Esempio n. 1
0
        private void FlushBlockRemoval(ChunkSubspacePosition position, BlockDefinition definition,
                                       BlockDefinition prevDefinition)
        {
            PushTransparencyCacheToAdjacentBlocks(position, definition.IsTransparent());

            if (prevDefinition.IsLightEmitter())
            {
                BlockLight light;
                light.chunk           = this;
                light.chunkPosition   = position;
                light.blockDefinition = prevDefinition;
                lights.Remove(light);
            }

            needsMeshUpdate = true;
        }
Esempio n. 2
0
        private void FlushBlockSet(ChunkSubspacePosition position, BlockDefinition definition,
                                   BlockDefinition prevDefinition)
        {
            if (prevDefinition.IsTransparent() != definition.IsTransparent())
            {
                PushTransparencyCacheToAdjacentBlocks(position, definition.IsTransparent());
            }

            MarkForMeshUpdate();

            if (definition.IsLightEmitter())
            {
                BlockLight light;
                light.chunk           = this;
                light.chunkPosition   = position;
                light.blockDefinition = definition;
                lights.Add(light);
            }
        }
Esempio n. 3
0
        void GenerateBlocksThread(object chunkInstance)
        {
            Chunk chunk = chunkInstance as Chunk;

            ChunkSubspacePosition position;
            BlockSpacePosition    checkPosition;

            for (position.x = 0; position.x < SIZE; position.x++)
            {
                checkPosition.x = worldPosition.x * SIZE + position.x;
                for (position.z = 0; position.z < SIZE; position.z++)
                {
                    checkPosition.z = worldPosition.z * SIZE + position.z;
                    isShorelineCache[position.x, position.z] = true;

                    for (position.y = worldPosition.y * SIZE + SIZE; position.y < Configuration.HEIGHT; position.y++)
                    {
                        checkPosition.y = position.y;
                        Block checkBlock = ChunkRepository.GetBlockAtPosition(checkPosition);
                        if (checkBlock.IsActive() && checkBlock.IsNotTransparent())
                        {
                            isShorelineCache[position.x, position.z] = false;
                            break;
                        }
                    }
                }
            }

            BlockType[,,] blockTypes = worldGenerator.GenerateBlocks(chunk);

            for (position.x = 0; position.x < SIZE; position.x++)
            {
                for (position.y = 0; position.y < SIZE; position.y++)
                {
                    for (position.z = 0; position.z < SIZE; position.z++)
                    {
                        BlockDefinition blockDefinition = BlockDefinition.DefinitionOfType(blockTypes[position.x, position.y, position.z]);
                        chunk.SetBlock(position, blockDefinition, false);

                        if (blockDefinition.IsActive() && blockDefinition.IsNotTransparent() &&
                            blockDefinition.GetBlockType() != BlockType.Sand)
                        {
                            isShorelineCache[position.x, position.z] = false;
                        }

                        if (blockDefinition.IsLightEmitter())
                        {
                            BlockLight light;
                            light.chunk           = this;
                            light.chunkPosition   = position;
                            light.blockDefinition = blockDefinition;
                            lock (chunk.padlock) {
                                chunk.lights.Add(light);
                            }
                        }
                    }
                }
            }

            // Generate and apply the models from this and all nearby chunks
            List <Model> generatedModels = worldGenerator.GenerateModels(chunk);

            lock (generatingModelsLock) {
                for (int i = 0; i < generatedModels.Count; i++)
                {
                    AddModel(generatedModels[i]);
                }
            }

            List <Chunk> lockedChunks = LockNearbyChunkModels();

            ApplyModels();
            UnlockChunkModels(lockedChunks);

            // Cleanup pass
            for (position.x = 0; position.x < SIZE; position.x++)
            {
                for (position.z = 0; position.z < SIZE; position.z++)
                {
                    for (position.y = SIZE - 1; position.y >= 0; position.y--)
                    {
                        chunk.GetBlock(position);

                        // If the block is water, make sure it's surrounded on the bottom and sides
                        if (chunk.GetBlock(position).IsWater())
                        {
                            for (int i = 0; i < 5; i++)
                            {
                                ChunkSubspacePosition solidCheckPosition = position;
                                if (i == 0)
                                {
                                    solidCheckPosition.y -= 1;
                                }
                                else if (i == 1)
                                {
                                    solidCheckPosition.x -= 1;
                                }
                                else if (i == 2)
                                {
                                    solidCheckPosition.x += 1;
                                }
                                else if (i == 3)
                                {
                                    solidCheckPosition.z -= 1;
                                }
                                else if (i == 4)
                                {
                                    solidCheckPosition.z += 1;
                                }

                                if (solidCheckPosition.x >= 0 && solidCheckPosition.x < SIZE &&
                                    solidCheckPosition.y >= 0 && solidCheckPosition.y < SIZE &&
                                    solidCheckPosition.z >= 0 && solidCheckPosition.z < SIZE)
                                {
                                    if (chunk.GetBlock(solidCheckPosition).IsNotActive())
                                    {
                                        chunk.SetBlock(solidCheckPosition, BlockType.Stone, false);
                                    }
                                }
                                else
                                {
                                    BlockSpacePosition checkWorldPosition = solidCheckPosition.GetBlockSpacePosition(chunk);
                                    if (ChunkRepository.GetBlockAtPosition(checkWorldPosition).IsNotActive())
                                    {
                                        ChunkRepository.SetBlockAtPosition(checkWorldPosition, BlockType.Stone, false);
                                    }
                                }
                            }
                        }
                    }
                }
            }

            LoadTransparencyCache();

            chunk.SetLoadState(ChunkLoadState.BlockGenerationComplete);
        }