Files
Terrain4IsoVoxelRenderer/VoxelIsometricRenderer/Voxel.cs
2026-02-12 11:18:51 +00:00

1249 lines
58 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Linq;
using System.Runtime.InteropServices;
using System.Runtime.Remoting.Messaging;
using System.Security.AccessControl;
using System.Security.Policy;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Windows.Forms.VisualStyles;
using VoxelIsometricRenderer.Properties;
namespace VoxelIsometricRenderer
{
public enum LightDirection
{
North,
NorthEast,
NorthWest,
East,
West,
SouthEast,
SouthWest,
South
}
public enum LightShape
{
Cylinder,
Sphere,
Cube,
Cuboid
}
public class LightSource
{
int RangeX;
int RangeY;
int RangeZ;
int XWorldPos;
int YWorldPos;
int ZWorldPos;
LightShape Shape;
byte[,,] LightLevels;
float[] LightLevelModifier = new float[] { 1.0f, 1.0f, 1.0f };
int Brightness = 64;
public void SetPosition(int[] pos)
{
XWorldPos = pos[0];
YWorldPos = pos[1];
ZWorldPos = pos[2];
}
public int[] GetPosition()
{
return new int[] { XWorldPos, YWorldPos, ZWorldPos };
}
public int[] GetRadius()
{
return new int[] {RangeX,RangeY, RangeZ };
}
public int GetAverageRadius()
{
return (RangeX + RangeY + RangeZ) / 3;
}
public float[] GetRGBLightLevels(int level)
{
float Multiplier = (float)level / 255.0f;
return new float[] { LightLevelModifier[0] * Multiplier, LightLevelModifier[1] * Multiplier, LightLevelModifier[2] * Multiplier };
}
public int GetLightLevel(int RelativeBlockX, int RelativeBlockY, int RelativeBlockZ, int face, bool BlocksLight)
{
int CentreX = LightLevels.GetLength(0) / 2;
int CentreY = LightLevels.GetLength(1) / 2;
int CentreZ = LightLevels.GetLength(2) / 2;
int LightLevel = 0;
if(RelativeBlockX >= 0 && RelativeBlockX < LightLevels.GetLength(0) &&
RelativeBlockY >= 0 && RelativeBlockY < LightLevels.GetLength(1) &&
RelativeBlockZ >= 0 && RelativeBlockZ < LightLevels.GetLength(2))
{
LightLevel = LightLevels[RelativeBlockX,RelativeBlockY,RelativeBlockZ];
int DirectionX = 0;
if (BlocksLight)
{
switch (face)
{
case 0:
if (CentreZ < RelativeBlockZ)
{
DirectionX = 180;
}
if (CentreZ == RelativeBlockZ)
{
DirectionX = 90;
}
if (CentreZ > RelativeBlockZ)
{
DirectionX = 0;
}
break;
case 1:
if (CentreZ > RelativeBlockZ)
{
DirectionX = 180;
}
if (CentreZ == RelativeBlockZ)
{
DirectionX = 90;
}
if (CentreZ < RelativeBlockZ)
{
DirectionX = 0;
}
break;
case 2:
if (CentreX < RelativeBlockX)
{
DirectionX = 180;
}
if (CentreX == RelativeBlockX)
{
DirectionX = 90;
}
if (CentreX > RelativeBlockX)
{
DirectionX = 0;
}
break;
case 3:
if (CentreX > RelativeBlockX)
{
DirectionX = 180;
}
if (CentreX == RelativeBlockX)
{
DirectionX = 90;
}
if (CentreX < RelativeBlockX)
{
DirectionX = 0;
}
break;
case 4:
if (CentreY < RelativeBlockY)
{
DirectionX = 180;
}
if(CentreY == RelativeBlockY)
{
DirectionX = 90;
}
if(CentreY > RelativeBlockY)
{
DirectionX = 0;
}
break;
case 5:
if (CentreY > RelativeBlockY)
{
DirectionX = 180;
}
if (CentreY == RelativeBlockY)
{
DirectionX = 90;
}
if (CentreY < RelativeBlockY)
{
DirectionX = 0;
}
break;
}
/* if (CentreZ < RelativeBlockZ && RelativeBlockZ > RelativeBlockX)
{
for (int i = RelativeBlockZ; i < LightLevels.GetLength(2); i++)
{
LightLevels[RelativeBlockX, RelativeBlockY, i] = 0;
}
} else if (CentreZ > RelativeBlockZ && RelativeBlockZ < RelativeBlockX)
{
for (int i = RelativeBlockZ; i >= 0; i--)
{
LightLevels[RelativeBlockX, RelativeBlockY, i] = 0;
}
} else
{
if (CentreX < RelativeBlockX && RelativeBlockX > RelativeBlockZ)
{
for (int i = RelativeBlockX; i < LightLevels.GetLength(0); i++)
{
LightLevels[i, RelativeBlockY, RelativeBlockZ] = 0;
}
}
else if (CentreX > RelativeBlockX && RelativeBlockX < RelativeBlockZ)
{
for (int i = RelativeBlockZ; i >= 0; i--)
{
LightLevels[i, RelativeBlockY, RelativeBlockZ] = 0;
}
}
}*/
LightLevel = (int)(LightLevel * ((1 + Math.Cos(Math.PI * DirectionX / 180)) / 2));
// MessageBox.Show(LightLevel + "");
}
}
return LightLevel;
}
public static bool IsWithinCircle(int Radius, int CentreX, int CentreY, int posX, int PosY)
{
return LightingManager.Square(posX - CentreX) + LightingManager.Square(PosY - CentreY) < LightingManager.Square(Radius);
}
public static bool IsWithinSphere(int Radius, int CentreX, int CentreY, int CentreZ, int posX, int PosY, int PosZ)
{
return LightingManager.Square(posX - CentreX) + LightingManager.Square(PosY - CentreY) + LightingManager.Square(PosZ - CentreZ) < LightingManager.Square(Radius);
}
