private bool ExpandZ(ChunkBlocks blocks, ref bool[] mask, Block block, int x1, int y1, int x2, int y2, ref int z2)
        {
            int sizeWithPadding     = sideSize + Env.CHUNK_PADDING_2;
            int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding;

            int yOffset = sizeWithPaddingPow2 - x2 + x1;
            int index0  = Helpers.GetChunkIndex1DFrom3D(x1, y1, z2, pow);

            // Check the quad formed by XY axes and try to expand the Z axis
            int index = index0;

            for (int y = y1; y < y2; ++y, index += yOffset)
            {
                for (int x = x1; x < x2; ++x, ++index)
                {
                    if (mask[index] || !CanCreateBox(block, blocks.GetBlock(index)))
                    {
                        return(false);
                    }
                }
            }

            // If the box can expand, mark the position as tested and expand the X axis
            index = index0;
            for (int y = y1; y < y2; ++y, index += yOffset)
            {
                for (int x = x1; x < x2; ++x, ++index)
                {
                    mask[index] = true;
                }
            }

            ++z2;
            return(true);
        }
        protected override void BuildBox(Chunk chunk, Block block, int minX, int minY, int minZ, int maxX, int maxY, int maxZ)
        {
            // Order of vertices when building faces:
            //     1--2
            //     |  |
            //     |  |
            //     0--3

            int sizeWithPadding     = sideSize + Env.CHUNK_PADDING_2;
            int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding;

            LocalPools  pools  = Globals.WorkPool.GetPool(chunk.ThreadID);
            ChunkBlocks blocks = chunk.Blocks;

            Chunk[] listeners = chunk.Neighbors;

            // Custom blocks have their own rules
            if (block.custom)
            {
                for (int yy = minY; yy < maxY; yy++)
                {
                    for (int zz = minZ; zz < maxZ; zz++)
                    {
                        for (int xx = minX; xx < maxX; xx++)
                        {
                            Vector3Int pos = new Vector3Int(xx, yy, zz);
                            block.BuildBlock(chunk, ref pos, block.renderMaterialID);
                        }
                    }
                }

                return;
            }

            int        n, w, h, l, k, maskIndex;
            Vector3Int texturePos = new Vector3Int(minX, minY, minZ);

            Vector3[]   face = pools.vector3ArrayPool.PopExact(4);
            BlockFace[] mask = pools.blockFaceArrayPool.PopExact(sideSize * sideSize);

            #region Top face

            if (listeners[(int)Direction.up] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.up) == 0 ||
                maxY != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // z axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, maxY, minZ, pow);
                int zOffset       = sizeWithPadding - maxX + minX;

                // Build the mask
                for (int zz = minZ; zz < maxZ; ++zz, neighborIndex += zOffset)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        int   currentIndex  = neighborIndex - sizeWithPaddingPow2; // (xx, maxY-1, zz);
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.up,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.up),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int zz = minZ; zz < maxZ; ++zz)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][0];
                            face[1] = new Vector3(xx, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][1];
                            face[2] = new Vector3(xx + w, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][2];
                            face[3] = new Vector3(xx + w, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][1];
                            face[1] = new Vector3(xx + w, maxY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][2];
                            face[2] = new Vector3(xx + w, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][3];
                            face[3] = new Vector3(xx, maxY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.up][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Bottom face

            if (listeners[(int)Direction.down] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.down) == 0 ||
                minY != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // z axis - height

                int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow);
                int zOffset      = sizeWithPadding - maxX + minX;

                // Build the mask
                for (int zz = minZ; zz < maxZ; ++zz, currentIndex += zOffset)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++currentIndex)
                    {
                        int   neighborIndex = currentIndex - sizeWithPaddingPow2;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.down,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.down),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int zz = minZ; zz < maxZ; ++zz)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][0];
                            face[1] = new Vector3(xx, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][1];
                            face[2] = new Vector3(xx + w, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][2];
                            face[3] = new Vector3(xx + w, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][1];
                            face[1] = new Vector3(xx + w, minY, zz + h) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][2];
                            face[2] = new Vector3(xx + w, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][3];
                            face[3] = new Vector3(xx, minY, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.down][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Right face

            if (listeners[(int)Direction.east] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.east) == 0 ||
                maxX != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // y axis - height
                // z axis - width

