Blocks with sides !

This commit is contained in:
2026-03-14 19:56:12 -03:00
parent ea6a6acfbe
commit 5e7719207f
18 changed files with 334 additions and 160 deletions
+220 -86
View File
@@ -1,8 +1,34 @@
import { Texture } from "./types.ts";
export function push_cube_to_mesh(
function push_vertex(
vertices: Float32Array,
vertex_count: number,
i: number,
px: number,
py: number,
pz: number,
u: number,
v: number,
r: number,
g: number,
b: number,
a: number,
) {
vertices[i++] = px;
vertices[i++] = py;
vertices[i++] = pz;
vertices[i++] = u;
vertices[i++] = v;
vertices[i++] = r;
vertices[i++] = g;
vertices[i++] = b;
vertices[i++] = a;
return i;
}
export function pushFrontFace(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
@@ -18,12 +44,6 @@ export function push_cube_to_mesh(
g = 1,
b = 1,
a = 1,
front = true,
back = true,
left = true,
right = true,
top = true,
bottom = true,
) {
const x2 = x + w;
const y2 = y + h;
@@ -34,85 +54,199 @@ export function push_cube_to_mesh(
const u1 = (sx + sw) / texture.width;
const v1 = (sy + sh) / texture.height;
let i = vertex_count;
i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
const push = (px: number, py: number, pz: number, u: number, vv: number) => {
vertices[i++] = px;
vertices[i++] = py;
vertices[i++] = pz;
vertices[i++] = u;
vertices[i++] = vv;
vertices[i++] = r;
vertices[i++] = g;
vertices[i++] = b;
vertices[i++] = a;
};
// front (+z)
if (front) {
push(x, y, z2, u0, v1);
push(x2, y, z2, u1, v1);
push(x2, y2, z2, u1, v0);
push(x, y, z2, u0, v1);
push(x2, y2, z2, u1, v0);
push(x, y2, z2, u0, v0);
}
// back (-z)
if (back) {
push(x2, y, z, u0, v1);
push(x, y, z, u1, v1);
push(x, y2, z, u1, v0);
push(x2, y, z, u0, v1);
push(x, y2, z, u1, v0);
push(x2, y2, z, u0, v0);
}
// left (-x)
if (left) {
push(x, y, z, u0, v1);
push(x, y, z2, u1, v1);
push(x, y2, z2, u1, v0);
push(x, y, z, u0, v1);
push(x, y2, z2, u1, v0);
push(x, y2, z, u0, v0);
}
// right (+x)
if (right) {
push(x2, y, z2, u0, v1);
push(x2, y, z, u1, v1);
push(x2, y2, z, u1, v0);
push(x2, y, z2, u0, v1);
push(x2, y2, z, u1, v0);
push(x2, y2, z2, u0, v0);
}
// top (+y)
if (top) {
push(x, y2, z2, u0, v1);
push(x2, y2, z2, u1, v1);
push(x2, y2, z, u1, v0);
push(x, y2, z2, u0, v1);
push(x2, y2, z, u1, v0);
push(x, y2, z, u0, v0);
}
// bottom (-y)
if (bottom) {
push(x, y, z, u0, v1);
push(x2, y, z, u1, v1);
push(x2, y, z2, u1, v0);
push(x, y, z, u0, v1);
push(x2, y, z2, u1, v0);
push(x, y, z2, u0, v0);
}
i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a);
return i;
}
export function pushBackFace(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
w: number,
h: number,
d: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + w, y2 = y + h;
const u0 = sx / texture.width;
const v0 = sy / texture.height;
const u1 = (sx + sw) / texture.width;
const v1 = (sy + sh) / texture.height;
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a);
return i;
}
export function pushLeftFace(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
w: number,
h: number,
d: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const y2 = y + h;
const z2 = z + d;
const u0 = sx / texture.width;
const v0 = sy / texture.height;
const u1 = (sx + sw) / texture.width;
const v1 = (sy + sh) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
return i;
}
export function pushRightFace(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
w: number,
h: number,
d: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + w, y2 = y + h;
const u0 = sx / texture.width;
const v0 = sy / texture.height;
const u1 = (sx + sw) / texture.width;
const v1 = (sy + sh) / texture.height;
i = push_vertex(vertices, i, x2, y, z + d, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z + d, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z + d, u0, v0, r, g, b, a);
return i;
}
export function pushTopFace(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
w: number,
h: number,
d: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + w, z2 = z + d, y2 = y + h;
const u0 = sx / texture.width;
const v0 = sy / texture.height;
const u1 = (sx + sw) / texture.width;
const v1 = (sy + sh) / texture.height;
i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
return i;
}
export function pushBottomFace(
vertices: Float32Array,
i: number,
texture: Texture,
x: number,
y: number,
z: number,
w: number,
h: number,
d: number,
sx: number,
sy: number,
sw: number,
sh: number,
r = 1,
g = 1,
b = 1,
a = 1,
) {
const x2 = x + w, z2 = z + d;
const u0 = sx / texture.width;
const v0 = sy / texture.height;
const u1 = (sx + sw) / texture.width;
const v1 = (sy + sh) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a);
return i;
}