private void CreateSector(TilePosition posSector, bool inmediate)
        {
            TilePosition sectorOffset = new TilePosition(posSector.x << SECTOR_SIZE_BITS, posSector.y << SECTOR_SIZE_BITS, posSector.z << SECTOR_SIZE_BITS);

            Sector sector = new Sector(world, posSector, sectorOffset);

            sectors[posSector.x | (posSector.y << xSectorsBits) | (posSector.z << xySectorsBits)] = sector;

            if (inmediate == false)
                pendingSectorsUpdate.Add(sector);
            else
                sector.UpdateMesh();
        }
Exemple #2
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        private void CreateSector(TilePosition posSector, bool inmediate)
        {
            TilePosition sectorOffset = new TilePosition(posSector.x << SECTOR_SIZE_BITS, posSector.y << SECTOR_SIZE_BITS, posSector.z << SECTOR_SIZE_BITS);

            Sector sector = new Sector(world, posSector, sectorOffset);

            sectors[posSector.x | (posSector.y << xSectorsBits) | (posSector.z << xySectorsBits)] = sector;

            if (inmediate == false)
            {
                pendingSectorsUpdate.Add(sector);
            }
            else
            {
                sector.UpdateMesh();
            }
        }
Exemple #3
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        public void Update(float deltaTime)
        {
            long start = DateTime.Now.Ticks;
            long ticksInMillisecond = 10000;

            currentPlayerPositionForSort = Graphics.Vector3ToTilePosition(world.avatarManager.player.position);

            if (pendingSectorsUpdateOrderValid == false)
            {
                pendingSectorsUpdate.Sort(CompareSectorsByDistanceToPlayer);
                pendingSectorsUpdateOrderValid = true;
            }

            if (pendingSectorsUpdateLightOrderValid == false)
            {
                pendingSectorsUpdateLight.Sort(CompareSectorsByDistanceToPlayer);
                pendingSectorsUpdateLightOrderValid = true;
            }

            int updateRounds = 0;

            //Always update at leat 8 sectors (they could be the 8 sectors nearest to the player)

            while ((pendingSectorsUpdate.Count > 0 || pendingSectorsUpdateLight.Count > 0) &&
                   (DateTime.Now.Ticks - start < ticksInMillisecond * 10 || updateRounds < 8))
            {
                if (pendingSectorsUpdate.Count > 0)
                {
                    Sector sectorToUpdate = pendingSectorsUpdate[pendingSectorsUpdate.Count - 1];
                    pendingSectorsUpdate.RemoveAt(pendingSectorsUpdate.Count - 1);
                    sectorToUpdate.UpdateMesh();
                    sectorToUpdate.insideInvalidateSectorQueue = false;
                }

                if (pendingSectorsUpdateLight.Count > 0)
                {
                    Sector sectorToUpdate = pendingSectorsUpdateLight[pendingSectorsUpdateLight.Count - 1];
                    pendingSectorsUpdateLight.RemoveAt(pendingSectorsUpdateLight.Count - 1);
                    sectorToUpdate.UpdateAmbientLight();
                    sectorToUpdate.insideInvalidateLightQueue = false;
                }

                updateRounds++;
            }
        }