public LightSource(LightShape shape, int RangeX, int RangeY, int RangeZ, int XWorldPos, int YWorldPos, int ZWorldPos,int Brightness)
{
this.Shape = shape;
this.RangeX = RangeX;
this.RangeY = RangeY;
this.RangeZ = RangeZ;
this.XWorldPos = XWorldPos;
this.YWorldPos = YWorldPos;
this.ZWorldPos = ZWorldPos;
this.Brightness = Brightness;
SetUpLightLevels();
}
public byte CalculateLightLevel(int CentreX, int CentreY, int CentreZ, int PosX, int PosY, int PosZ, int RangeX, int RangeY, int RangeZ, int MaxLevel)
{
int[] Distances = new int[] { CentreX - PosX, CentreY - PosY, CentreZ - PosZ};
int[] Centres = new int[] { CentreX, CentreY, CentreZ };
float[] LightLevel = new float[] {255.0f/ RangeX * (MaxLevel / 255.0f), 255.0f/ RangeY * (MaxLevel / 255.0f), 255.0f/ RangeZ * (MaxLevel / 255.0f) };
float TotalLightLevel = 0;
int Dimensions = 0;
for (int i = 0; i < 3; i++)
{
Distances[i] = Distances[i] > 0 ? Distances[i] : -Distances[i];
}
LightLevel = new float[] { LightLevel[0] * (float)Distances[0], LightLevel[1] * (float)Distances[1], LightLevel[2] * (float)Distances[2] };
for (int i = 0; i < 3; i++)
{
if (Centres[i] >= 0)
{
Dimensions++;
TotalLightLevel += LightLevel[i];
}
}
TotalLightLevel /= Dimensions;
return (byte)Math.Min(Math.Max(TotalLightLevel,0),255);
}
private void SetUpLightLevels()
{
LightLevels = new byte[RangeX*2, RangeY*2, RangeZ*2];
int CentreX = LightLevels.GetLength(0) / 2;
int CentreY = LightLevels.GetLength(1) / 2;
int CentreZ = LightLevels.GetLength(2) / 2;
for (int x = 0; x < LightLevels.GetLength(0); x++)
{
for (int y = 0; y < LightLevels.GetLength(1); y++)
{
for (int z = 0; z < LightLevels.GetLength(2); z++)
{
switch (Shape)
{
case LightShape.Sphere:
if (IsWithinSphere((RangeX + RangeY + RangeZ)/3, CentreX, CentreY, CentreZ, x, y, z)){
LightLevels[x, y, z] = CalculateLightLevel(CentreX, CentreY, CentreZ, x, y, z, RangeX, RangeY, RangeZ,Brightness);
}
break;
case LightShape.Cylinder:
if (IsWithinCircle((RangeX + RangeY) / 2, CentreX, CentreZ, x, z))
{
LightLevels[x, y, z] = CalculateLightLevel(CentreX, -1, CentreZ, x, y, z, RangeX, RangeY, RangeZ, Brightness);
}
break;
default:
LightLevels[x, y, z] = CalculateLightLevel(CentreX, CentreY, CentreZ, x, y, z, RangeX, RangeY, RangeZ, Brightness);
break;
}
}
}
}
}
public LightSource(LightShape shape, int Range, int XWorldPos, int YWorldPos, int ZWorldPos,int Brightness)
{
this.Shape = shape;
this.RangeX = Range;
this.RangeY = Range;
this.RangeZ = Range;
this.XWorldPos = XWorldPos;
this.YWorldPos = YWorldPos;
this.ZWorldPos = ZWorldPos;
this.Brightness = Brightness;
SetUpLightLevels();
}
public LightSource(LightShape shape, int Range, int XWorldPos, int YWorldPos, int ZWorldPos, float[] RGBLightLevels, int Brightness)
{
this.Shape = shape;
this.RangeX = Range;
this.RangeY = Range;
this.RangeZ = Range;
this.XWorldPos = XWorldPos;
this.YWorldPos = YWorldPos;
this.ZWorldPos = ZWorldPos;
this.LightLevelModifier = RGBLightLevels;
this.Brightness = Brightness;
SetUpLightLevels();
}
public LightSource( LightShape shape, int RangeX, int RangeY, int RangeZ, int XWorldPos, int YWorldPos, int ZWorldPos, float[] RGBLightLevels, int Brightness)
{
this.Shape = shape;
this.RangeX = RangeX;
this.RangeY = RangeY;
this.RangeZ = RangeZ;
this.XWorldPos = XWorldPos;
this.YWorldPos = YWorldPos;
this.ZWorldPos = ZWorldPos;
this.LightLevelModifier = RGBLightLevels;
this.Brightness = Brightness;
SetUpLightLevels();
}
}
public static class LightingManager
{
public static float[] AmbientColouring = new float[] { 1.0f, 1.0f, 1.0f };
public static float[] AmbientMinimums = new float[] { 0.05f, 0.05f, 0.05f, 0.05f, 0.05f, 0.05f };
public static float[] DefaultValues = new float[] { 0.6f, 0.6f, 0.6f, 0.6f, 1.0f, 0.4f };
public static float[] SkyLightModifiedValues = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
public static float[] SunLightColourModifier = new float[] { 1.1f, 1.0f, 0.8f };
public static float[] MoonLightColourModifier = new float[] { 0.5f, 0.6f, 0.85f };
public static float[] sunAngles = new float[] { 135, 0 };
public static float[] SkyLightMetrics = new float[] { 0, 0, 0, 0,0,0 };
public static List<LightSource> Lights = new List<LightSource>();
public static LightDirection SunAngle = LightDirection.North;
public static float MaxBloom = 1.05f;
public static float[] GetLightsOnCube(int WorldX, int WorldY, int WorldZ, int face, bool BlocksLight)
{
float[] RGBLevels = new float[] { 0, 0, 0 };
int LightCount = 0;
