Esempio n. 1
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 public Chunks(int worldSizeX, int worldSizeZ)
 {
     _chunks = new Chunk[worldSizeX, worldSizeZ];
     for (var x = 0; x < worldSizeX; x++)
     {
         for (var z = 0; z < worldSizeZ; z++)
         {
             this[x, z] = new Chunk(x, z);
         }
     }
 }
Esempio n. 2
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        /// <summary>Loop through light box, blank out any previous light data and reset all light emitting sources. The light box during initial loading is the full chunk size.</summary>
        /// <param name="x1">lower x of light box for dynamic change, 0 for initial full chunk loading</param>
        /// <param name="x2">upper x of light box for dynamic change, chunk size - 1 for initial full chunk loading</param>
        /// <param name="y1">lower y of light box for dynamic change, 0 for initial full chunk loading</param>
        /// <param name="y2">upper y of light box for dynamic change, chunk height - 1 for initial full chunk loading</param>
        /// <param name="z1">lower z of light box for dynamic change, 0 for initial loading of full chunk</param>
        /// <param name="z2">upper z of light box for dynamic change, chunk size - 1 for initial full chunk loading</param>
        /// <param name="initialChunk">chunk being loaded initially or null for dynamic changes because multiple chunks may be affected</param>
        /// <param name="skyLightMap">world sky lightmap for dynamic change and chunk sky lightmap during initial loading</param>
        /// <param name="itemLightMap">world item lightmap for dynamic change and chunk item lightmap during initial loading</param>
        internal static void ResetLightBoxSources(int x1, int x2, int y1, int y2, int z1, int z2, Chunk initialChunk, byte[, ,] skyLightMap, byte[, ,] itemLightMap)
        {
            var affectedChunks = new HashSet<Chunk>();
            if (initialChunk != null) affectedChunks.Add(initialChunk);

            for (int x = x1; x <= x2; x++)
            {
                for (int z = z1; z <= z2; z++)
                {
                    //y is the innermost loop so we only retrieve chunks when needed, this is always the supplied initial chunk during initial loading
                    Chunk chunk;
                    if (initialChunk == null) //calculate the chunk if this isnt an initial loading chunk
                    {
                        chunk = WorldData.Chunks[x / Chunk.CHUNK_SIZE, z / Chunk.CHUNK_SIZE];
                        affectedChunks.Add(chunk);
                    }
                    else
                    {
                        chunk = initialChunk;
                    }

                    for (int y = y1; y <= y2; y++)
                    {
                        //chunk relative coords are needlessly calculated on initial loading, but it doesnt noticeably affect performance and this way it doesnt affect dynamic changes at all
                        int chunkRelativeX = x % Chunk.CHUNK_SIZE;
                        int chunkRelativeZ = z % Chunk.CHUNK_SIZE;

                        if (y > chunk.HeightMap[chunkRelativeX, chunkRelativeZ])
                        {
                            //transparent block above the heightmap surface, it gets full skylight, transparent blocks cannot be light emitting sources
                            skyLightMap[x, y, z] = SkyHost.BRIGHTEST_SKYLIGHT_STRENGTH;
                            itemLightMap[x, y, z] = 0; //could be a light source item here; this gets checked later
                            continue;
                        }
                        var block = chunk.Blocks[chunkRelativeX, y, chunkRelativeZ];
                        if (!block.IsTransparent)
                        {
                            //this is a non transparent block; it will have zero sky light and only have item light if this block emits light
                            skyLightMap[x, y, z] = 0;
                            itemLightMap[x, y, z] = block.IsLightSource ? block.LightStrength : (byte)0;
                        }
                        else
                        {
                            //this is a transparent block below the heightmap
                            skyLightMap[x, y, z] = 0;
                            itemLightMap[x, y, z] = 0; //could be a light source item here; this gets checked later
                        }
                    }
                }
            }