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(maxX, minY, minZ, pow);
                int yOffset       = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ; ++zz, ++n, neighborIndex += sizeWithPadding)
                    {
                        int   currentIndex  = neighborIndex - 1;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.east,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.east),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ;)
                    {
                        if (mask[n].block == null)
                        {
                            ++zz;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(maxX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][0];
                            face[1] = new Vector3(maxX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][1];
                            face[2] = new Vector3(maxX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][2];
                            face[3] = new Vector3(maxX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][3];
                        }
                        else
                        {
                            face[0] = new Vector3(maxX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][1];
                            face[1] = new Vector3(maxX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][2];
                            face[2] = new Vector3(maxX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][3];
                            face[3] = new Vector3(maxX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.east][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        zz += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Left face

            if (listeners[(int)Direction.west] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.west) == 0 ||
                minX != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // y axis - height
                // z axis - width

                int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow);
                int yOffset      = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, currentIndex += yOffset)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ; ++zz, ++n, currentIndex += sizeWithPadding)
                    {
                        int   neighborIndex = currentIndex - 1;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.west,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.west),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ;)
                    {
                        if (mask[n].block == null)
                        {
                            ++zz;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(minX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][0];
                            face[1] = new Vector3(minX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][1];
                            face[2] = new Vector3(minX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][2];
                            face[3] = new Vector3(minX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][3];
                        }
                        else
                        {
                            face[0] = new Vector3(minX, yy + h, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][1];
                            face[1] = new Vector3(minX, yy + h, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][2];
                            face[2] = new Vector3(minX, yy, zz + w) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][3];
                            face[3] = new Vector3(minX, yy, zz) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.west][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        zz += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Front face

            if (listeners[(int)Direction.north] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.north) == 0 ||
                maxZ != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // y axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, maxZ, pow);
                int yOffset       = sizeWithPaddingPow2 - maxX + minX;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        int   currentIndex  = neighborIndex - sizeWithPadding;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.north,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.north),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][0];
                            face[1] = new Vector3(xx, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][1];
                            face[2] = new Vector3(xx + w, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][2];
                            face[3] = new Vector3(xx + w, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][1];
                            face[1] = new Vector3(xx + w, yy + h, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][2];
                            face[2] = new Vector3(xx + w, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][3];
                            face[3] = new Vector3(xx, yy, maxZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.north][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Back face

            if (listeners[(int)Direction.south] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                (SideMask & Side.south) == 0 ||
                minZ != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // y axis - height

                int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow);
                int yOffset      = sizeWithPaddingPow2 - maxX + minX;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, currentIndex += yOffset)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++currentIndex)
                    {
                        int   neighborIndex = currentIndex - sizeWithPadding;
                        Block neighborBlock = blocks.GetBlock(neighborIndex);

                        // Let's see whether we can merge faces
                        if (block.CanBuildFaceWith(neighborBlock))
                        {
                            mask[n] = new BlockFace
                            {
                                block      = block,
                                pos        = texturePos,
                                side       = Direction.south,
                                light      = BlockUtils.CalculateColors(chunk, currentIndex, Direction.south),
                                materialID = block.renderMaterialID
                            };
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n].block == null)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        // Compute width and height
                        w = 1;
                        h = 1;

                        // Build the face
                        bool rotated = mask[n].light.FaceRotationNecessary;
                        if (!rotated)
                        {
                            face[0] = new Vector3(xx, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][0];
                            face[1] = new Vector3(xx, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][1];
                            face[2] = new Vector3(xx + w, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][2];
                            face[3] = new Vector3(xx + w, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][3];
                        }
                        else
                        {
                            face[0] = new Vector3(xx, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][1];
                            face[1] = new Vector3(xx + w, yy + h, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][2];
                            face[2] = new Vector3(xx + w, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][3];
                            face[3] = new Vector3(xx, yy, minZ) * scale +
                                      BlockUtils.paddingOffsets[(int)Direction.south][0];
                        }

                        block.BuildFace(chunk, face, Palette, ref mask[n], rotated);

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = new BlockFace();
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            pools.blockFaceArrayPool.Push(mask);
            pools.vector3ArrayPool.Push(face);
        }
        public override void Build(Chunk chunk, out int minBounds, out int maxBounds)
        {
            ChunkBlocks blocks = chunk.Blocks;
            LocalPools  pools  = Globals.WorkPool.GetPool(chunk.ThreadID);

            int sizeWithPadding     = sideSize + Env.CHUNK_PADDING_2;
            int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding;
            int sizeWithPaddingPow3 = sizeWithPaddingPow2 * sizeWithPadding;

            bool[] mask = pools.boolArrayPool.PopExact(sizeWithPaddingPow3);
            Array.Clear(mask, 0, mask.Length);

