private Vector3 BirdseyePosition(ChunkView chunkView, ChunkRequest chunkRequest, ChunkFeature chunkFeature, ChunkFeatureView chunkFeatureView) { int depth = ChunkMath.Depth(chunkRequest); int side = ChunkMath.Side(chunkRequest); int depthStartChunkNum = ChunkMath.DepthStartChunkNum(chunkRequest); int sideStartChunkNum = ChunkMath.SideStartChunkNum(chunkRequest); int sideChunkNum = ChunkMath.SideChunkNum(chunkRequest); switch (side) { case 0: return(Position(chunkRequest, chunkReference.Northeast, chunkReference.Northwest, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 1: return(Position(chunkRequest, chunkReference.East, chunkReference.Northeast, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 2: return(Position(chunkRequest, chunkReference.Southeast, chunkReference.East, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 3: return(Position(chunkRequest, chunkReference.Southwest, chunkReference.Southeast, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 4: return(Position(chunkRequest, chunkReference.West, chunkReference.Southwest, sideChunkNum, depth, chunkFeature, chunkFeatureView)); case 5: return(Position(chunkRequest, chunkReference.Northwest, chunkReference.West, sideChunkNum, depth, chunkFeature, chunkFeatureView)); } Debug.LogError("Failed to compute spiral chunk position"); return(Vector3.zero); }
private Quaternion BirdseyeRotation(ChunkView chunkView, ChunkRequest chunkRequest) { int side = ChunkMath.Side(chunkRequest); int depthStartChunkNum = ChunkMath.DepthStartChunkNum(chunkRequest); int depthEndChunkNum = ChunkMath.DepthEndChunkNum(chunkRequest); if (chunkRequest.chunkNum == depthStartChunkNum || chunkRequest.chunkNum == depthEndChunkNum) { side = 5; } side = (side + 4) % 6; return(Quaternion.AngleAxis( side * 60, chunkView.Up )); }