Esempio n. 1
0
        private void UpdateVisibleChunks(Simulation.Simulation simulation)
        {
            //Clear visible chunks so we dont have to figure out which chunks are no longer being seen
            VisibleChunks.Clear();
            Chunk rootChunk = simulation.World.ChunkIndex[ChunkKey];

            //find the chunks that the player is currently simulating
            for (int y = rootChunk.ChunkY - simulation.SimulationDistance;
                 y < rootChunk.ChunkY + simulation.SimulationDistance;
                 y++)
            {
                for (int x = rootChunk.ChunkX - simulation.SimulationDistance;
                     x < rootChunk.ChunkX + simulation.SimulationDistance;
                     x++)
                {
                    //Get a chunk if it exist at the location
                    Chunk visibleChunk;
                    if ((visibleChunk = simulation.World.ChunkFromChunkLocation(x, y)) == null)
                    {
                        continue;
                    }

                    //Add chunk to visible chunks
                    VisibleChunks.Add(visibleChunk.ChunkKey);

                    //update chunk history if new with a negative number so a full chunk update will be forced
                    if (!ChunkVersions.ContainsKey(visibleChunk.ChunkKey))
                    {
                        ChunkVersions[visibleChunk.ChunkKey] = -1;
                    }
                }
            }
        }
Esempio n. 2
0
 public static void Render()
 {
     VisibleChunks.Clear();
     foreach (var file in mActiveFiles)
     {
         file.RenderADT(SlimDX.Matrix.Identity);
     }
 }