: AddQuadFlat

    public virtual MeshData AddQuadFlat( Vector3[] points, MeshData meshData)
    {
        //Takes 4 points, calculates two normals for two faces
        //Adds the points and triangles to the mesh
        Vector3 flatnorm1 = new Vector3();
        flatnorm1 = Vector3.Cross (points [1] - points [0], points [3] - points [0]);
        Vector3 flatnorm2 = new Vector3();
        flatnorm2 = Vector3.Cross (points [3] - points [2], points [1] - points [2]);

        //set the vertices
        meshData.AddVertex(points [0], flatnorm1);
        meshData.AddVertex(points [1], flatnorm1);
        meshData.AddVertex(points [3], flatnorm1);
        meshData.AddTriangle();

        meshData.AddVertex(points [1], flatnorm2);
        meshData.AddVertex(points [2], flatnorm2);
        meshData.AddVertex(points [3], flatnorm2);
        meshData.AddTriangle();

        Color32[] vcolors = new Color32[6];
        vcolors [2] = Color.white;
        vcolors [4] = Color.white;
        vcolors [5] = Color.white;
        vcolors [0] = Color.white;
        vcolors [1] = Color.white;
        vcolors [3] = Color.white;

        meshData.colors.AddRange (vcolors);

        return meshData;
    }
开发者ID:TwoClunkers,项目名称:Clunk-Genesis,代码行数:32,代码来源:Block.cs

示例7: AddBlockData

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

        foreach (var vert in verts)
        {
            meshData.AddVertex(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));
            }
        }

        foreach (var tri in tris)
        {
            meshData.AddTriangle(tri + initialVertCount);
        }
    }
开发者ID:maroussil,项目名称:Voxelmetric,代码行数:42,代码来源:CustomMesh.cs

示例8: AddBlockData

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

        foreach (var vert in verts)
        {
            meshData.AddVertex(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)
        {
            foreach (var uv in uvs)
            {
                meshData.uv.Add(uv);
            }
        }

        foreach (var tri in tris)
        {
            meshData.AddTriangle(tri + initialVertCount);
        }
    }
开发者ID:losetear,项目名称:Voxelmetric,代码行数:36,代码来源:CustomMesh.cs

示例9: CrossMeshRenderer

    public static void CrossMeshRenderer(Chunk chunk, BlockPos pos, MeshData meshData, TextureCollection texture, Block block)
    {
        float halfBlock = (Config.Env.BlockSize / 2) + Config.Env.BlockFacePadding;
        float colliderOffest = 0.05f * Config.Env.BlockSize;
        float blockHeight = halfBlock * 2 * (block.data2 / 255f);

        //Converting the position to a vector adjusts it based on block size and gives us real world coordinates for x, y and z
        Vector3 vPos = pos;

        float blockLight = ( (block.data1/255f) * Config.Env.BlockLightStrength) + (0.8f*Config.Env.AOStrength);

        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + blockHeight, vPos.z - halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + blockHeight, vPos.z + halfBlock));
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock, vPos.z + halfBlock));
        meshData.AddQuadTriangles();
        BlockBuilder.BuildTexture(chunk, vPos, meshData, Direction.north, texture);
        meshData.AddColors(blockLight, blockLight, blockLight, blockLight, blockLight);

        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + colliderOffest, vPos.z + halfBlock), collisionMesh: true);
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + colliderOffest, vPos.z + halfBlock), collisionMesh: true);
        meshData.AddVertex(new Vector3(vPos.x + halfBlock, vPos.y - halfBlock + colliderOffest, vPos.z - halfBlock), collisionMesh: true);
        meshData.AddVertex(new Vector3(vPos.x - halfBlock, vPos.y - halfBlock + colliderOffest, vPos.z - halfBlock), collisionMesh: true);
        meshData.AddQuadTriangles(collisionMesh:true);
    }
开发者ID:renokun,项目名称:Voxelmetric,代码行数:49,代码来源:MeshBuilder.cs

