Example #1
0
        public Chunk()
        {
            // Associate Chunk with a certain thread and make use of its memory pool
            // This is necessary in order to have lock-free caches
            ThreadID = Globals.WorkPool.GetThreadIDFromIndex(s_id++);
            pools    = Globals.WorkPool.GetPool(ThreadID);

            stateManager = new ChunkStateManagerClient(this);
            blocks       = new ChunkBlocks(this);
            logic        = new ChunkLogic(this);

            GeometryHandler = new ChunkRenderGeometryHandler(this);
            ChunkColliderGeometryHandler = new ChunkColliderGeometryHandler(this);
        }
Example #2
0
        public void Init(World world, Vector3Int pos)
        {
            this.world = world;
            this.pos   = pos;

            stateManager = new ChunkStateManagerClient(this);

            if (world != null)
            {
                logic = world.config.randomUpdateFrequency > 0.0f ? new ChunkLogic(this) : null;

                if (GeometryHandler == null)
                {
                    GeometryHandler = new ChunkRenderGeometryHandler(this, world.renderMaterials);
                }
                if (ChunkColliderGeometryHandler == null)
                {
                    ChunkColliderGeometryHandler = new ChunkColliderGeometryHandler(this, world.physicsMaterials);
                }
            }
            else
            {
                if (GeometryHandler == null)
                {
                    GeometryHandler = new ChunkRenderGeometryHandler(this, null);
                }
                if (ChunkColliderGeometryHandler == null)
                {
                    ChunkColliderGeometryHandler = new ChunkColliderGeometryHandler(this, null);
                }
            }

            WorldBounds = new AABB(
                pos.x, pos.y, pos.z,
                pos.x + m_sideSize, pos.y + m_sideSize, pos.z + m_sideSize
                );
            minBounds  = maxBounds = 0;
            minBoundsC = maxBoundsC = 0;

            Reset();

            blocks.Init();
            stateManager.Init();
        }