            //light source items; more efficient to loop through each affected chunks LightSources here and set the lightbox sources accordingly (better then checking for light source matches on every transparent block)
            //note: this can redundantly set item lightmap values in these chunks that are outside the light box; this doesnt hurt anything and is probably faster than checking to prevent it
            foreach (var lightSource in affectedChunks.SelectMany(affectedChunk => affectedChunk.LightSources))
            {
                int x = lightSource.Value.Coords.Xblock;
                int z = lightSource.Value.Coords.Zblock;
                if (initialChunk != null)
                {
                    x %= Chunk.CHUNK_SIZE;
                    z %= Chunk.CHUNK_SIZE;
                }
                itemLightMap[x, lightSource.Value.Coords.Yblock, z] = lightSource.Value.LightStrength;
            }
        }
Esempio n. 3
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        /// <summary>
        /// Check 6 adjacent neighbor blocks and propagate recursively as needed within this Chunk. This propagate is used for initial world loading only.
        /// Updates the chunk level arrays. Light map can be sky or item.
        /// </summary>
        /// <remarks>Changes here may need to be duplicated in PropagateLightDynamic</remarks>
        internal static void PropagateLightInitial(int x, int y, int z, byte lightStrength, Chunk chunk, byte[, ,] lightMap)
        {
            lightMap[x, y, z] = lightStrength;

            var lightMinusOne = (byte)Math.Max(lightStrength - 1, 0);
            var lightMinusTwo = (byte)Math.Max(lightStrength - 2, 0);

            //check top (light going up propogates half as much, seems more realistic) (only need to propagate if existing strength is less then what we want to set it to)
            if (y < Chunk.CHUNK_HEIGHT - 1 && chunk.Blocks[x, y + 1, z].IsTransparent && lightMap[x, y + 1, z] < lightMinusTwo) PropagateLightInitial(x, y + 1, z, lightMinusTwo, chunk, lightMap);

            //check bottom (only need to propagate if existing strength is less then what we want to set it to)
            if (y > 0 && chunk.Blocks[x, y - 1, z].IsTransparent && lightMap[x, y - 1, z] < lightMinusOne) PropagateLightInitial(x, y - 1, z, lightMinusOne, chunk, lightMap);

            //check left (only need to propagate if existing strength is less then what we want to set it to)
            if (x > 0 && chunk.Blocks[x - 1, y, z].IsTransparent && lightMap[x - 1, y, z] < lightMinusOne) PropagateLightInitial(x - 1, y, z, lightMinusOne, chunk, lightMap);

            //check right (only need to propagate if existing strength is less then what we want to set it to)
            if (x < Chunk.CHUNK_SIZE - 1 && chunk.Blocks[x + 1, y, z].IsTransparent && lightMap[x + 1, y, z] < lightMinusOne) PropagateLightInitial(x + 1, y, z, lightMinusOne, chunk, lightMap);

            //check back (only need to propagate if existing strength is less then what we want to set it to)
            if (z > 0 && chunk.Blocks[x, y, z - 1].IsTransparent && lightMap[x, y, z - 1] < lightMinusOne) PropagateLightInitial(x, y, z - 1, lightMinusOne, chunk, lightMap);

            //check front (only need to propagate if existing strength is less then what we want to set it to)
            if (z < Chunk.CHUNK_SIZE - 1 && chunk.Blocks[x, y, z + 1].IsTransparent && lightMap[x, y, z + 1] < lightMinusOne) PropagateLightInitial(x, y, z + 1, lightMinusOne, chunk, lightMap);
        }
Esempio n. 4
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        internal static readonly byte[] LightTable = new[] { (byte)37, (byte)43, (byte)48, (byte)55, (byte)62, (byte)71, (byte)81, (byte)92, (byte)104, (byte)118, (byte)135, (byte)153, (byte)174, (byte)197, (byte)224, (byte)255 }; //this table drops by *0.88 without the large initial drop (better for day/night cycle)