Lights.ForEach(Light =>
{
int DistX = WorldX - (Light.GetPosition()[0] - Light.GetRadius()[0]);
int DistY = WorldY - (Light.GetPosition()[1] - Light.GetRadius()[1]);
int DistZ = WorldZ - (Light.GetPosition()[2] - Light.GetRadius()[2]);
if (DistX > 0 && DistY > 0 && DistZ > 0 && DistX - Light.GetRadius()[0] < 0 && DistY - Light.GetRadius()[1] < 0 && DistZ - Light.GetRadius()[2] < 0)
{
//MessageBox.Show("X: " + DistX + " Y: " + DistY + " Z: " + DistZ);
float[] LightRGB = new float[3];
LightCount++;
int LightLevel = Light.GetLightLevel(DistX, DistY, DistZ, face, BlocksLight);
LightRGB = Light.GetRGBLightLevels(LightLevel);
RGBLevels[0] += LightRGB[0];
RGBLevels[1] += LightRGB[1];
RGBLevels[2] += LightRGB[2];
}
});
//return RGBLevels;
return new float[] { RGBLevels[0] != 0 ? RGBLevels[0]/LightCount : 0, RGBLevels[1] != 0 ? RGBLevels[1]/LightCount : 0, RGBLevels[2] != 0 ? RGBLevels[2]/LightCount : 0 };
}
public static void UpdateLighting()
{
float[] AngleRanges = new float[] { 0, 45, 90, 135, 180, 225, 270, 315 };
float[] AngleOffsets = new float[] { 0, 180, 90, 270, -1, -1 };
LightDirection[] directions = new LightDirection[] { LightDirection.North, LightDirection.NorthEast, LightDirection.East, LightDirection.SouthEast, LightDirection.South, LightDirection.SouthWest, LightDirection.West, LightDirection.NorthWest };
if (sunAngles[0] > 360) sunAngles[0] -= 360;
if (sunAngles[1] > 360) sunAngles[1] -= 360;
if (sunAngles[0] <= -360) sunAngles[0] += 360;
if (sunAngles[1] <= -360) sunAngles[1] += 360;
float CurrentAngle = 0;
int AngleIndex = 0;
float MoonAngle = (float)((1 + Math.Sin(Math.PI * (sunAngles[1] - 60) / 180)) / 2.0);
float SunLightAngle = (float)((1 + Math.Cos(Math.PI * sunAngles[1] / 180)) / 1.8);
for (int i = 0; i < AngleRanges.Length; i++)
{
if (sunAngles[0] < AngleRanges[i])
{
CurrentAngle = AngleRanges[i];
AngleIndex = i;
break;
}
}
if (Square(CurrentAngle - sunAngles[0]) > Square(sunAngles[0] - AngleRanges[AngleIndex - 1 >= 0 ? AngleIndex - 1 : AngleRanges.Length - 1]))
{
AngleIndex = AngleIndex - 1 >= 0 ? AngleIndex - 1 : AngleRanges.Length - 1;
}
SunAngle = directions[AngleIndex];
for (int i = 0; i < SkyLightModifiedValues.Length - 2; i++)
{
SkyLightModifiedValues[i] = (float)((1 + Math.Cos(Math.PI * (sunAngles[0] + AngleOffsets[i]) / 180) / 2.0) * (float)Math.Min(Math.Max((1 + Math.Cos(Math.PI * (sunAngles[1] + 45) / 180)) / 2.0, MoonAngle/2),0.9));
}
for (int i = SkyLightModifiedValues.Length - 2; i < SkyLightModifiedValues.Length; i++)
{
SkyLightModifiedValues[i] = (float)Math.Min(Math.Max(SunLightAngle, MoonAngle/2) + (MoonAngle/ 4),MaxBloom);
}
for (int i = 0; i < AmbientColouring.Length; i++)
{
AmbientColouring[i] = SunLightColourModifier[i] * SunLightAngle + MoonLightColourModifier[i] * MoonAngle;
SkyLightMetrics[3 + i] = AmbientColouring[i];
}
AmbientColouring[2] -= sunAngles[1] > 180 || sunAngles[1] < 90 ? Square(Square((float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180), 0)))) / 2.0f : 0;//(float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180),0));
AmbientColouring[1] -= sunAngles[1] > 180 || sunAngles[1] < 90 ? Square(Square((float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180), 0))) / 3.0f) : 0;// (float)(Math.Max(Math.Cos(Math.PI * (sunAngles[1] + 45) / 180),0))/2.0f;
SkyLightMetrics[0] = (float)Math.Max(SunLightAngle, 0.1f) + (float)(MoonAngle / 5);
SkyLightMetrics[2] = MoonAngle;
}
public static float Square(float ValueIn)
{
return ValueIn * ValueIn;
}
}
public static class TextureManager
{
public static List<Bitmap> textures = new List<Bitmap>() {Resources._16xDefaultTile};
public static List<Bitmap> PreCompiledModels = new List<Bitmap>();
public static Bitmap[,] GeneratedFaceTextures = new Bitmap[0,0];
public static int VoxelCount = 0;
public static Bitmap GetModel(int modelNum)
{
return PreCompiledModels[modelNum];
}
public static void CreateModel(Voxel voxel)
{
if (GeneratedFaceTextures.GetLength(1) < 6) GenerateVoxelFaces();
int ImageWidth = 0;
int ImageHeight = 0;
int[] faces = voxel.getFaces();
int[] DrawOrder = voxel.GetDrawOrder();
for(int i = 0; i < faces.Length; i++)
{
if (faces[i] >= 0 && GeneratedFaceTextures[faces[i], i].Width > ImageWidth) ImageWidth = GeneratedFaceTextures[faces[i], i].Width;
if (faces[i] >= 0 && GeneratedFaceTextures[faces[i], i].Height > ImageHeight) ImageHeight = GeneratedFaceTextures[faces[i], i].Height;
}
Bitmap GeneratedModel = new Bitmap(ImageWidth, ImageHeight);
