Example #1
0
        public override void Execute()
        {
            var version = chunk.version;
            var min     = chunk.position.min;
            var max     = chunk.position.max;

            for (int z = min.z; z <= max.z; z++)
            {
                for (int x = min.x; x <= max.x; x++)
                {
                    for (int y = min.y; y <= max.y; y++)
                    {
                        pos.Set(x, y, z);
                        if (chunk.GetBlockData(pos).IsEmpty())
                        {
                            render.data[pos.GetIndex()] = false;
                            if ((x & 0xF) == 0)
                            {
                                render.visibleFacing |= 1 << (int)Facing.West;
                            }
                            else
                            if ((x & 0xF) == 0xF)
                            {
                                render.visibleFacing |= 1 << (int)Facing.East;
                            }

                            if ((y & 0xF) == 0)
                            {
                                render.visibleFacing |= 1 << (int)Facing.Down;
                            }
                            else
                            if ((y & 0xF) == 0xF)
                            {
                                render.visibleFacing |= 1 << (int)Facing.Up;
                            }

                            if ((z & 0xF) == 0)
                            {
                                render.visibleFacing |= 1 << (int)Facing.South;
                            }
                            else
                            if ((z & 0xF) == 0xF)
                            {
                                render.visibleFacing |= 1 << (int)Facing.North;
                            }
                        }
                        else
                        {
                            render.data[pos.GetIndex()] = true;
                            render.empty--;
                        }
                    }
                }
            }

            render.visibilityVersion = version;
            render.calculating       = false;
        }
Example #2
0
        public override void Execute()
        {
            vertices.Clear();
            triangles.Clear();
            uv.Clear();

            var min = chunk.position.min;
            var max = chunk.position.max;

            for (int z = min.z; z <= max.z; z++)
            {
                for (int x = min.x; x <= max.x; x++)
                {
                    for (int y = min.y; y <= max.y; y++)
                    {
                        pos.Set(x, y, z);
                        var index = pos.GetIndex();
                        if (render.data[index])
                        {
                            byte set = 0;
                            for (Facing facing = Facing.First; facing <= Facing.Last; facing++)
                            {
                                if (facing == Facing.North)
                                {
                                    continue;
                                }

                                offset.Set(pos);
                                offset.Add(facing.GetVector());

                                if (offset.x < min.x || offset.x > max.x || offset.y < min.y || offset.y > max.y || offset.z < min.z || offset.z > max.z)
                                {
                                    if (offset.z < 0)
                                    {
                                        set |= (byte)(1 << (int)facing);
                                    }
                                    else
                                    {
                                        if (world.GetBlockData(offset).IsEmpty())
                                        {
                                            set |= (byte)(1 << (int)facing);
                                        }
                                    }
                                }
                                else
                                {
                                    if (!render.data[index + DF[(int)facing]])
                                    {
                                        set |= (byte)(1 << (int)facing);
                                    }
                                }
                            }
                            AddBlock(pos, set);
                        }
                    }
                }
            }

            var e = render.calcMeshProvider.Create();

            e.render = render;

            var v = e.vertices;

            e.vertices = vertices;
            vertices   = v;

            var t = e.triangles;

            e.triangles = triangles;
            triangles   = t;

            var u = e.uv;

            e.uv = uv;
            uv   = u;

            e.Publish();
        }