        #endregion Fields

        #region Methods

        /// <summary>
        /// Pull lighting from adjacent chunks into this chunk as needed after all chunks have been initially built.
        /// Done by looping through all blocks on chunk border, look at adjacent block to determine if light needs to be "pulled" across.
        /// Propagate any cases where pulling is needed.
        /// </summary>
        internal static void InitializeCrossChunkPulling(Chunk chunk)
        {
            for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
            {
                if (chunk.Coords.Z > 0) //can skip when on this world edge
                {
                    var adjacentChunk = WorldData.Chunks[chunk.Coords.X, chunk.Coords.Z - 1];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--) //note: this used to loop from the heightmap down, however that wouldnt work with item light sources and because this is for initial pulling on edges only, it was only a tiny benefit
                    {
                        if (!chunk.Blocks[x, y, 0].IsTransparent) continue; //no need to pull light for non transparent blocks

                        var skyLightStrength = chunk.SkyLightMapInitial[x, y, 0];
                        if (skyLightStrength < 14) //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentSkyLightStrength = adjacentChunk.SkyLightMapInitial[x, y, Chunk.CHUNK_SIZE - 1]; //pull light from neighbor chunk
                            if (adjacentSkyLightStrength > 1 && adjacentSkyLightStrength > skyLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(x, y, 0, (byte)(adjacentSkyLightStrength - 1), chunk, chunk.SkyLightMapInitial);
                            }
                        }

                        var itemLightStrength = chunk.ItemLightMapInitial[x, y, 0];
                        if (itemLightStrength < 14) //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentItemLightStrength = adjacentChunk.ItemLightMapInitial[x, y, Chunk.CHUNK_SIZE - 1]; //pull light from neighbor chunk
                            if (adjacentItemLightStrength > 1 && adjacentItemLightStrength > itemLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(x, y, 0, (byte)(adjacentItemLightStrength - 1), chunk, chunk.ItemLightMapInitial);
                            }
                        }
                    }
                }

                if (chunk.Coords.Z < WorldData.SizeInChunksZ - 1) //can skip when on this world edge
                {
                    var adjacentChunk = WorldData.Chunks[chunk.Coords.X, chunk.Coords.Z + 1];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--) //note: this used to loop from the heightmap down, however that wouldnt work with item light sources and because this is for initial pulling on edges only, it was only a tiny benefit
                    {
                        if (!chunk.Blocks[x, y, Chunk.CHUNK_SIZE - 1].IsTransparent) continue; //no need to pull light for non transparent blocks

                        var skyLightStrength = chunk.SkyLightMapInitial[x, y, Chunk.CHUNK_SIZE - 1];
                        if (skyLightStrength < 14) //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentSkyLightStrength = adjacentChunk.SkyLightMapInitial[x, y, 0]; //pull light from neighbor chunk
                            if (adjacentSkyLightStrength > 1 && adjacentSkyLightStrength > skyLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(x, y, Chunk.CHUNK_SIZE - 1, (byte)(adjacentSkyLightStrength - 1), chunk, chunk.SkyLightMapInitial);
                            }
                        }

                        var itemLightStrength = chunk.ItemLightMapInitial[x, y, Chunk.CHUNK_SIZE - 1];
                        if (itemLightStrength < 14) //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentItemLightStrength = adjacentChunk.ItemLightMapInitial[x, y, 0]; //pull light from neighbor chunk
                            if (adjacentItemLightStrength > 1 && adjacentItemLightStrength > itemLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(x, y, Chunk.CHUNK_SIZE - 1, (byte)(adjacentItemLightStrength - 1), chunk, chunk.ItemLightMapInitial);
                            }
                        }
                    }
                }
            }

            for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
            {
                if (chunk.Coords.X > 0) //can skip when on this world edge
                {
                    var adjacentChunk = WorldData.Chunks[chunk.Coords.X - 1, chunk.Coords.Z];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--) //note: this used to loop from the heightmap down, however that wouldnt work with item light sources and because this is for initial pulling on edges only, it was only a tiny benefit
                    {
                        if (!chunk.Blocks[0, y, z].IsTransparent) continue; //no need to pull light for non transparent blocks