voxel.Draw(Graphics.FromImage(GeneratedModel),0,0,0,0,0,0,false);
voxel.SetPreCompiledModel(PreCompiledModels.Count);
PreCompiledModels.Add(GeneratedModel);
GeneratedModel.Save("Model" + voxel.GetModelNum() + ".png");
}
public static float GetSunlightValue(int face, int ShadowLevel)
{
return (LightingManager.SkyLightModifiedValues[face] * LightingManager.DefaultValues[face]) / (float)ShadowLevel;
}
public static float GetShadingValue(float LightValue, int RGBIndex, int FaceIndex)
{
return GetShadingValue(LightValue, RGBIndex, FaceIndex, new float[] { 0, 0, 0 });
}
public static float GetShadingValue(float LightValue, int RGBIndex, int FaceIndex, float[] Lights)
{
//if (Lights[RGBIndex] > 0) MessageBox.Show(Lights[RGBIndex] + "");
return ((float)Math.Max(LightValue * LightingManager.AmbientColouring[RGBIndex], LightingManager.AmbientMinimums[FaceIndex])) + Lights[RGBIndex] * 10;
}
public static ImageAttributes GetShadow(int face) { return GetShadow(face, 0, 0,0,0, false); }
public static ImageAttributes GetShadow(int face, int WorldX, int WorldY, int WorldZ, int ShadowLevel, bool BlocksLight)
{
ImageAttributes imageAttributes;
float[][] colorMatrixElements;
float[] Lights = LightingManager.GetLightsOnCube(WorldX, WorldY, WorldZ, face, BlocksLight);
ColorMatrix colorMatrix;
switch (face) {
case 0:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face,Lights), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face, Lights), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face, Lights), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 1:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face, Lights), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face, Lights), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face, Lights), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix( colorMatrix,ColorMatrixFlag.Default,ColorAdjustType.Bitmap);
return imageAttributes;
case 2:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face, Lights), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face, Lights), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face, Lights), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 3:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face, Lights), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face, Lights), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face, Lights), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 4:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face, Lights), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face, Lights), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face, Lights), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 5:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face,ShadowLevel), 0,face, Lights), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 1, face, Lights), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face,ShadowLevel), 2, face, Lights), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, -0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
default:
imageAttributes = new ImageAttributes();
return imageAttributes;
}
}
public static Point IntegerCalculateIsometricProjection(int width, int height, int X, int Y, int Z, int Corner)
{
switch (Corner)
{
case 0:
return new Point(width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Ceiling((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
case 1:
return new Point(width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Floor((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
case 2:
return new Point(-1 + width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Floor((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
default:
return new Point(-1 + width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Ceiling((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
}
}
public static Point IntegerCalculateIsometricProjection(int width, int height, int X, int Y, int Z)
{
return new Point(width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
}
public static PointF CalculateIsometricProjection(double[] Position, int width, int height, int X, int Y, int Z)
{
return new PointF(width / 2 + (float)(((/*Globals.CameraX*/ +X + Position[0]) * 0.5) + ((/*Globals.CameraZ +*/ Z + Position[1]) * -0.5)),
height / 2 + (float)(((/*Globals.CameraX*/ +X + Position[0]) * 0.25f) + ((/*Globals.CameraZ*/ +Z + Position[1]) * 0.25f) - (((/*Globals.CameraY*/ +Position[2]) + (Y / 3) * 2))));
