void InitSector() { int i; solid_geometry = new VoxelGeometry(); transparent_geometry = new VoxelGeometry(); custom_geometry = new VoxelGeometry(); //Pos_x = 0; Pos_y = 0; Pos_z = 0; Handle_x = Handle_y = Handle_z = 0; ZoneType = 0; ZoneVersion = 0; GeneratorVersion = 0; RingNum = 65535; #if VOXEL_CULLER Culling = 0; #endif Data = new VoxelData( Size_x * Size_y * Size_z ); for( int r = 0; r < 6; r++ ) { near_sectors[r] = null; } Flag_Render_Dirty = true; Flag_HighPriorityRefresh = false; Flag_Void_Regular = true; Flag_Void_Transparent = true; Flag_IsVisibleAtLastRendering = false; Flag_DeletePending = false; Flag_NeedFullCulling = false; Flag_KeepInMemory = false; Flag_IsModified = ModifiedFieldFlags.NONE; Flag_IsSlowGeneration = false; Flag_IsActiveVoxels = false; Flag_IsActiveLowRefresh = false; Flag_NeedSortedRendering = false; PartialCulling = 0; RefreshWaitCount = 0; LowRefresh_Mask = 0x0F; }
public VoxelSector( VoxelSector Sector ) { uint DataSize; DataSize = Sector.DataSize; Data = new VoxelData( ZVOXELBLOCKCOUNT ); for( int i = 0; i < DataSize; i++ ) { Data.Data[i] = Sector.Data.Data[i]; } VoxelTypeManager = null; Next = Pred = GlobalList_Next = GlobalList_Pred = null; Handle_x = Sector.Handle_x; Handle_y = Sector.Handle_y; Handle_z = Sector.Handle_z; Pos_x = Sector.Pos_x; Pos_y = Sector.Pos_y; Pos_z = Sector.Pos_z; Size_x = Sector.Size_x; Size_y = Sector.Size_y; Size_z = Sector.Size_z; Flag_Void_Regular = Sector.Flag_Void_Regular; Flag_Void_Transparent = Sector.Flag_Void_Transparent; Flag_Render_Dirty = Sector.Flag_Render_Dirty; Flag_HighPriorityRefresh = Sector.Flag_HighPriorityRefresh; Flag_IsVisibleAtLastRendering = Sector.Flag_IsVisibleAtLastRendering; Flag_DeletePending = Sector.Flag_DeletePending; Flag_NeedFullCulling = Sector.Flag_NeedFullCulling; Flag_KeepInMemory = Sector.Flag_KeepInMemory; Flag_IsModified = Sector.Flag_IsModified; Flag_IsSlowGeneration = Sector.Flag_IsSlowGeneration; Flag_IsActiveVoxels = Sector.Flag_IsActiveVoxels; Flag_IsActiveLowRefresh = Sector.Flag_IsActiveLowRefresh; Flag_NotStandardSize = Sector.Flag_NotStandardSize; Flag_NeedSortedRendering = Sector.Flag_NeedSortedRendering; PartialCulling = Sector.PartialCulling; RefreshWaitCount = Sector.RefreshWaitCount; LowRefresh_Mask = Sector.LowRefresh_Mask; }