            // This compression is essentialy RLE. However, instead of working on 1 axis
            // it works in 3 dimensions.
            int index   = Env.CHUNK_PADDING + (Env.CHUNK_PADDING << pow) + (Env.CHUNK_PADDING << (pow << 1));
            int yOffset = sizeWithPaddingPow2 - sideSize * sizeWithPadding;
            int zOffset = sizeWithPadding - sideSize;

            int minX = sideSize;
            int minY = sideSize;
            int minZ = sideSize;
            int maxX = 0;
            int maxY = 0;
            int maxZ = 0;

            for (int y = 0; y < sideSize; ++y, index += yOffset)
            {
                for (int z = 0; z < sideSize; ++z, index += zOffset)
                {
                    for (int x = 0; x < sideSize; ++x, ++index)
                    {
                        // Skip already checked blocks
                        if (mask[index])
                        {
                            continue;
                        }

                        mask[index] = true;

                        Block block = blocks.GetBlock(index);

                        // Skip blocks we're not interested in right away
                        if (!CanConsiderBlock(block))
                        {
                            continue;
                        }

                        int x1 = x, y1 = y, z1 = z, x2 = x + 1, y2 = y + 1, z2 = z + 1;

                        bool expandX = true;
                        bool expandY = true;
                        bool expandZ = true;
                        bool expand;

                        // Try to expand our box in all axes
                        do
                        {
                            expand = false;

                            if (expandY)
                            {
                                expandY = y2 < sideSize && ExpandY(blocks, ref mask, block, x1, z1, x2, ref y2, z2);
                                expand  = expandY;
                            }
                            if (expandZ)
                            {
                                expandZ = z2 < sideSize && ExpandZ(blocks, ref mask, block, x1, y1, x2, y2, ref z2);
                                expand |= expandZ;
                            }
                            if (expandX)
                            {
                                expandX = x2 < sideSize && ExpandX(blocks, ref mask, block, y1, z1, ref x2, y2, z2);
                                expand |= expandX;
                            }
                        } while (expand);

                        BuildBox(chunk, block, x1, y1, z1, x2, y2, z2);

                        // Calculate bounds
                        if (x1 < minX)
                        {
                            minX = x1;
                        }

                        if (y1 < minY)
                        {
                            minY = y1;
                        }

                        if (z1 < minZ)
                        {
                            minZ = z1;
                        }

                        if (x2 > maxX)
                        {
                            maxX = x2;
                        }

                        if (y2 > maxY)
                        {
                            maxY = y2;
                        }

                        if (z2 > maxZ)
                        {
                            maxZ = z2;
                        }
                    }
                }
            }

            // Update chunk's geoemetry bounds
            minBounds = minX | (minY << 8) | (minZ << 16);
            maxBounds = maxX | (maxY << 8) | (maxZ << 16);

            pools.boolArrayPool.Push(mask);
        }
Exemple #4
0
        protected override void BuildBox(Chunk chunk, Block block, int minX, int minY, int minZ, int maxX, int maxY,
                                         int maxZ)
        {
            // Order of vertices when building faces:
            //     1--2
            //     |  |
            //     |  |
            //     0--3

            int sizeWithPadding     = sideSize + Env.CHUNK_PADDING_2;
            int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding;

            LocalPools  pools  = Globals.WorkPool.GetPool(chunk.ThreadID);
            ChunkBlocks blocks = chunk.Blocks;

            Chunk[] listeners = chunk.Neighbors;

            // Custom blocks have their own rules
            // TODO: Implement custom block colliders

            /*if (block.Custom)
             * {
             *  for (int yy = minY; yy < maxY; yy++)
             *  {
             *      for (int zz = minZ; zz < maxZ; zz++)
             *      {
             *          for (int xx = minX; xx < maxX; xx++)
             *          {
             *              ... // build collider here
             *          }
             *      }
             *  }
             *
             *  return;
             * }*/

            Vector3[] vertexData = pools.vector3ArrayPool.PopExact(4);
            bool[]    mask       = pools.boolArrayPool.PopExact(sideSize * sideSize);

            int n, w, h, l, k, maskIndex;

            #region Top face

            if (listeners[(int)Direction.up] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                maxY != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // z axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, maxY, minZ, pow);
                int zOffset       = sizeWithPadding - maxX + minX;

                // Build the mask
                for (int zz = minZ; zz < maxZ; ++zz, neighborIndex += zOffset)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        // Let's see whether we can merge the faces
                        if (!blocks.GetBlock(neighborIndex).CanCollide)
                        {
                            mask[n] = true;
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int zz = minZ; zz < maxZ; ++zz)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n] == false)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        bool m = mask[n];