}
public static Bitmap GetVoxelFaceBitmap(int index, int face)
{
if (GeneratedFaceTextures.GetLength(1) < 6) GenerateVoxelFaces();
return GeneratedFaceTextures[index,face];
}
public static Bitmap GetBitmap(int index)
{
return textures[index];
}
public static void AddBitmap(Bitmap texture)
{
textures.Add(texture);
}
public static void GenerateVoxelFaces()
{
GeneratedFaceTextures = new Bitmap[textures.Count, 6];
for (int i = 0; i < textures.Count; i++)
{
for (int face = 0; face < 6; face++)
{
Bitmap SkewedTexture = new Bitmap(textures[i].Width * 2, textures[i].Height * 2);
int y = 0;// textures[i].Height;
switch (face)
{
case 0:
y = 1;
for(int x = 0; x < textures[i].Width; x++)
{
for(int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(textures[i].Width+ x, y + ypx, textures[i].GetPixel(x, ypx));
}
if (x % 2 != 0) y++;
}
y = 0;
break;
case 1:
for (int x = textures[i].Width - 1; x >= 0 ; x--)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(x, SkewedTexture.Height - (y + ypx + 1), textures[i].GetPixel(x, textures[i].Height - 1 - ypx));
}
if (x % 2 == 0) y++;
}
y = 0;
break;
case 2:
for (int x = 0; x < textures[i].Width; x++)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(textures[i].Width + x, SkewedTexture.Height - (y + ypx + 1), textures[i].GetPixel(x, textures[i].Height - 1 - ypx));
}
if (x % 2 != 0) y++;
}
y = 0;
break;
case 3:
y = 1;
for (int x = textures[i].Width - 1; x >= 0; x--)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(x, y + ypx, textures[i].GetPixel(x, ypx));
}
if (x % 2 == 0) y++;
}
y = 0;
break;
case 4:
Bitmap[] Textures = new Bitmap[4];
Bitmap MergedTextures = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
for (int l = 0; l < 4; l++)
{
Textures[l] = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
}
for(int l = 0; l < 4; l++)
{
for (int x = 0; x < textures[i].Width; x++)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
Point PixelLocation = IntegerCalculateIsometricProjection(textures[i].Width * 2, 0, x, 0, ypx,l);
PixelLocation.X = Math.Max(Math.Min(PixelLocation.X, SkewedTexture.Width - 1), 0);
PixelLocation.Y = Math.Max(Math.Min(PixelLocation.Y, SkewedTexture.Height - 1), 0);
Textures[l].SetPixel(PixelLocation.X, PixelLocation.Y, textures[i].GetPixel(x, ypx));
}
}
}
for (int l = 0; l < 4; l++)
{
int Startx = 0;
int Starty = 0;
int endX = Textures[l].Width;
int endY = Textures[l].Height;
switch (l)
{
case 1:
Startx = Textures[l].Width / 2;
Starty = 0;
endX = Textures[l].Width;
endY = Textures[l].Height/4;
break;
case 0:
Startx = Textures[l].Width / 2;
Starty = Textures[l].Height / 4;
endX = Textures[l].Width;
endY = Textures[l].Height/2;
break;
case 2:
Startx = 0;
Starty = 0;
endX = Textures[l].Width/2;
endY = Textures[l].Height / 4 ;
break;
case 3:
Startx = 0;
Starty = Textures[l].Height / 4;
endX = Textures[l].Width/2;
endY = Textures[l].Height/2;
break;
}
for(int x = Startx; x < endX; x++)
{
for (int ypx = Starty; ypx < endY;ypx++)
{
MergedTextures.SetPixel(x, ypx, Textures[l].GetPixel(x, ypx));
}
}
}
SkewedTexture = MergedTextures;
y = 0;
break;
case 5:
Textures = new Bitmap[4];
MergedTextures = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
for (int l = 0; l < 4; l++)
{
Textures[l] = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
}
for (int l = 0; l < 4; l++)
{
for (int x = 0; x < textures[i].Width; x++)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
Point PixelLocation = IntegerCalculateIsometricProjection(textures[i].Width * 2, 0, x, 0, ypx, l);
PixelLocation.X = Math.Max(Math.Min(PixelLocation.X, SkewedTexture.Width - 1), 0);
PixelLocation.Y = Math.Max(Math.Min(textures[i].Height + PixelLocation.Y, SkewedTexture.Height - 1), 0);
Textures[l].SetPixel(PixelLocation.X, PixelLocation.Y, textures[i].GetPixel(x, ypx));
}
}
}
for (int l = 0; l < 4; l++)
{
int Startx = 0;
int Starty = 0;
int endX = Textures[l].Width;
int endY = Textures[l].Height;
switch (l)
{
case 1:
Startx = Textures[l].Width / 2;
Starty = Textures[l].Height / 2;
endX = Textures[l].Width;
endY = (Textures[l].Height / 4) * 3;
break;
case 0:
Startx = Textures[l].Width / 2;
Starty = (Textures[l].Height / 4) * 3;
endX = Textures[l].Width;
endY = Textures[l].Height;
break;
case 2:
Startx = 0;
Starty = Textures[l].Height / 2;
endX = Textures[l].Width / 2;
endY = (Textures[l].Height / 4) * 3;
break;
case 3:
Startx = 0;
Starty = (Textures[l].Height / 4)*3;
