Beispiel #1
0
        // ==== maintenance ==

        public void Awake()
        {         // chunk初始化,包括载入数据、生成数据、设置坐标点等
            // 设置
            ChunkIndex        = new Index(transform.position);
            SideLength        = Engine.ChunkSideLength;
            SquaredSideLength = SideLength * SideLength;
            NeighborChunks    = new Chunk[6];          // 0 = up, 1 = down, 2 = right, 3 = left, 4 = forward, 5 = back
            MeshCreator       = GetComponent <ChunkMeshCreator>();
            Fresh             = true;

            // Register chunk
            ChunkManager.RegisterChunk(this);

            // 清空
            VoxelData = new ushort[SideLength * SideLength * SideLength];

            // 设置position
            transform.position = ChunkIndex.ToVector3() * SideLength;

            // multiply by scale
            transform.position = new Vector3(transform.position.x * transform.localScale.x, transform.position.y * transform.localScale.y, transform.position.z * transform.localScale.z);

            if (Engine.SaveVoxelData && TryLoadVoxelData() == true)
            {
            }
            else
            {
                GenerateVoxelData();
            }
        }
Beispiel #2
0
        GameObject DoSpawnChunk(Index index)
        {
            GameObject chunkObject = Instantiate(ChunkObject, index.ToVector3(), transform.rotation) as GameObject;
            Chunk      chunk       = chunkObject.GetComponent <Chunk>();

            AddChunkToUpdateQueue(chunk);
            return(chunkObject);
        }
Beispiel #3
0
        public Vector3 VoxelIndexToPosition(Index index)
        {
            Vector3 localPoint = index.ToVector3();

            return(transform.TransformPoint(localPoint));
        }
Beispiel #4
0
        //有借鉴参考
        private IEnumerator SpawnMissingChunks(int originX, int originY, int originZ, int range)
        {
            int heightRange = Engine.HeightRange;

            //清空更新队列updatequeue
            ChunkUpdateQueue = new List <Chunk>();

            //flag chunk不在范围内
            ChunksToDestroy = new List <Chunk>();
            foreach (Chunk chunk in Chunks.Values)
            {
                if (Vector2.Distance(new Vector2(chunk.ChunkIndex.x, chunk.ChunkIndex.z), new Vector2(originX, originZ)) > range + Engine.ChunkDespawnDistance)
                {
                    ChunksToDestroy.Add(chunk);
                }
                else if (Mathf.Abs(chunk.ChunkIndex.y - originY) > range + Engine.ChunkDespawnDistance)
                {
                    ChunksToDestroy.Add(chunk);
                }
            }


            // main loop==看不懂了,原注释保留
            for (int currentLoop = 0; currentLoop <= range; currentLoop++)
            {
                for (var x = originX - currentLoop; x <= originX + currentLoop; x++)
                {                 // iterate through all potential chunk indexes within range
                    for (var y = originY - currentLoop; y <= originY + currentLoop; y++)
                    {
                        for (var z = originZ - currentLoop; z <= originZ + currentLoop; z++)
                        {
                            if (Mathf.Abs(y) <= heightRange)
                            {                             // skip chunks outside of height range
                                if (Mathf.Abs(originX - x) + Mathf.Abs(originZ - z) < range * 1.3f)
                                {                         // skip corners
                                    // pause loop while the queue is not empty
                                    while (ChunkUpdateQueue.Count > 0)
                                    {
                                        ProcessChunkQueue();
                                        if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration)
                                        {
                                            yield return(new WaitForEndOfFrame());
                                        }
                                    }

                                    Chunk currentChunk = ChunkManager.GetChunkComponent(x, y, z);


                                    // chunks that already exist but haven't had their mesh built yet should be added to the update queue
                                    if (currentChunk != null)
                                    {
                                        // chunks without meshes spawned by server should be changed to regular chunks
                                        if (currentChunk.DisableMesh || currentChunk.EnableTimeout)
                                        {
                                            currentChunk.DisableMesh   = false;
                                            currentChunk.EnableTimeout = false;
                                            currentChunk.Fresh         = true;
                                        }

                                        if (currentChunk.Fresh)
                                        {
                                            // spawn neighbor chunks
                                            for (int d = 0; d < 6; d++)
                                            {
                                                Index      neighborIndex = currentChunk.ChunkIndex.GetAdjacentIndex((Direction)d);
                                                GameObject neighborChunk = GetChunk(neighborIndex);
                                                if (neighborChunk == null)
                                                {
                                                    neighborChunk = Instantiate(ChunkObject, neighborIndex.ToVector3(), transform.rotation) as GameObject;
                                                }
                                                currentChunk.NeighborChunks[d] = neighborChunk.GetComponent <Chunk>();                                                // always add the neighbor to NeighborChunks, in case it's not there already

                                                // continue loop in next frame if the current frame time is exceeded
                                                if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration)
                                                {
                                                    yield return(new WaitForEndOfFrame());
                                                }
                                                if (StopSpawning)
                                                {
                                                    EndSequence();
                                                    yield break;
                                                }
                                            }

                                            if (currentChunk != null)
                                            {
                                                currentChunk.AddToQueueWhenReady();
                                            }
                                        }
                                    }

                                    else
                                    {                                                                                                           // if chunk doesn't exist, create new chunk (it adds itself to the update queue when its data is ready)
                                        // spawn chunk
                                        GameObject newChunk = Instantiate(ChunkObject, new Vector3(x, y, z), transform.rotation) as GameObject; // Spawn a new chunk.
                                        currentChunk = newChunk.GetComponent <Chunk>();

                                        // spawn neighbor chunks if they're not spawned yet
                                        for (int d = 0; d < 6; d++)
                                        {
                                            Index      neighborIndex = currentChunk.ChunkIndex.GetAdjacentIndex((Direction)d);
                                            GameObject neighborChunk = GetChunk(neighborIndex);
                                            if (neighborChunk == null)
                                            {
                                                neighborChunk = Instantiate(ChunkObject, neighborIndex.ToVector3(), transform.rotation) as GameObject;
                                            }
                                            currentChunk.NeighborChunks[d] = neighborChunk.GetComponent <Chunk>();                                            // always add the neighbor to NeighborChunks, in case it's not there already

                                            // continue loop in next frame if the current frame time is exceeded
                                            if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration)
                                            {
                                                yield return(new WaitForEndOfFrame());
                                            }
                                            if (StopSpawning)
                                            {
                                                EndSequence();
                                                yield break;
                                            }
                                        }

                                        if (currentChunk != null)
                                        {
                                            currentChunk.AddToQueueWhenReady();
                                        }
                                    }
                                }
                            }



                            // continue loop in next frame if the current frame time is exceeded
                            if (frameStopwatch.Elapsed.TotalSeconds >= targetFrameDuration)
                            {
                                yield return(new WaitForEndOfFrame());
                            }
                            if (StopSpawning)
                            {
                                EndSequence();
                                yield break;
                            }
                        }
                    }
                }
            }

            yield return(new WaitForEndOfFrame());

            EndSequence();
        }