public override bool Stroke(Ray ray, BrickTree tree, VoxelMaterial voxelMaterial, VoxelMaterialAtlas materialAtlas, List <byte> blackList, Queue <OctreeEntry <Brick> > outChangedBricks, Bounds bounds) { // Find the brick intersected OctreeEntry <Brick> brickEntry = FirstBrickIntersected(ray, tree, blackList); // If we can't find one return if (brickEntry == null) { return(false); } Brick brick = brickEntry.entry; Vector3 brickPosition = brickEntry.bounds.min; dummyVector3.Set(brickEntry.cell.x, brickEntry.cell.y, brickEntry.cell.z); // Make sure the brick is within the legal paining bounds if (!bounds.Contains(dummyVector3)) { // return false; } // Clear the resused found queue found.Clear(); // Find which cells are intersected within the grid selector.Select(ray, brick, brickPosition, blackList, found); if (found.Count == 0) { return(false); } Vector3i firstIntersection = found.Dequeue(); Ray offsetRay = new Ray(new Vector3(ray.origin.x - brickPosition.x, ray.origin.y - brickPosition.y, ray.origin.z - brickPosition.z), ray.direction); float distance; RayEntersCellFromCell(offsetRay, firstIntersection, dummyVector3i, out distance); Vector3i adjacentLocal = dummyVector3i; Vector3i adjacentWorld = adjacentLocal + brickEntry.bounds.min; dummyVector3.Set(adjacentWorld.x, adjacentWorld.y, adjacentWorld.z); if (!bounds.Contains(dummyVector3)) { return(false); } tree.SetVoxelAt(adjacentWorld.x, adjacentWorld.y, adjacentWorld.z, materialAtlas.GetMaterialId(voxelMaterial)); Vector3i cellModified = new Vector3i(adjacentWorld.x / tree.BrickDimensionX, adjacentWorld.y / tree.BrickDimensionY, adjacentWorld.z / tree.BrickDimensionZ); OctreeEntry <Brick> modified = tree.GetAt(cellModified.x, cellModified.y, cellModified.z); outChangedBricks.Enqueue(modified); if (adjacentLocal.x == 0) { modified = tree.GetAt(cellModified.x - 1, cellModified.y, cellModified.z); outChangedBricks.Enqueue(modified); } if (adjacentLocal.y == 0) { modified = tree.GetAt(cellModified.x, cellModified.y - 1, cellModified.z); outChangedBricks.Enqueue(modified); } if (adjacentLocal.z == 0) { modified = tree.GetAt(cellModified.x, cellModified.y, cellModified.z - 1); outChangedBricks.Enqueue(modified); } return(true); }
public abstract bool Stroke(Ray ray, BrickTree tree, VoxelMaterial voxelMaterial, VoxelMaterialAtlas materialAtlas, List <byte> blackList, Queue <OctreeEntry <Brick> > outChangedBricks, Bounds bounds);
public CubicChunkExtractor(VoxelMaterialAtlas materialAtlas) { this.materialAtlas = materialAtlas; }
public override bool Stroke(Ray ray, BrickTree tree, VoxelMaterial voxelMaterial, VoxelMaterialAtlas materialAtlas, List <byte> blackList, Queue <OctreeEntry <Brick> > outChangedBricks, Bounds bounds) { OctreeEntry <Brick> brickEntry = FirstBrickIntersected(ray, tree, blackList); Brick brick = brickEntry.entry; Vector3 brickPosition = brickEntry.bounds.min; found.Clear(); selector.Select(ray, brick, brickPosition, blackList, found); if (found.Count == 0) { return(false); } Vector3i cell = found.Dequeue(); brick.SetValue(cell.x, cell.y, cell.z, materialAtlas.GetMaterialId(voxelMaterial)); outChangedBricks.Enqueue(brickEntry); if (cell.x == 0) { OctreeEntry <Brick> modified = tree.GetAt(brickEntry.cell.x - 1, brickEntry.cell.y, brickEntry.cell.z); outChangedBricks.Enqueue(modified); } if (cell.y == 0) { OctreeEntry <Brick> modified = tree.GetAt(brickEntry.cell.x, brickEntry.cell.y - 1, brickEntry.cell.z); outChangedBricks.Enqueue(modified); } if (cell.z == 0) { OctreeEntry <Brick> modified = tree.GetAt(brickEntry.cell.x, brickEntry.cell.y, brickEntry.cell.z - 1); outChangedBricks.Enqueue(modified); } return(true); }