endX = Textures[l].Width / 2;
endY = Textures[l].Height;
break;
}
for (int x = Startx; x < endX; x++)
{
for (int ypx = Starty; ypx < endY; ypx++)
{
MergedTextures.SetPixel(x, ypx, Textures[l].GetPixel(x, ypx));
}
}
}
SkewedTexture = MergedTextures;
y = 0;
break;
}
GeneratedFaceTextures[i, face] = SkewedTexture;
}
}
}
}
public class Voxel
{
int VoxelNum;
int[] faces = new int[6];
int[] DrawOrder = new int[] { 5, 0, 3, 1, 2, 4 };
int ModelType = 0;
int ModelNum = -1;
bool Cull = false;
public int[] getFaces()
{
return faces;
}
public int[] GetDrawOrder()
{
return DrawOrder;
}
public int GetModelNum()
{
return ModelNum;
}
public int GetModelType()
{
return ModelType;
}
public int GetVoxelNum()
{
return VoxelNum;
}
public Voxel(int ModelType,int NorthFace, int SouthFace, int EastFace, int WestFace, int UpFace, int DownFace, bool cull)
{
this.ModelType = ModelType;
faces = new int[] { NorthFace, SouthFace, EastFace, WestFace, UpFace, DownFace };
VoxelNum = TextureManager.VoxelCount;
TextureManager.VoxelCount++;
if (cull) SetCullFaces(false,true,false,false, false, false);
Cull = cull;
}
public void SetCullFaces(bool up, bool down, bool West, bool East,bool north, bool south)
{
DrawOrder = new int[] { down?-1:5, north?-1:0, West?-1:3, south?-1:1, East?-1:2, up?-1:4 };
}
public void SetPreCompiledModel(int ModelNum)
{
this.ModelNum = ModelNum;
}
public Voxel(int NorthFace, int SouthFace, int EastFace, int WestFace, int UpFace, int DownFace)
{
faces = new int[] {NorthFace, SouthFace, EastFace, WestFace, UpFace, DownFace};
VoxelNum = TextureManager.VoxelCount;
TextureManager.VoxelCount++;
}
virtual public void Draw(Graphics g, int x, int y, int WorldX, int WorldY, int WorldZ, int ShadowLevel, bool BlocksLight)
{
for (int i = 0; i < DrawOrder.Length; i++) {
if (DrawOrder[i] > 0 && DrawOrder[i] < 6 && faces[DrawOrder[i]] >= 0)
{
if (ModelNum == -1)
{
Bitmap Side;
switch (ModelType)
{
case 0:
Side = GetRenderedSide(DrawOrder[i]);
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i], WorldX, WorldY,WorldZ, ShadowLevel, BlocksLight));
break;
default:
switch (DrawOrder[i])
{
case 0:
Side = GetRenderedSide(0);
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y, Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(0, WorldX, WorldY, WorldZ, ShadowLevel, BlocksLight));
break;
case 1:
Side = GetRenderedSide(1);
g.DrawImage(Side, new Rectangle(x + (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(1, WorldX, WorldY, WorldZ, ShadowLevel, BlocksLight));
break;
case 2:
Side = GetRenderedSide(2);
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(2, WorldX, WorldY, WorldZ, ShadowLevel, BlocksLight));
break;
case 3:
Side = GetRenderedSide(3);
g.DrawImage(Side, new Rectangle( x + (Side.Width / 4),y,Side.Width,Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(3, WorldX, WorldY, WorldZ, ShadowLevel, BlocksLight));
break;
default:
Side = GetRenderedSide(DrawOrder[i]);
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i], WorldX, WorldY, WorldZ, ShadowLevel, BlocksLight));
break;
}
break;
}
}
else
{
g.DrawImage(TextureManager.GetModel(ModelNum), x, y);
}
}
}
}
public Bitmap GetRenderedSide(int FaceIndex)
{
return TextureManager.GetVoxelFaceBitmap(faces[FaceIndex], FaceIndex);
}
public int GetFace(int index)
{
return faces[index];
}
public int GetNorthFace()
{
return faces[0];
}
public int GetSouthFace()
{
return faces[1];
}
public int GetEastFace()
{
return faces[2];
}
public int GetWestFace()
{
return faces[3];
}
public int GetUpFace()
{
return faces[4];
}
public int GetDownFace()
{
return faces[5];
}
public void SetFace(int face, int Texture)
{
faces[face] = Texture;
}
public void SetNorthFace(int Texture)
{
faces[0] = Texture;
}
public void SetSouthFace(int Texture)
{
faces[1] = Texture;
}
public void SetEastFace(int Texture)
{
faces[2] = Texture;
}
public void SetWestFace(int Texture)
{
faces[3] = Texture;
}
public void SetUpFace(int Texture)
{
faces[4] = Texture;
}
public void SetDownFace(int Texture)
{
faces[5] = Texture;
}
}
public static class VoxelRegistry
{
public static List<Voxel> Voxels = new List<Voxel>();
public static int IndexVoxel(Voxel voxel)
{
if(Voxels.Contains(voxel)) return Voxels.IndexOf(voxel);
Voxels.Add(voxel);
return Voxels.IndexOf(Voxels.Last());
}
public static int VoxelExists(Voxel voxel)
{
return Voxels.Contains(voxel) ? Voxels.IndexOf(voxel) : -1;
}
public static Voxel FetchVoxel(int VoxelIndex)
{
return Voxels[VoxelIndex];
