protected override void OnProcessChunk(Chunk chunk)
        {
            Profiler.BeginSample("ProcessChunk");

            int xd = (m_viewerPos.x - chunk.Pos.x) / Env.ChunkSize;
            int yd = (m_viewerPos.y - chunk.Pos.y) / Env.ChunkSize;
            int zd = (m_viewerPos.z - chunk.Pos.z) / Env.ChunkSize;

            // Remove the chunk if it is too far away
            if (
                !ChunkLoadOrder.CheckXZ(xd, zd, HorizontalChunkLoadRadius) ||
                !ChunkLoadOrder.CheckY(yd, VerticalChunkLoadRadius)
                )
            {
                chunk.RequestRemoval();
            }
            else
            {
                // Dummy collider example - create a collider for chunks directly surrounding the viewer
                chunk.NeedsColliderGeometry = Helpers.Abs(xd) <= 1 && Helpers.Abs(yd) <= 1 && Helpers.Abs(zd) <= 1;

                if (!UseFrustumCulling)
                {
                    // Update visibility information
                    chunk.NeedsRenderGeometry = true;
                    chunk.PossiblyVisible     = true;
                }
            }

            Profiler.EndSample();
        }
Example #2
0
        protected override void OnProcessChunk(Chunk chunk)
        {
            Profiler.BeginSample("ProcessChunk");

            int tx = m_clipmap.TransformX(chunk.Pos.x / Env.ChunkSize);
            int ty = m_clipmap.TransformY(chunk.Pos.y / Env.ChunkSize);
            int tz = m_clipmap.TransformZ(chunk.Pos.z / Env.ChunkSize);

            // Chunk is too far away. Remove it
            if (!m_clipmap.IsInsideBounds_Transformed(tx, ty, tz))
            {
                chunk.RequestRemoval();
            }
            else
            {
                // Dummy collider example - create a collider for chunks directly surrounding the viewer
                int xd = Helpers.Abs((m_viewerPos.x - chunk.Pos.x) / Env.ChunkSize);
                int yd = Helpers.Abs((m_viewerPos.y - chunk.Pos.y) / Env.ChunkSize);
                int zd = Helpers.Abs((m_viewerPos.z - chunk.Pos.z) / Env.ChunkSize);
                chunk.NeedsColliderGeometry = xd <= 1 && yd <= 1 && zd <= 1;

                if (!UseFrustumCulling)
                {
                    ClipmapItem item = m_clipmap.Get_Transformed(tx, ty, tz);

                    // Chunk is in visibilty range. Full update with geometry generation is possible
                    if (item.IsInVisibleRange)
                    {
                        //chunk.LOD = item.LOD;
                        chunk.PossiblyVisible     = true;
                        chunk.NeedsRenderGeometry = true;
                    }
                    // Chunk is in cached range. Full update except for geometry generation
                    else
                    {
                        //chunk.LOD = item.LOD;
                        chunk.PossiblyVisible     = true;
                        chunk.NeedsRenderGeometry = false;
                    }
                }
            }
        }