示例10: buildFaceWest

 protected virtual MeshData buildFaceWest(Vector3 start, Vector3 end, MeshData meshData)
 {
     meshData.AddVertex (new Vector3(end.x, start.y, start.z));
     meshData.AddVertex (new Vector3(end.x, start.y, end.z));
     meshData.AddVertex (new Vector3(end.x, end.y, end.z));
     meshData.AddVertex (new Vector3(end.x, end.y, start.z));
     meshData.AddQuadTriangles();
     meshData.uv.AddRange (FlatUVs ());
     return meshData;
 }
开发者ID:TwoClunkers,项目名称:Clunk-Genesis,代码行数:10,代码来源:SelectedArea.cs

示例11: AddQuadToMeshData

    static void AddQuadToMeshData(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction,bool useCollisionMesh)
    {
        //Adding a tiny overlap between block meshes may solve floating point imprecision
        //errors causing pixel size gaps between blocks when looking closely
        float halfBlock = 0.5005f;

        switch (direction)
        {
            case Direction.up:
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y + halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y + halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y + halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y + halfBlock, pos.z - halfBlock), useCollisionMesh);
                break;
            case Direction.down:
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y - halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y - halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y - halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y - halfBlock, pos.z + halfBlock), useCollisionMesh);
                break;
            case Direction.north:
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y - halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y + halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y + halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y - halfBlock, pos.z + halfBlock), useCollisionMesh);
                break;
            case Direction.east:
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y - halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y + halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y + halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y - halfBlock, pos.z + halfBlock), useCollisionMesh);
                break;
            case Direction.south:
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y - halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y + halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y + halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x + halfBlock, pos.y - halfBlock, pos.z - halfBlock), useCollisionMesh);
                break;
            case Direction.west:
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y - halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y + halfBlock, pos.z + halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y + halfBlock, pos.z - halfBlock), useCollisionMesh);
                meshData.AddVertex(new Vector3(pos.x - halfBlock, pos.y - halfBlock, pos.z - halfBlock), useCollisionMesh);
                break;
            default:
                Debug.LogError("Direction not recognized");
                break;
        }

        meshData.AddQuadTriangles(useCollisionMesh);
    }
开发者ID:holmstrom,项目名称:Voxelmetric,代码行数:51,代码来源:BlockBuilder.cs

示例12: FaceData

    protected virtual MeshData FaceData(Chunk chunk, Vector3 corner, Vector3 v1, Vector3 v2, Direction direction, MeshData meshData)
    {
        meshData.AddVertex (corner + v1);
        meshData.AddVertex (corner + v1 + v2);
        meshData.AddVertex (corner + v2);
        meshData.AddVertex (corner);

        meshData.AddQuadTriangles ();

        meshData.uv.AddRange(FaceUVs(direction));

        return meshData;
    }
开发者ID:neilsustc,项目名称:myMinecraft-unity3d,代码行数:13,代码来源:Block.cs

示例13: GetFace

	// converts the block model into mesh data
	// block model stores 6 different meshes that correspond to sides
	protected override MeshData GetFace(Direction direction, Chunk chunk, int x, int y, int z, MeshData meshData, int CycleNumber) {
		if ((CycleNumber == 0 && TileIndex != 4) || (CycleNumber == 1 && TileIndex == 4)) {
			if (chunk.DataManager == null)  {
				Debug.LogError("Chunk.DataManager ?,? is null inside mesh creation");
				return meshData;
			}
			BlockModel MyModel = chunk.DataManager.GetBlockModel (TileIndex);
			if (MyModel == null) {
				Debug.LogError("MyModel is null inside mesh creation");
				return meshData;
			}
			MyMesh FaceModel = MyModel.GetModel (direction);
			if (FaceModel == null) {
				Debug.LogError("My FaceModel! is null inside mesh creation");
				return meshData;
			}
			BlockData MyBlockData = chunk.DataManager.GetBlockData (TileIndex);
			if (MyBlockData == null) {
				Debug.LogError("MyBlockData is null inside mesh creation");
				return meshData;
			}