}
}
public enum BlockType
{
Plant,
Ground,
Wood,
Metal,
BuildMaterial,
Gas,
Fluid
}
public class BlockState
{
bool TickUpdate = false;
BlockType BlockType;
bool BlocksLight = false;
public BlockState(bool TickUpdate, BlockType blocktype, bool blocksLight)
{
this.TickUpdate = TickUpdate;
this.BlockType = blocktype;
BlocksLight = blocksLight;
}
public bool hasBlocksLight() { return BlocksLight; }
public BlockType GetBlockType() { return BlockType; }
public bool Ticks() { return TickUpdate; }
}
public static class BlockstateRegistry
{
public static List<BlockState> Blockstates = new List<BlockState>();
public static int GetBlockstateIndex(BlockState blockstate)
{
if (!Blockstates.Contains(blockstate)) Blockstates.Add(blockstate);
return Blockstates.IndexOf(blockstate);
}
public static BlockState GetBlockstate(int index)
{
return Blockstates[index];
}
public static void SetBlockstate(int index, BlockState blockstate)
{
Blockstates[index] = blockstate;
}
}
public class Chunk
{
public List<int>DrawList = new List<int>();
public List<int[]>DrawPositions = new List<int[]>();
public int[,,] BlockReg;
public bool[,,] Culled;
public int[] ChunkPos;
public int ChunkID;
public int[,,] SkyLightHeightMap;
public Chunk(int X, int Y, int Z, int Width, int Height, int Length, int ChunkID)
{
this.ChunkID = ChunkID;
BlockReg = new int[Width,Height,Length];
Culled = new bool[Width,Height,Length];
SkyLightHeightMap = new int[Width,Height,Length];
ChunkPos = new int[] { X, Y, Z };
}
public void CalculateCull()
{
DrawList = new List<int>();
int CulledCount = 0;
for (int x = 0; x < Culled.GetLength(0); x++)
{
for (int y = 0; y < Culled.GetLength(1); y++)
{
for (int z = 0; z < Culled.GetLength(2); z++)
{
if (!(x == Culled.GetLength(0) - 1 || x < Culled.GetLength(0) - 1 && (BlockReg[x + 1, y, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x + 1, y, z]).hasBlocksLight() || BlockReg[x + 1, y, z] == -1))
&& !(x > 0 && (BlockReg[x - 1, y, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x - 1, y, z]).hasBlocksLight() || BlockReg[x - 1, y, z] == -1))
&& !(y == Culled.GetLength(1) - 1 || y < Culled.GetLength(1) - 1 && (BlockReg[x, y + 1, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y + 1, z]).hasBlocksLight() || BlockReg[x, y + 1, z] == -1))
&& !(y > 0 && (BlockReg[x, y - 1, z] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y - 1, z]).hasBlocksLight() || BlockReg[x, y - 1, z] == -1))
&& !(z == Culled.GetLength(2) - 1 || z < Culled.GetLength(2) - 1 && (BlockReg[x, y, z + 1] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y, z + 1]).hasBlocksLight() || BlockReg[x, y, z + 1] == -1))
&& !(z > 0 && (BlockReg[x, y, z - 1] != -1 && !BlockRegistry.FetchBlockState(BlockReg[x, y, z - 1]).hasBlocksLight() || BlockReg[x, y, z - 1] == -1)))
{
Culled[x, y, z] = true;
CulledCount++;
}
}
}
}
for (int x = 0; x < BlockReg.GetLength(0); x++)
{
for (int y = 0; y < BlockReg.GetLength(1); y++)
{
for (int z = 0; z < BlockReg.GetLength(1); z++)
{
if (Culled[x,y,z] == false && BlockReg[x, y, z] != -1)
{
DrawList.Add(BlockReg[x,y,z]);
DrawPositions.Add(new int[] { x, y, z });
}
}
}
}
}
public void GenerateLightMap()
{
for (int x = 0;x < SkyLightHeightMap.GetLength(0); x++)
{
for(int z = 0; z < SkyLightHeightMap.GetLength(1); z++)
{
int Y = 1;
for (int y = SkyLightHeightMap.GetLength(1) - 1; y > 0; y--)
{
SkyLightHeightMap[x, y, z] = Y;
if (BlockReg[x,y,z] != -1 && BlockRegistry.FetchBlockState(BlockReg[x, y, z]).hasBlocksLight())
{
Y++;
}
}
}
}
}
public void RenderBlocks(Graphics g)
{
if (DrawList.Count == 0)
{
for (int x = 0; x < BlockReg.GetLength(0); x++)
{
for (int y = 0; y < BlockReg.GetLength(1); y++)
{
for (int z = 0; z < BlockReg.GetLength(1); z++)
{
if (BlockReg[x, y, z] != -1 && Culled[x, y, z] == false)
{
BlockRegistry.RenderBlock(g, BlockReg[x, y, z], x + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0], y + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], z + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], SkyLightHeightMap[x, y, z]);
}
}
}
}
}
else
{
for (int i = 0; i < DrawList.Count; i++)
{
BlockRegistry.RenderBlock(g, DrawList[i], DrawPositions[i][0] + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0], DrawPositions[i][1] + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], DrawPositions[i][2] + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1], SkyLightHeightMap[DrawPositions[i][0], DrawPositions[i][1], DrawPositions[i][2]]);
