Ejemplo n.º 1
0
        /// <summary>
        /// Creates a new chunk.
        /// </summary>
        /// <param name="world">The world this chunk belongs to.</param>
        /// <param name="index">The index of the chunk.</param>
        /// <param name="generateTerrain">True to generate some initial terrain, false to leave each block empty.</param>
        private Chunk(World world, Vector3 index, bool generateTerrain)
        {
            _world   = world;
            _data    = new ChunkData(index);
            _terrain = new VoxelBuffer();

            // create bounds
            var     sizeOffs  = ChunkData.SizeXZ * 0.5f - 0.5f;
            Vector3 boundsMin = new Vector3(
                index.X - sizeOffs,
                -0.5f,
                index.Z - sizeOffs
                );
            Vector3 boundsMax = new Vector3(
                index.X + sizeOffs,
                0.5f + ChunkData.SizeY,
                index.Z + sizeOffs
                );

            _bounds = new BoundingBox(boundsMin, boundsMax);
            _octree = new ChunkOctree(_bounds);

            // check if we need to populate
            if (generateTerrain)
            {
                PopulateTerrain();
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Creates a new chunk.
        /// </summary>
        /// <param name="world">The world this chunk belongs to.</param>
        /// <param name="index">The index of the chunk.</param>
        /// <param name="generateTerrain">True to generate some initial terrain, false to leave each block empty.</param>
        private Chunk( World world, Vector3 index, bool generateTerrain )
        {
            _world = world;
            _data = new ChunkData( index );
            _terrain = new VoxelBuffer();

            // create bounds
            var sizeOffs = ChunkData.SizeXZ * 0.5f - 0.5f;
            Vector3 boundsMin = new Vector3(
                index.X - sizeOffs,
                -0.5f,
                index.Z - sizeOffs
            );
            Vector3 boundsMax = new Vector3(
                index.X + sizeOffs,
                0.5f + ChunkData.SizeY,
                index.Z + sizeOffs
            );
            _bounds = new BoundingBox( boundsMin, boundsMax );
            _octree = new ChunkOctree( _bounds );

            // check if we need to populate
            if ( generateTerrain )
            {
                PopulateTerrain();
            }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Divides this octree into its eight children.
        /// </summary>
        private void Divide()
        {
            // make sure we haven't divided already
            if (HasDivided)
            {
                throw new InvalidOperationException("This octree has already divided.");
            }

            // get helper variables
            Vector3 center = _bounds.GetCenter();
            Vector3 qdim   = _bounds.GetDimensions() * 0.25f;

            // get child centers
            Vector3 trb = new Vector3(center.X + qdim.X, center.Y + qdim.Y, center.Z + qdim.Z);
            Vector3 trf = new Vector3(center.X + qdim.X, center.Y + qdim.Y, center.Z - qdim.Z);
            Vector3 brb = new Vector3(center.X + qdim.X, center.Y - qdim.Y, center.Z + qdim.Z);
            Vector3 brf = new Vector3(center.X + qdim.X, center.Y - qdim.Y, center.Z - qdim.Z);
            Vector3 tlb = new Vector3(center.X - qdim.X, center.Y + qdim.Y, center.Z + qdim.Z);
            Vector3 tlf = new Vector3(center.X - qdim.X, center.Y + qdim.Y, center.Z - qdim.Z);
            Vector3 blb = new Vector3(center.X - qdim.X, center.Y - qdim.Y, center.Z + qdim.Z);
            Vector3 blf = new Vector3(center.X - qdim.X, center.Y - qdim.Y, center.Z - qdim.Z);

            // create children
            _children[0] = new ChunkOctree(new BoundingBox(tlb - qdim, tlb + qdim));       // top left back
            _children[1] = new ChunkOctree(new BoundingBox(tlf - qdim, tlf + qdim));       // top left front
            _children[2] = new ChunkOctree(new BoundingBox(trb - qdim, trb + qdim));       // top right back
            _children[3] = new ChunkOctree(new BoundingBox(trf - qdim, trf + qdim));       // top right front
            _children[4] = new ChunkOctree(new BoundingBox(blb - qdim, blb + qdim));       // bottom left back
            _children[5] = new ChunkOctree(new BoundingBox(blf - qdim, blf + qdim));       // bottom left front
            _children[6] = new ChunkOctree(new BoundingBox(brb - qdim, brb + qdim));       // bottom right back
            _children[7] = new ChunkOctree(new BoundingBox(brf - qdim, brf + qdim));       // bottom right front

            // go through our items and try to move them into children
            for (int i = 0; i < _objects.Count; ++i)
            {
                for (int j = 0; j < 8; ++j)
                {
                    if (_children[j].Add(_objects[i]))
                    {
                        // move the object from this tree to the child
                        _objects.RemoveAt(i);
                        --i;
                        break;
                    }
                }
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Divides this octree into its eight children.
        /// </summary>
        private void Divide()
        {
            // make sure we haven't divided already
            if ( HasDivided )
            {
                throw new InvalidOperationException( "This octree has already divided." );
            }

            // get helper variables
            Vector3 center = _bounds.GetCenter();
            Vector3 qdim = _bounds.GetDimensions() * 0.25f;

            // get child centers
            Vector3 trb = new Vector3( center.X + qdim.X, center.Y + qdim.Y, center.Z + qdim.Z );
            Vector3 trf = new Vector3( center.X + qdim.X, center.Y + qdim.Y, center.Z - qdim.Z );
            Vector3 brb = new Vector3( center.X + qdim.X, center.Y - qdim.Y, center.Z + qdim.Z );
            Vector3 brf = new Vector3( center.X + qdim.X, center.Y - qdim.Y, center.Z - qdim.Z );
            Vector3 tlb = new Vector3( center.X - qdim.X, center.Y + qdim.Y, center.Z + qdim.Z );
            Vector3 tlf = new Vector3( center.X - qdim.X, center.Y + qdim.Y, center.Z - qdim.Z );
            Vector3 blb = new Vector3( center.X - qdim.X, center.Y - qdim.Y, center.Z + qdim.Z );
            Vector3 blf = new Vector3( center.X - qdim.X, center.Y - qdim.Y, center.Z - qdim.Z );

            // create children
            _children[ 0 ] = new ChunkOctree( new BoundingBox( tlb - qdim, tlb + qdim ) ); // top left back
            _children[ 1 ] = new ChunkOctree( new BoundingBox( tlf - qdim, tlf + qdim ) ); // top left front
            _children[ 2 ] = new ChunkOctree( new BoundingBox( trb - qdim, trb + qdim ) ); // top right back
            _children[ 3 ] = new ChunkOctree( new BoundingBox( trf - qdim, trf + qdim ) ); // top right front
            _children[ 4 ] = new ChunkOctree( new BoundingBox( blb - qdim, blb + qdim ) ); // bottom left back
            _children[ 5 ] = new ChunkOctree( new BoundingBox( blf - qdim, blf + qdim ) ); // bottom left front
            _children[ 6 ] = new ChunkOctree( new BoundingBox( brb - qdim, brb + qdim ) ); // bottom right back
            _children[ 7 ] = new ChunkOctree( new BoundingBox( brf - qdim, brf + qdim ) ); // bottom right front

            // go through our items and try to move them into children
            for ( int i = 0; i < _objects.Count; ++i )
            {
                for ( int j = 0; j < 8; ++j )
                {
                    if ( _children[ j ].Add( _objects[ i ] ) )
                    {
                        // move the object from this tree to the child
                        _objects.RemoveAt( i );
                        --i;
                        break;
                    }
                }
            }
        }