/// <summary>
        /// Starts generation process.
        /// </summary>
        public void Generate(Range3I generationRange, GeneratedChunk[,,] chunks)
        {
            _totalChunks = generationRange.Count;
            _chunksDone  = 0;
            generationRange.Foreach(pos =>
            {
                var chunk = chunks[pos.X - generationRange.Position.X, pos.Y - generationRange.Position.Y, pos.Z - generationRange.Position.Z];

                var chunkBytes = new byte[AbstractChunk.ChunkBlocksByteLength];

                for (int y = 0; y < AbstractChunk.ChunkSize.Y; y++)
                {
                    for (int x = 0; x < AbstractChunk.ChunkSize.X; x++)
                    {
                        for (int z = 0; z < AbstractChunk.ChunkSize.Z; z++)
                        {
                            var index = x * AbstractChunk.ChunkSize.Y + y + z * AbstractChunk.ChunkSize.Y * AbstractChunk.ChunkSize.X;
                            if (y >= AbstractChunk.ChunkSize.Y / 2)
                            {
                                chunkBytes[index] = 0; //Air
                            }
                            else
                            {
                                chunkBytes[index] = FlatProcessorParams.CubeId.Ground; //First "Custom block"
                            }
                        }
                    }
                }

                chunk.BlockData.SetBlockBytes(chunkBytes);

                _chunksDone++;
            });
        }
Example #2
0
        public void Generate(Range3I generationRange, GeneratedChunk[,,] chunks)
        {
            generationRange.Foreach(pos =>
            {
                //Get the chunk
                var chunk = chunks[pos.X - generationRange.Position.X, pos.Y - generationRange.Position.Y, pos.Z - generationRange.Position.Z];
                var chunkWorldPosition = new Vector3D(chunk.Position.X * AbstractChunk.ChunkSize.X, 0.0, chunk.Position.Z * AbstractChunk.ChunkSize.Z);

                //Create the Rnd component to be used by the landscape creator
                var chunkRnd = new FastRandom(_worldParameters.Seed + chunk.Position.GetHashCode());

                //If already generated, the buffer will take care of sending back directly the landscape from buffer zone, otherwhile landscape is generated.
                //The buffer has the advantage to be shared between client/server in "Single player" mode.
                //It means that a chunk, if generated by the server, won't need to be generated by the client because it will be stored into the buffer.
                //The buffer is heavily use for landscape entities that can span on multiple chunks like trees.
                LandscapeChunkBuffer landscapeBuffer = _landscapeBufferManager.Get(chunk.Position);

                while (landscapeBuffer.ProcessingState != LandscapeChunkBuffer.LandscapeChunkBufferState.Processed)
                {
                    Thread.Sleep(100);
                    landscapeBuffer = _landscapeBufferManager.Get(chunk.Position);
                }

                var columnsInfo = new ChunkColumnInfo[AbstractChunk.ChunkSize.X * AbstractChunk.ChunkSize.Z];
                var chunkBytes  = new byte[AbstractChunk.ChunkBlocksByteLength];
                Array.Copy(landscapeBuffer.chunkBytesBuffer, chunkBytes, landscapeBuffer.chunkBytesBuffer.Length);
                Array.Copy(landscapeBuffer.ColumnsInfoBuffer, columnsInfo, columnsInfo.Length);

                var metaData = CreateChunkMetaData(columnsInfo);
                chunk.BlockData.ColumnsInfo   = columnsInfo; //Save Columns info Array
                chunk.BlockData.ChunkMetaData = metaData;    //Save the metaData Informations

                PopulateChunk(chunk, chunkBytes, metaData, chunkRnd, _entityFactory, landscapeBuffer.Entities);

                RefreshChunkMetaData(metaData, columnsInfo);

                chunk.BlockData.SetBlockBytes(chunkBytes); //Save block array
            });
        }