}
}
}
public void CreateAir(int X, int Y, int Z)
{
BlockReg[X, Y, Z] = -1;
}
public void CreateBlock(int[] Faces, int RenderType, BlockState blockState, int X, int Y, int Z)
{
Voxel voxel = new Voxel(RenderType, Faces[0], Faces[1], Faces[2], Faces[3], Faces[4], Faces[5],blockState.hasBlocksLight());
int index = VoxelRegistry.VoxelExists(voxel);
if (index == -1)
{
index = VoxelRegistry.IndexVoxel(voxel);
}
Block newBlock = new Block(index, BlockstateRegistry.GetBlockstateIndex(blockState), ChunkID);
int x = X + ChunkPos[0] * ChunkRegistry.FetchDimensions()[0];
int y = Y + ChunkPos[1] * ChunkRegistry.FetchDimensions()[1];
int z = Z + ChunkPos[2] * ChunkRegistry.FetchDimensions()[2];
int BlockID = BlockRegistry.CheckInBlock(newBlock, x, y, z);
BlockReg[X, Y, Z] = BlockID;
}
public Block FetchBlock(int x, int y, int z)
{
return BlockRegistry.FetchBlock(BlockReg[x,y,z]);
}
public void IndexBlock(int BlockIndex, int x, int y, int z)
{
BlockReg[x,y,z] = BlockIndex;
}
public string FetchPosString()
{
return String.Format("x={0};y={1};z={2}", ChunkPos[0], ChunkPos[1], ChunkPos[2]);
}
public int[] FetchPos()
{
return ChunkPos;
}
public int[,,] FetchAllBlocks()
{
return BlockReg;
}
public int FetchBlockReg(int x, int y, int z)
{
return BlockReg[x, y, z];
}
}
public static class ChunkRegistry
{
static int ChunkWidth = 16;
static int ChunkHeight = 16;
static int ChunkLength = 16;
static List<Chunk> Chunks = new List<Chunk>();
static List<string> Chunk_Pos_Lookup = new List<string>();
public static Chunk IndexChunk(int x, int y, int z)
{
Chunk newChunk = new Chunk(x, y, z, ChunkWidth, ChunkHeight, ChunkLength, Chunks.Count);
Chunks.Add(newChunk);
Chunk_Pos_Lookup.Add(String.Format("x={0};y={1};z={2}", x, y, z));
return newChunk;
}
public static Chunk FetchChunk(string pos_lookup)
{
if (!Chunk_Pos_Lookup.Contains(pos_lookup)) return null;
return Chunks[Chunk_Pos_Lookup.IndexOf(pos_lookup)];
}
public static Chunk FetchChunk(int index)
{
return Chunks[index];
}
public static void RenderChunk(Graphics g,int chunkIndex)
{
Chunks[chunkIndex].RenderBlocks(g);
}
public static int FetchChunkID(string pos_lookup)
{
if (!Chunk_Pos_Lookup.Contains(pos_lookup)) return -1;
return Chunk_Pos_Lookup.IndexOf(pos_lookup);
}
public static int[] FetchDimensions()
{
return new int[] {ChunkWidth, ChunkHeight, ChunkLength};
}
}
public static class BlockRegistry
{
static List<Block> blocks = new List<Block>();
static List<string> block_pos_lookup = new List<string>();
static int BlockSize = 32;
public static BlockState FetchBlockState(int BlockID)
{
return BlockstateRegistry.GetBlockstate(blocks[BlockID].FetchBlockState());
}
public static Block FetchBlock(int BlockID)
{
return blocks[BlockID];
}
public static int FetchBlockIDFromPos(string pos_lookup)
{
if (!block_pos_lookup.Contains(pos_lookup)) return -1;
return block_pos_lookup.IndexOf(pos_lookup);
}
public static int[] GetDrawLocation(int x, int y, int z, int offsetX, int offsetY, int offsetZ)
{
return new int[]{(int)((((double)(x + offsetX) * 0.5) + ((double)(z + offsetZ) * -0.5))*(double)BlockSize),
(int)((((double)(x + offsetX) * 0.5) + ((double)(z + offsetZ) * 0.5) - (-offsetY + (y)))*((double)BlockSize/2.0)) };
}
public static void RenderBlock(Graphics g, int BlockID,int WorldX, int WorldY, int WorldZ, int ShadowLevel)
{
int[] location = GetDrawLocation(WorldX, WorldY, WorldZ, PlayerObject.GetPos()[0], PlayerObject.GetPos()[1], PlayerObject.GetPos()[2]);
VoxelRegistry.FetchVoxel(blocks[BlockID].FetchVoxelID()).Draw(g, location[0] + (Terrain4.width/4) , location[1] + (Terrain4.height/2), WorldX, WorldY, WorldZ, ShadowLevel, FetchBlockState(BlockID).hasBlocksLight());
}
public static int CheckInBlock(Block block,int x, int y, int z)
{
blocks.Add(block);
block_pos_lookup.Add(String.Format("x={0};y={1};z={2}",x,y,z));
return blocks.IndexOf(blocks.Last());
}
public static string FetchBlockString(int x, int y, int z)
{
return String.Format("x={0};y={1};z={2}", x, y, z);
}
}
public class Block
{
int VoxelID;
int BlockstateID;
int ChunkID;
bool render;
public Block(int voxelID, int blockstateID, int chunkID)
{
VoxelID = voxelID;
BlockstateID = blockstateID;
ChunkID = chunkID;
}
public int FetchVoxelID()
{
return VoxelID;
}
public int FetchChunkID()
{
return ChunkID;
}
public int FetchBlockState()
{
return BlockstateID;
}
public void SetRender(bool render)
{
this.render = render;
}
public bool Renders()
{
return render;
}
}
}