//private static Vector2[] uv = new Vector2[]{new Vector2(1,0), new Vector2(0,0), new Vector2(0,1), new Vector2(1,1)};
        public List<Vertex> GetVertices(OctreeNode node, Block block, Chunk chunk, World world)
        {
            List<Vertex> vertices = new List<Vertex>();

            int x = (int)(chunk.GetWorldLocation().X + node.origin.X),
                y = (int)(chunk.GetWorldLocation().Y + node.origin.Y),
                z = (int)(chunk.GetWorldLocation().Z + node.origin.Z);

            for(int face = 0; face < 6; face++){
                Vector2[] uv = block.GetUV(face);
                Block block2 = world.GetBlock(x + (addsX[face] * node.blockSize), y + (addsX[face + 6] * node.blockSize), z + (addsX[face + 12] * node.blockSize));
                if(!block2.material.solid)
                {
                    int baseCorner = face * 4;
                    for(int corner = 0; corner < 4; corner++){
                        Vertex vertex = new Vertex(corners[quadsOrder[baseCorner + corner]] * node.blockSize);
                        vertex.position += node.origin - new Vector3(node.blockSize / 2f, node.blockSize / 2f, node.blockSize / 2f);
                        vertex.color = block.material.color * brightness[face];
                        vertex.normal.X = node.blockSize;
                        vertex.normal.Y = block.GetSheetX(face);
                        vertex.normal.Z = block.GetSheetY(face);
                        vertex.texCoord = uv[corner];
                        vertices.Add(vertex);
                        triangles += 2;
                    }
                }
            }
            return vertices;
        }
        public void UpdateChunk(Chunk chunk, bool save)
        {
            List<Vertex> vertices = new List<Vertex>();
            BlockRenderer renderer = StateIngame.instance.blockRenderer;

            chunk.storage.GetTopNode().Combine();

            lodValues = new int[3,2];

            for(int i = 1; i <= lodValues.GetUpperBound(0); i++){
                List<OctreeNode> nodes = new List<OctreeNode>();
                nodes = chunk.storage.GetTopNode().GetChildren(i);

                int count = 0;
                foreach(OctreeNode node in nodes){

                    Block block = Block.empty;
                    var ids = node.GetChildrenIDs();
                    if(ids.Count == 1) {
                        block = Block.GetBlockFromID(node.blockData.blockID);
                    }
                    else {
                        var cnt = new Dictionary<int, int>();
                        foreach (int value in ids) {
                            if(value != 0){
                           		if (cnt.ContainsKey(value)) {
                              		cnt[value]++;
                           		} else {
                              		cnt.Add(value, 1);
                           		}
                            }
                        }
                        int mostCommonValue = 0;
                        int highestCount = 0;
                        foreach (KeyValuePair<int, int> pair in cnt) {
                           	if (pair.Value > highestCount) {
                              	mostCommonValue = pair.Key;
                              	highestCount = pair.Value;
                           	}
                        }
                        block = Block.GetBlockFromID(mostCommonValue);
                    }

                    //Adding block here
                    if(block.material.render){
                        List<Vertex> blockVerts = renderer.GetVertices(node, block, chunk, chunk.world);
                        vertices.AddRange (blockVerts);
                        count += blockVerts.Count;
                    }
                }
                lodValues[i,0] = lodValues[i-1, 0] + lodValues[i-1, 1];
                lodValues[i,1] = count;

            }

            chunk.rendererOutdated = false;
            this.vertices = vertices.ToArray();
        }
        public Chunk CreateChunk(int x, int y, int z, World world)
        {
            Chunk chunk = new Chunk(x, y, z, world);
            //if(world.chunkIO.ChunkExists(x, y, z))
            //	chunk = world.chunkIO.LoadChunk(x, y, z, world);
            //else
                chunk = world.generator.GenerateChunk(x, y, z);

            return chunk;
        }
Example #4
0
 public void CreateTreeAt(int x, int y, int z, Chunk chunk)
 {
     for(int i = 1; i < 6; i++){
         chunk.SetBlock(x, y + i, z, Block.log);
     }
     for(int X = -2; X <= 2; X++)
         for(int Y = 0; Y < 3; Y++)
             for(int Z = -2; Z <= 2; Z++)
                 chunk.world.SetBlockSilent(chunk.GetWorldLocation() + new OpenTK.Vector3(x+X,y+Y+4,z+Z), Block.leaf);
 }
 public static void PlaceFeatures(World world, Chunk chunk, int x, int z, int yLow, int yHigh)
 {
     if (ChunkPopulate != null) {
         for (int y = yLow; y <= yHigh; y++)
             ChunkPopulate (x, y, z, chunk);
     }
     if (WorldPopulate != null) {
         for (int y = yLow; y <= yHigh; y++)
             WorldPopulate (x, y, z);
     }
 }
 public ChunkRenderer(Chunk chunk)
 {
     buffer = new VertexBuffer();
     this.chunk = chunk;
 }
 public void AddChunk(Vector3 vec, Chunk chunk)
 {
     loadedChunks.Add(vec, chunk);
     chunks = new Chunk[loadedChunks.Count];
     loadedChunks.Values.CopyTo(chunks, 0);
 }
 public WorldProvider(World world)
 {
     this.world = world;
     this.empty = new Chunk(0,0,0, Block.stone, world);
 }
Example #9
0
 public static void Populate(int x, int y, int z, Chunk chunk)
 {
 }
Example #10
0
 public void GenerateFeature(int x, int y, int z, World world, Chunk chunk)
 {
     world.SetBlockSilent(x,y,z,Block.leaf);
 }
 public Chunk GenerateChunk(int x, int y, int z)
 {
     Chunk chunk = new Chunk (x, y, z, Block.empty, world);
     Generate(chunk);
     return chunk;
 }
        public void Generate(Chunk chunk)
        {
            WorldQuad[,] quads = new WorldQuad[Chunk.scale, Chunk.scale];
            for (int x = 0; x < Chunk.scale; x++)
            {
                for (int z = 0; z < Chunk.scale; z++)
                {
                    //Generate quads to quad array
                    quads[x,z] = GenerateQuad((int)chunk.GetWorldLocation().X + x, (int)chunk.GetWorldLocation().Z + z);
                }
            }

            for (int x = 0; x < Chunk.scale; x++)
            {
                for (int z = 0; z < Chunk.scale; z++)
                {
                    float dist = GetNearestWaterDistance(x, z, quads);
                    quads[x,z].moisture = dist;
                    quads[x,z].heat *= dist;
                    //Do stuff based on surrounding quads
                }
            }

            for (int x = 0; x < Chunk.scale; x++)
            {
                for (int z = 0; z < Chunk.scale; z++)
                {
                    //Finally set blocks
                    int chunkYOffset = (int)chunk.GetWorldLocation().Y;
                    WorldQuad quad = quads[x,z];
                    Biome biome = Biome.simple;

                    foreach(Biome b in biomes)
                    {
                        if((quad.moisture <= b.moistureHigh) &&
                           (quad.moisture >= b.moistureLow) &&
                           (quad.heat <= b.heightHigh) &&
                           (quad.heat >= b.heightLow))
                        {
                            biome = b;
                            break;
                        }
                    }
                    chunk.SetBlock(x, quad.height - chunkYOffset, z, biome.topBlock);
                    if(quads[x,z].isOcean)
                        chunk.SetBlock(x, 30 - chunkYOffset, z, Block.water);
                }
            }
        }
 public ChunkGeneration(Chunk chunk, WorldGenerator generator)
 {
     this.chunk = chunk;
     quads = new WorldQuad[Chunk.scale, Chunk.scale];
 }