                        var skyLightStrength = chunk.SkyLightMapInitial[0, y, z];
                        if (skyLightStrength < 14) //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentSkyLightStrength = adjacentChunk.SkyLightMapInitial[Chunk.CHUNK_SIZE - 1, y, z]; //pull light from neighbor chunk
                            if (adjacentSkyLightStrength > 1 && adjacentSkyLightStrength > skyLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(0, y, z, (byte)(adjacentSkyLightStrength - 1), chunk, chunk.SkyLightMapInitial);
                            }
                        }

                        var itemLightStrength = chunk.ItemLightMapInitial[0, y, z];
                        if (itemLightStrength < 14) //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentItemLightStrength = adjacentChunk.ItemLightMapInitial[Chunk.CHUNK_SIZE - 1, y, z];
                            if (adjacentItemLightStrength > 1 && adjacentItemLightStrength > itemLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(0, y, z, (byte)(adjacentItemLightStrength - 1), chunk, chunk.ItemLightMapInitial);
                            }
                        }
                    }
                }

                if (chunk.Coords.X < WorldData.SizeInChunksX - 1) //can skip when on this world edge
                {
                    var adjacentChunk = WorldData.Chunks[chunk.Coords.X + 1, chunk.Coords.Z];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--) //note: this used to loop from the heightmap down, however that wouldnt work with item light sources and because this is for initial pulling on edges only, it was only a tiny benefit
                    {
                        if (!chunk.Blocks[Chunk.CHUNK_SIZE - 1, y, z].IsTransparent) continue; //no need to pull light for non transparent blocks

                        var skyLightStrength = chunk.SkyLightMapInitial[Chunk.CHUNK_SIZE - 1, y, z];
                        if (skyLightStrength < 14) //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentSkyLightStrength = adjacentChunk.SkyLightMapInitial[0, y, z]; //pull light from neighbor chunk
                            if (adjacentSkyLightStrength > 1 && adjacentSkyLightStrength > skyLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(Chunk.CHUNK_SIZE - 1, y, z, (byte)(adjacentSkyLightStrength - 1), chunk, chunk.SkyLightMapInitial);
                            }
                        }

                        var itemLightStrength = chunk.ItemLightMapInitial[Chunk.CHUNK_SIZE - 1, y, z];
                        if (itemLightStrength < 14)  //no need to pull light for blocks that already have at least 14 light strength
                        {
                            var adjacentItemLightStrength = adjacentChunk.ItemLightMapInitial[0, y, z]; //pull light from neighbor chunk
                            if (adjacentItemLightStrength > 1 && adjacentItemLightStrength > itemLightStrength - 1) //can only propagate if adjacent > 1
                            {
                                PropagateLightInitial(Chunk.CHUNK_SIZE - 1, y, z, (byte)(adjacentItemLightStrength - 1), chunk, chunk.ItemLightMapInitial);
                            }
                        }
                    }
                }
            }

            #region Diagonal Corners
            //need to look over up to 4 diagonal corners to potentially pull from those chunks
            //subtract 2 from light strengths when looking diagonally because light does not spread directly diagonally
            if (chunk.Coords.X > 0)
            {
                if (chunk.Coords.Z > 0)
                {
                    //check left/back diagonal
                    var chunkDiagonal = WorldData.Chunks[chunk.Coords.X - 1, chunk.Coords.Z - 1];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--)
                    {
                        var diagonalSkyLightStrength = chunkDiagonal.SkyLightMapInitial[Chunk.CHUNK_SIZE - 1, y, Chunk.CHUNK_SIZE - 1];
                        if (diagonalSkyLightStrength > 2 && diagonalSkyLightStrength > chunk.SkyLightMapInitial[0, y, 0] - 2)
                        {
                            PropagateLightInitial(0, y, 0, (byte)(diagonalSkyLightStrength - 2), chunk, chunk.SkyLightMapInitial);
                        }

