Esempio n. 1
0
        public static void SetExtendAo(List <MeshTool.BlockSurface> surface, RayCastManager scene, int normalIndex, VecInt3 gpos)
        {
            for (int i = 0; i < surface.Count; i++)
            {
                VecInt3 pos    = surface[i].pos;
                VecInt3 adjPos = new VecInt3();
                adjPos.x = pos.x + Const.AdjacencyOffsetV[normalIndex].x + gpos.x;
                adjPos.y = pos.y + Const.AdjacencyOffsetV[normalIndex].y + gpos.y;
                adjPos.z = pos.z + Const.AdjacencyOffsetV[normalIndex].z + gpos.z;
                for (int v = 0; v < 4; v++)
                {
                    int curLight = scene.getLight(adjPos.x, adjPos.y, adjPos.z);
                    int num      = 1;
                    for (int b = 0; b < 3; b++)
                    {
                        int sx = Const.VertexSharedOffset[normalIndex, v, b, 0];
                        int sy = Const.VertexSharedOffset[normalIndex, v, b, 1];
                        int sz = Const.VertexSharedOffset[normalIndex, v, b, 2];
                        if (!scene.testBlock(adjPos.x + sx, adjPos.y + sy, adjPos.z + sz, RayCastBlockType.Opacity))
                        {
                            curLight += scene.getLight(adjPos.x + sx, adjPos.y + sy, adjPos.z + sz);
                            num++;
                        }
                    }

                    surface[i].extendAo[v] = curLight / (Const.MaxLightIteration * num * 1.0f);
                }
            }
        }
Esempio n. 2
0
        public void updateLight(VecInt3 start, VecInt3 size)
        {
            List <VecInt3> extendSurface = new List <VecInt3>();

            for (int i = start.x; i < start.x + size.x; i++)
            {
                for (int j = start.y; j < start.y + size.y; j++)
                {
                    for (int k = start.z; k < start.z + size.z; k++)
                    {
                        if (airBlocksInSun[i, k] <= j)
                        {
                            light[i, j, k] = Const.MaxLightIteration;
                            bool x0InSun = airBlocksInSun[i == 0 ? sizeX - 1 : i - 1, k] <= j;
                            bool x1InSun = airBlocksInSun[i == sizeX - 1 ? 0 : i + 1, k] <= j;
                            bool z0InSun = airBlocksInSun[i, k == 0 ? sizeZ - 1 : k - 1] <= j;
                            bool z1InSun = airBlocksInSun[i, k == sizeZ - 1 ? 0 : k + 1] <= j;
                            if ((!x0InSun) || (!x1InSun) || (!z0InSun) || (!z1InSun))
                            {
                                extendSurface.Add(new VecInt3(i, j, k));
                            }
                        }
                    }
                }
            }

            byte currentLight = Const.MaxLightIteration - 1;

            while (currentLight > 0 && extendSurface.Count > 0)
            {
                //Debug.Log("light = " + currentLight + ", count = " + extendSurface.Count);
                List <VecInt3> newExtendSurface = new List <VecInt3>();
                for (int s = 0; s < extendSurface.Count; s++)
                {
                    VecInt3 v = extendSurface[s];
                    for (int f = 0; f < 6; f++)
                    {
                        VecInt3 offset = Const.AdjacencyOffsetV[f];
                        int     ax     = v.x + offset.x;
                        int     ay     = v.y + offset.y;
                        int     az     = v.z + offset.z;
                        ax = ((ax % sizeX) + sizeX) % sizeX;
                        az = ((az % sizeZ) + sizeZ) % sizeZ;
                        if (ay >= 0 && ay < sizeY)
                        {
                            if (light[ax, ay, az] < currentLight && ((blocks[ax, ay, az] & RayCastBlockType.Opacity) == 0))
                            {
                                newExtendSurface.Add(new VecInt3(ax, ay, az));
                                light[ax, ay, az] = (byte)currentLight;
                            }
                        }
                    }
                }
                extendSurface = newExtendSurface;
                currentLight -= 1;
            }
        }
Esempio n. 3
0
        public void Encapsulate(VecInt3 point)
        {
            if (!valid)
            {
                min   = point;
                max   = point;
                valid = true;
            }
            else
            {
                min.x = Mathf.Min(min.x, point.x);
                min.y = Mathf.Min(min.y, point.y);
                min.z = Mathf.Min(min.z, point.z);

                max.x = Mathf.Max(max.x, point.x);
                max.y = Mathf.Max(max.y, point.y);
                max.z = Mathf.Max(max.z, point.z);
            }
        }
Esempio n. 4
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 public BlockSurface(VecInt3 pos, short type, float[] ao, float[] raytraceAo, float[] extendAo)
 {
     this.pos      = pos; this.type = type; smallAo = ao; this.raytraceAo = raytraceAo;
     this.extendAo = extendAo;
 }