                        // Compute width
                        for (w = 1; xx + w < sideSize && mask[n + w] == m; w++)
                        {
                        }

                        // Compute height
                        for (h = 1; zz + h < sideSize; h++)
                        {
                            for (k = 0; k < w; k++)
                            {
                                maskIndex = n + k + h * sideSize;
                                if (mask[maskIndex] == false || mask[maskIndex] != m)
                                {
                                    goto cont;
                                }
                            }
                        }
cont:

                        // Build the face
                        {
                            vertexData[0] = new Vector3(xx, maxY, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.up][0];
                            vertexData[1] = new Vector3(xx, maxY, zz + h) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.up][1];
                            vertexData[2] = new Vector3(xx + w, maxY, zz + h) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.up][2];
                            vertexData[3] = new Vector3(xx + w, maxY, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.up][3];

                            chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.up));
                        }

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = false;
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Bottom face

            if (listeners[(int)Direction.down] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                minY != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // z axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY - 1, minZ, pow);
                int zOffset       = sizeWithPadding - maxX + minX;

                // Build the mask
                for (int zz = minZ; zz < maxZ; ++zz, neighborIndex += zOffset)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        // Let's see whether we can merge the faces
                        if (!blocks.GetBlock(neighborIndex).CanCollide)
                        {
                            mask[n] = true;
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int zz = minZ; zz < maxZ; ++zz)
                {
                    n = minX + zz * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n] == false)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        bool m = mask[n];

                        // Compute width
                        for (w = 1; xx + w < sideSize && mask[n + w] == m; w++)
                        {
                        }

                        // Compute height
                        for (h = 1; zz + h < sideSize; h++)
                        {
                            for (k = 0; k < w; k++)
                            {
                                maskIndex = n + k + h * sideSize;
                                if (mask[maskIndex] == false || mask[maskIndex] != m)
                                {
                                    goto cont;
                                }
                            }
                        }
cont:

                        // Build the face
                        {
                            vertexData[0] = new Vector3(xx, minY, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.down][0];
                            vertexData[1] = new Vector3(xx, minY, zz + h) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.down][1];
                            vertexData[2] = new Vector3(xx + w, minY, zz + h) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.down][2];
                            vertexData[3] = new Vector3(xx + w, minY, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.down][3];

                            chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.down));
                        }

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = false;
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Right face

            if (listeners[(int)Direction.east] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                maxX != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // y axis - height
                // z axis - width

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(maxX, minY, minZ, pow);
                int yOffset       = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ; ++zz, ++n, neighborIndex += sizeWithPadding)
                    {
                        // Let's see whether we can merge the faces
                        if (!blocks.GetBlock(neighborIndex).CanCollide)
                        {
                            mask[n] = true;
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ;)
                    {
                        if (mask[n] == false)
                        {
                            ++zz;
                            ++n;
                            continue;
                        }

                        bool m = mask[n];

                        // Compute width
                        for (w = 1; zz + w < sideSize && mask[n + w] == m; w++)
                        {
                        }

                        // Compute height
                        for (h = 1; yy + h < sideSize; h++)
                        {
                            for (k = 0; k < w; k++)
                            {
                                maskIndex = n + k + h * sideSize;
                                if (mask[maskIndex] == false || mask[maskIndex] != m)
                                {
                                    goto cont;
                                }
                            }
                        }
cont:

                        // Build the face
                        {
                            vertexData[0] = new Vector3(maxX, yy, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.east][0];
                            vertexData[1] = new Vector3(maxX, yy + h, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.east][1];
                            vertexData[2] = new Vector3(maxX, yy + h, zz + w) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.east][2];
                            vertexData[3] = new Vector3(maxX, yy, zz + w) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.east][3];

                            chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.east));
                        }

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = false;
                            }
                        }

                        zz += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Left face

            if (listeners[(int)Direction.west] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                minX != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // y axis - height
                // z axis - width

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX - 1, minY, minZ, pow);
                int yOffset       = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ; ++zz, ++n, neighborIndex += sizeWithPadding)
                    {
                        // Let's see whether we can merge the faces
                        if (!blocks.GetBlock(neighborIndex).CanCollide)
                        {
                            mask[n] = true;
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minZ + yy * sideSize;
                    for (int zz = minZ; zz < maxZ;)
                    {
                        if (mask[n] == false)
                        {
                            ++zz;
                            ++n;
                            continue;
                        }

                        bool m = mask[n];