                        var diagonalItemLightStrength = chunkDiagonal.ItemLightMapInitial[Chunk.CHUNK_SIZE - 1, y, Chunk.CHUNK_SIZE - 1];
                        if (diagonalItemLightStrength > 2 && diagonalItemLightStrength > chunk.ItemLightMapInitial[0, y, 0] - 2)
                        {
                            PropagateLightInitial(0, y, 0, (byte)(diagonalItemLightStrength - 2), chunk, chunk.ItemLightMapInitial);
                        }
                    }
                }
                if (chunk.Coords.Z < WorldData.SizeInChunksZ - 1)
                {
                    //check left/front diagonal
                    var chunkDiagonal = WorldData.Chunks[chunk.Coords.X - 1, chunk.Coords.Z + 1];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--)
                    {
                        var diagonalSkyLightStrength = chunkDiagonal.SkyLightMapInitial[Chunk.CHUNK_SIZE - 1, y, 0];
                        if (diagonalSkyLightStrength > 2 && diagonalSkyLightStrength > chunk.SkyLightMapInitial[0, y, Chunk.CHUNK_SIZE - 1] - 2)
                        {
                            PropagateLightInitial(0, y, Chunk.CHUNK_SIZE - 1, (byte)(diagonalSkyLightStrength - 2), chunk, chunk.SkyLightMapInitial);
                        }

                        var diagonalItemLightStrength = chunkDiagonal.ItemLightMapInitial[Chunk.CHUNK_SIZE - 1, y, 0];
                        if (diagonalItemLightStrength > 2 && diagonalItemLightStrength > chunk.ItemLightMapInitial[0, y, Chunk.CHUNK_SIZE - 1] - 2)
                        {
                            PropagateLightInitial(0, y, Chunk.CHUNK_SIZE - 1, (byte)(diagonalItemLightStrength - 2), chunk, chunk.ItemLightMapInitial);
                        }
                    }
                }
            }
            if (chunk.Coords.X < WorldData.SizeInChunksX - 1)
            {
                if (chunk.Coords.Z > 0)
                {
                    //check right/back diagonal
                    var chunkDiagonal = WorldData.Chunks[chunk.Coords.X + 1, chunk.Coords.Z - 1];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--)
                    {
                        var diagonalSkyLightStrength = chunkDiagonal.SkyLightMapInitial[0, y, Chunk.CHUNK_SIZE - 1];
                        if (diagonalSkyLightStrength > 2 && diagonalSkyLightStrength > chunk.SkyLightMapInitial[Chunk.CHUNK_SIZE - 1, y, 0] - 2)
                        {
                            PropagateLightInitial(Chunk.CHUNK_SIZE - 1, y, 0, (byte)(diagonalSkyLightStrength - 2), chunk, chunk.SkyLightMapInitial);
                        }

                        var diagonalItemLightStrength = chunkDiagonal.ItemLightMapInitial[0, y, Chunk.CHUNK_SIZE - 1];
                        if (diagonalItemLightStrength > 2 && diagonalItemLightStrength > chunk.ItemLightMapInitial[Chunk.CHUNK_SIZE - 1, y, 0] - 2)
                        {
                            PropagateLightInitial(Chunk.CHUNK_SIZE - 1, y, 0, (byte)(diagonalItemLightStrength - 2), chunk, chunk.ItemLightMapInitial);
                        }
                    }
                }
                if (chunk.Coords.Z < WorldData.SizeInChunksZ - 1)
                {
                    //check right/front diagonal
                    var chunkDiagonal = WorldData.Chunks[chunk.Coords.X + 1, chunk.Coords.Z + 1];
                    for (int y = Chunk.CHUNK_HEIGHT - 1; y > 0; y--)
                    {
                        var diagonalSkyLightStrength = chunkDiagonal.SkyLightMapInitial[0, y, 0];
                        if (diagonalSkyLightStrength > 2 && diagonalSkyLightStrength > chunk.SkyLightMapInitial[Chunk.CHUNK_SIZE - 1, y, Chunk.CHUNK_SIZE - 1] - 2)
                        {
                            PropagateLightInitial(Chunk.CHUNK_SIZE - 1, y, Chunk.CHUNK_SIZE - 1, (byte)(diagonalSkyLightStrength - 2), chunk, chunk.SkyLightMapInitial);
                        }

