IEnumerator GenChunks() { chunks = new CVM_Chunk[RadCount(radius)]; instMap = new Dictionary <Vector2Int, CombinedVoxelMesh>(chunks.Length); voxelMap = new Dictionary <Vector2Int, Voxel[]>(chunks.Length); Vector3Int chunkSize = chunkPrefab.GetComponent <CombinedVoxelMesh>().settings.size; csx = chunkSize.x; csy = chunkSize.y; csz = chunkSize.z; viewPos = GetViewpos(); posStack = new Stack <Vector2Int>(chunks.Length); int i = 0; for (float y = 0.5f - radius, rsq = (radius + bias) * (radius + bias); y < radius; y++) { for (float x = 0.5f - radius; x < radius; x++) { if (x * x + y * y <= rsq) { Vector2Int xz = viewPos + new Vector2Int((int)(x - 0.5f), (int)(y - 0.5f)); GameObject o = Instantiate(chunkPrefab, new Vector3(xz.x * chunkSize.x, 0f, xz.y * chunkSize.z), Quaternion.identity, transform); CombinedVoxelMesh CVM = o.GetComponent <CombinedVoxelMesh>(); chunks[i++] = new CVM_Chunk(xz, viewPos, CVM); instMap[xz] = CVM; voxelMap[xz] = CVM.voxels; o.name = $"Chunk {i}"; if (i % 256 == 0) { print($"{i} Chunks Generated"); } yield return(null); } } } print($"{i} Chunks Generated"); generated = true; }
IEnumerator UpdateChunks(Vector2Int vpos, int msLimit = 5) { viewPos = vpos; if (coro != null) { StopCoroutine(coro); coro = null; } sw.Restart(); for (float y = 0.5f - radius, rsq = (radius + bias) * (radius + bias); y < radius; y++) { for (float x = 0.5f - radius; x < radius; x++) { if (x * x + y * y <= rsq) { Vector2Int p = vpos + new Vector2Int((int)(x - 0.5f), (int)(y - 0.5f)); if (!instMap.ContainsKey(p)) { posStack.Push(p); } } } } for (int i = 0; i < chunks.Length; i++) { CVM_Chunk c = chunks[i]; Vector2 dif = c.pos + new Vector2(0.5f, 0.5f) - vpos; if (dif.x * dif.x + dif.y * dif.y > (radius + bias) * (radius + bias)) { Vector2Int nPos = posStack.Pop(); if (instMap.ContainsKey(nPos)) { print("taken!"); } CombinedVoxelMesh cvm = c.CVM; instMap.Remove(c.pos); instMap[nPos] = cvm; chunks[i].pos = nPos; cvm.gameObject.transform.position = new Vector3(nPos.x * csx, 0f, nPos.y * csz); if (voxelMap.ContainsKey(nPos)) { cvm.voxels = voxelMap[nPos]; } else { cvm.voxels = voxelMap[nPos] = new Voxel[cvm.voxels.Length]; cvm.FillVoxels(); } cvm.Regenerate(); if (sw.ElapsedMilliseconds >= msLimit) { sw.Restart(); yield return(null); } } chunks[i].center = vpos; } posStack.Clear(); /*for (int i = 0; i < chunks.Length; i++) { * CVM_Chunk c = chunks[i]; * Vector2 dif = c.pos + new Vector2(0.5f, 0.5f) - vpos; * * if (dif.x * dif.x + dif.y * dif.y > (radius + bias) * (radius + bias)) { * Vector2Int nPos = c.center + vpos - c.pos - new Vector2Int(1, 1); * * if (instMap.ContainsKey(nPos)) print("taken!"); * * CombinedVoxelMesh cvm = c.CVM; * instMap.Remove(c.pos); * instMap[nPos] = cvm; * chunks[i].pos = nPos; * * cvm.gameObject.transform.position = new Vector3(nPos.x * csx, 0f, nPos.y * csz); * * if (voxelMap.ContainsKey(nPos)) * cvm.voxels = voxelMap[nPos]; * else { * cvm.voxels = voxelMap[nPos] = new Voxel[cvm.voxels.Length]; * cvm.FillVoxels(); * } * cvm.Regenerate(); * * if (sw.ElapsedMilliseconds >= msLimit) { * sw.Restart(); * yield return null; * } * } * * chunks[i].center = vpos; * }*/ }