			// reposition indicies by the the previously added vertice count
			int TrianglesBuffer = meshData.vertices.Count;
			for (int i = 0; i < FaceModel.Indicies.Count; i++) {
				meshData.triangles.Add (TrianglesBuffer + FaceModel.Indicies [i]);
				if (chunk.IsCollisions)
					meshData.colTriangles.Add (TrianglesBuffer + FaceModel.Indicies [i]);
			}
			// reposition meshes by the grid
			for (int i = 0; i < FaceModel.Verticies.Count; i++) {
				Vector3 NewVert = new Vector3 (x, y, z) + FaceModel.Verticies [i];
				if (MyBlockData.IsDeformed) {
					float VertexNoiseValue = Noise.Generate (NewVert.x + chunk.pos.x, NewVert.y + chunk.pos.y, NewVert.z + chunk.pos.z) / 4f;
					NewVert += new Vector3 (VertexNoiseValue, VertexNoiseValue, VertexNoiseValue);
				}
				meshData.AddVertex (NewVert);
			}
			List<Vector2> BlockTextureCoordinates = MyModel.GetTextureCoordinates (TileIndex, direction);
			for (int i = 0; i < BlockTextureCoordinates.Count; i++) {
				meshData.uv.Add (BlockTextureCoordinates [i]);
			}
			
			for (int i = 0; i < FaceModel.Verticies.Count; i++) {
				if (direction == Direction.up) {
					int LightValue2 = 255;
					BlockBase AdjacentBlock = chunk.GetBlock(x,y+1,z);
					if (AdjacentBlock != null) {
						LightValue2 = AdjacentBlock.LightValue;
					}
					meshData.colors.Add (new Color32((byte)LightValue2,(byte)LightValue2,(byte)LightValue2,255));
				} 
				else if (direction == Direction.down) {
					int LightValue2 = 255;
					BlockBase AdjacentBlock = chunk.GetBlock(x,y-1,z);
					if (AdjacentBlock != null) {
						LightValue2 = AdjacentBlock.LightValue;
					}
					meshData.colors.Add (new Color32((byte)LightValue2,(byte)LightValue2,(byte)LightValue2,255));
				} else if (direction == Direction.west) {
					int LightValue2 = 255;
					BlockBase AdjacentBlock = chunk.GetBlock(x-1,y,z);
					if (AdjacentBlock != null) {
							LightValue2 = AdjacentBlock.LightValue;
					}
					meshData.colors.Add (new Color32((byte)LightValue2,(byte)LightValue2,(byte)LightValue2,255));
				} 
				else if (direction == Direction.east) {
					int LightValue2 = 255;
					BlockBase AdjacentBlock = chunk.GetBlock(x+1,y,z);
					if (AdjacentBlock != null) {
						LightValue2 = AdjacentBlock.LightValue;
					}
					meshData.colors.Add (new Color32((byte)LightValue2,(byte)LightValue2,(byte)LightValue2,255));
				}
				else if (direction == Direction.north) {
					int LightValue2 = 255;
					BlockBase AdjacentBlock = chunk.GetBlock(x,y,z+1);
					if (AdjacentBlock != null) {
						LightValue2 = AdjacentBlock.LightValue;
					}
					meshData.colors.Add (new Color32((byte)LightValue2,(byte)LightValue2,(byte)LightValue2,255));
				} 
				else if (direction == Direction.south) {
					int LightValue2 = 255;
					BlockBase AdjacentBlock = chunk.GetBlock(x,y,z-1);
					if (AdjacentBlock != null) {
						LightValue2 = AdjacentBlock.LightValue;
					}
					meshData.colors.Add (new Color32((byte)LightValue2,(byte)LightValue2,(byte)LightValue2,255));
				}
			}
		}
		return meshData;
	}
开发者ID:Deus0,项目名称:Zeltex,代码行数:97,代码来源:Block.cs

示例14: MakeFenceFace

    static void MakeFenceFace(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction, bool useCollisionMesh, Vector3 ModelSize, Vector3 ConnMeshSizeX, Vector3 ConnMeshSizeY, Vector3 ConnMeshSizeZ, Direction[] Dir)
    {
        //Adding a tiny overlap between block meshes may solve floating point imprecision
        //errors causing pixel size gaps between blocks when looking closely
        float halfBlockX = 0;
        float halfBlockY = 0;
        float halfBlockZ = 0;