                        var diagonalItemLightStrength = chunkDiagonal.ItemLightMapInitial[0, y, 0];
                        if (diagonalItemLightStrength > 2 && diagonalItemLightStrength > chunk.ItemLightMapInitial[Chunk.CHUNK_SIZE - 1, y, Chunk.CHUNK_SIZE - 1] - 2)
                        {
                            PropagateLightInitial(Chunk.CHUNK_SIZE - 1, y, Chunk.CHUNK_SIZE - 1, (byte)(diagonalItemLightStrength - 2), chunk, chunk.ItemLightMapInitial);
                        }
                    }
                }
            }
            #endregion

            //at this point the lighting in this chunk is finished, so add to gigantic world light map
            //-couldnt do it before now because lighting isnt finalized until the cross chunk pulling is done
            //-this is essentially a copy of an array into a larger array
            for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
            {
                int worldX = chunk.Coords.WorldCoordsX + x;
                for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
                {
                    int worldZ = chunk.Coords.WorldCoordsZ + z;
                    for (int y = 0; y < Chunk.CHUNK_HEIGHT; y++)
                    {
                        WorldData.SkyLightMap[worldX, y, worldZ] = chunk.SkyLightMapInitial[x, y, z];
                        WorldData.ItemLightMap[worldX, y, worldZ] = chunk.ItemLightMapInitial[x, y, z];
                    }
                }
            }
        }
Esempio n. 5
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        /// <summary>
        /// Build the light map for this chunk. Needs to be done before the chunk is buffered to a vbo, but needs to come after the height map has been built for all chunks.
        /// Height map is built on initial world creation, load from disk for single player, or receive from server for multiplayer for all chunks. Light map should then be built for all chunks.
        /// </summary>
        /// <remarks>
        /// -Anything air or transparent at or above the heightmap gets full light.
        /// -Anything under the heightmap can only get sunlight from a neighbor.
        /// </remarks>
        internal static void InitializeLightMap(Chunk chunk)
        {
            if (Config.IsServer) return; //servers have no current need to calculate light maps

            ResetLightBoxSources(0, Chunk.CHUNK_SIZE - 1, 0, Chunk.CHUNK_HEIGHT - 1, 0, Chunk.CHUNK_SIZE - 1, chunk, chunk.SkyLightMapInitial, chunk.ItemLightMapInitial);

            //light propagation
            for (var x = 0; x < Chunk.CHUNK_SIZE; x++)
            {
                for (var y = 0; y < Chunk.CHUNK_HEIGHT; y++)
                {
                    for (var z = 0; z < Chunk.CHUNK_SIZE; z++)
                    {
                        //propagate sky light
                        var skyLightStrength = chunk.SkyLightMapInitial[x, y, z];
                        if (skyLightStrength > 1) PropagateLightInitial(x, y, z, skyLightStrength, chunk, chunk.SkyLightMapInitial); //if strength > 1, check 6 adjacent neighbors and propagate recursively as needed
                        //propagate item light
                        byte itemLightStrength = chunk.ItemLightMapInitial[x, y, z];
                        if (itemLightStrength > 1) PropagateLightInitial(x, y, z, itemLightStrength, chunk, chunk.ItemLightMapInitial); //if strength > 1, check 6 adjacent neighbors and propagate recursively as needed
                    }
                }
            }

            var chunkTotal = WorldData.SizeInChunksX * WorldData.SizeInChunksZ;
            var chunkCount = System.Threading.Interlocked.Increment(ref WorldData.Chunks.LightmapsBuiltCount);
            Settings.Launcher.UpdateProgressInvokable(string.Format("Building Light Maps: {0} / {1}", chunkCount, chunkTotal), chunkCount, chunkTotal);
        }
Esempio n. 6
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 internal static void LoadChunk(Chunk chunk, byte[] bytes)
 {
     Buffer.BlockCopy(bytes, 0, chunk.Blocks.Array, 0, bytes.Length);
     chunk.BuildHeightMap();
 }