                        // Compute width
                        for (w = 1; zz + w < sideSize && mask[n + w] == m; w++)
                        {
                        }

                        // Compute height
                        for (h = 1; yy + h < sideSize; h++)
                        {
                            for (k = 0; k < w; k++)
                            {
                                maskIndex = n + k + h * sideSize;
                                if (mask[maskIndex] == false || mask[maskIndex] != m)
                                {
                                    goto cont;
                                }
                            }
                        }
cont:

                        // Build the face
                        {
                            vertexData[0] = new Vector3(minX, yy, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.west][0];
                            vertexData[1] = new Vector3(minX, yy + h, zz) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.west][1];
                            vertexData[2] = new Vector3(minX, yy + h, zz + w) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.west][2];
                            vertexData[3] = new Vector3(minX, yy, zz + w) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.west][3];

                            chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.west));
                        }

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = false;
                            }
                        }

                        zz += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Front face

            if (listeners[(int)Direction.north] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                maxZ != sideSize)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // y axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, maxZ, pow);
                int yOffset       = sizeWithPaddingPow2 - maxX + minX;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        // Let's see whether we can merge the faces
                        if (!blocks.GetBlock(neighborIndex).CanCollide)
                        {
                            mask[n] = true;
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n] == false)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        bool m = mask[n];

                        // Compute width
                        for (w = 1; xx + w < sideSize && mask[n + w] == m; w++)
                        {
                        }

                        // Compute height
                        for (h = 1; yy + h < sideSize; h++)
                        {
                            for (k = 0; k < w; k++)
                            {
                                maskIndex = n + k + h * sideSize;
                                if (mask[maskIndex] == false || mask[maskIndex] != m)
                                {
                                    goto cont;
                                }
                            }
                        }
cont:

                        // Build the face
                        {
                            vertexData[0] = new Vector3(xx, yy, maxZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.north][0];
                            vertexData[1] = new Vector3(xx, yy + h, maxZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.north][1];
                            vertexData[2] = new Vector3(xx + w, yy + h, maxZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.north][2];
                            vertexData[3] = new Vector3(xx + w, yy, maxZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.north][3];

                            chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.north));
                        }

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = false;
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            #region Back face

            if (listeners[(int)Direction.south] != null ||
                // Don't render faces on world's edges for chunks with no neighbor
                minZ != 0)
            {
                Array.Clear(mask, 0, mask.Length);

                // x axis - width
                // y axis - height

                int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ - 1, pow);
                int yOffset       = sizeWithPaddingPow2 - maxX + minX;

                // Build the mask
                for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex)
                    {
                        // Let's see whether we can merge the faces
                        if (!blocks.GetBlock(neighborIndex).CanCollide)
                        {
                            mask[n] = true;
                        }
                    }
                }

                // Build faces from the mask if it's possible
                for (int yy = minY; yy < maxY; ++yy)
                {
                    n = minX + yy * sideSize;
                    for (int xx = minX; xx < maxX;)
                    {
                        if (mask[n] == false)
                        {
                            ++xx;
                            ++n;
                            continue;
                        }

                        bool m = mask[n];

                        // Compute width
                        for (w = 1; xx + w < sideSize && mask[n + w] == m; w++)
                        {
                        }

                        // Compute height
                        for (h = 1; yy + h < sideSize; h++)
                        {
                            for (k = 0; k < w; k++)
                            {
                                maskIndex = n + k + h * sideSize;
                                if (mask[maskIndex] == false || mask[maskIndex] != m)
                                {
                                    goto cont;
                                }
                            }
                        }
cont:

                        // Build the face
                        {
                            vertexData[0] = new Vector3(xx, yy, minZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.south][0];
                            vertexData[1] = new Vector3(xx, yy + h, minZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.south][1];
                            vertexData[2] = new Vector3(xx + w, yy + h, minZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.south][2];
                            vertexData[3] = new Vector3(xx + w, yy, minZ) * scale +
                                            BlockUtils.paddingOffsets[(int)Direction.south][3];

                            chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.south));
                        }

                        // Zero out the mask. We don't need to process the same fields again
                        for (l = 0; l < h; ++l)
                        {
                            maskIndex = n + l * sideSize;
                            for (k = 0; k < w; ++k, ++maskIndex)
                            {
                                mask[maskIndex] = false;
                            }
                        }

                        xx += w;
                        n  += w;
                    }
                }
            }

            #endregion

            pools.boolArrayPool.Push(mask);
            pools.vector3ArrayPool.Push(vertexData);
        }