        //Converting the position to a vector adjusts it based on block size and gives us real world coordinates for x, y and z
        foreach (Direction localDir in Dir)
        {
            Vector3 vPos = new Vector3();
            if (localDir == Direction.north)
            {
                vPos = new Vector3(pos.x, pos.y, pos.z + ModelSize.z);
                halfBlockX = (ConnMeshSizeZ.x / 2) + Config.Env.BlockFacePadding;
                halfBlockY = (ConnMeshSizeZ.y / 2) + Config.Env.BlockFacePadding;
                halfBlockZ = (ConnMeshSizeZ.z / 2) + Config.Env.BlockFacePadding;
            }
            else if (localDir == Direction.south)
            {
                vPos = new Vector3(pos.x, pos.y, pos.z - ModelSize.z);
                halfBlockX = (ConnMeshSizeZ.x / 2) + Config.Env.BlockFacePadding;
                halfBlockY = (ConnMeshSizeZ.y / 2) + Config.Env.BlockFacePadding;
                halfBlockZ = (ConnMeshSizeZ.z / 2) + Config.Env.BlockFacePadding;
            }
            else if (localDir == Direction.east)
            {
                vPos = new Vector3(pos.x + ModelSize.x, pos.y, pos.z);
                halfBlockX = (ConnMeshSizeX.x / 2) + Config.Env.BlockFacePadding;
                halfBlockY = (ConnMeshSizeX.y / 2) + Config.Env.BlockFacePadding;
                halfBlockZ = (ConnMeshSizeX.z / 2) + Config.Env.BlockFacePadding;
            }
            else if (localDir == Direction.west)
            {
                vPos = new Vector3(pos.x - ModelSize.x, pos.y, pos.z);
                halfBlockX = (ConnMeshSizeX.x / 2) + Config.Env.BlockFacePadding;
                halfBlockY = (ConnMeshSizeX.y / 2) + Config.Env.BlockFacePadding;
                halfBlockZ = (ConnMeshSizeX.z / 2) + Config.Env.BlockFacePadding;
            }
            else if (localDir == Direction.up)
            {
                vPos = new Vector3(pos.x, pos.y + ModelSize.y, pos.z);
                halfBlockX = (ConnMeshSizeY.x / 2) + Config.Env.BlockFacePadding;
                halfBlockY = (ConnMeshSizeY.y / 2) + Config.Env.BlockFacePadding;
                halfBlockZ = (ConnMeshSizeY.z / 2) + Config.Env.BlockFacePadding;
            }
            else if (localDir == Direction.down)
            {
                vPos = new Vector3(pos.x, pos.y - ModelSize.y, pos.z);
                halfBlockX = (ConnMeshSizeY.x / 2) + Config.Env.BlockFacePadding;
                halfBlockY = (ConnMeshSizeY.y / 2) + Config.Env.BlockFacePadding;
                halfBlockZ = (ConnMeshSizeY.z / 2) + Config.Env.BlockFacePadding;
            }
            switch (direction)
            {
                case Direction.up:
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y + halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y + halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y + halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y + halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    break;
                case Direction.down:
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y - halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y - halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y - halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y - halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    break;
                case Direction.north:
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y - halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y + halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y + halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y - halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    break;
                case Direction.east:
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y - halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y + halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y + halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y - halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    break;
                case Direction.south:
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y - halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y + halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y + halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x + halfBlockX, vPos.y - halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    break;
                case Direction.west:
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y - halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y + halfBlockY, vPos.z + halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y + halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    meshData.AddVertex(new Vector3(vPos.x - halfBlockX, vPos.y - halfBlockY, vPos.z - halfBlockZ), useCollisionMesh);
                    break;
                default:
                    Debug.LogError("Direction not recognized");
                    break;

            }

            meshData.AddQuadTriangles(useCollisionMesh);
        }
//.........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15: 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


注:本文中的MeshData.AddVertex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。