Esempio n. 1
0
        /// <summary>
        /// Load the information for a single tile (as in parse the needed .t -file.
        /// </summary>
        /// <param name="tileX">The cornerIndexX-value of the tile number</param>
        /// <param name="tileZ">The cornerIndexZ-value of the tile number</param>
        /// <param name="loTiles">Loading LO tile (Distant Mountain) or not</param>
        /// <returns>The tile information as a 'Tile' object</returns>
        private Tile LoadTile(int tileX, int tileZ, bool loTiles)
        {
            TileHelper.Zoom zoom = loTiles ? TileHelper.Zoom.DMSmall : TileHelper.Zoom.Small;
            string          path = loTiles ? this.lotilesPath : this.tilesPath;

            // Note, code is similar to ORTS.Viewer3D.TileManager.Load
            // Check for 1x1 or 8x8 tiles.
            TileHelper.Snap(ref tileX, ref tileZ, zoom);

            // we set visible to false to make sure errors are loaded
            Tile newTile = new Tile(path, tileX, tileZ, zoom, false);

            if (newTile.Loaded)
            {
                return(newTile);
            }
            else
            {
                // Check for 2x2 or 16x16 tiles.
                TileHelper.Snap(ref tileX, ref tileZ, zoom - 1);
                newTile = new Tile(tilesPath, tileX, tileZ, zoom - 1, false);
                if (newTile.Loaded)
                {
                    return(newTile);
                }
            }

            return(null);
        }
Esempio n. 2
0
        /// <summary>
        /// Make sure the Tile and its needed textures are loaded. This means checking if it is already loaded, (or at least tried to load)
        /// and if it is not loaded, load it.
        /// </summary>
        /// <param name="tileX">The cornerIndexX-value of the tile number</param>
        /// <param name="tileZ">The cornerIndexZ-value of the tile number</param>
        private void EnsureTileIsLoaded(int tileX, int tileZ)
        {
            uint index = this.locationTranslator.TileIndex(tileX, tileZ, 1);

            if (loadedTerrainTiles.Contains(index))
            {
                return;
            }
            loadedTerrainTiles.Add(index); // whatever comes next, there is not need to reload this tile ever again.

            Tile newTile = LoadTile(tileX, tileZ, false);

            if (newTile == null)
            {
                newTile = LoadTile(tileX, tileZ, true);
                if (newTile == null)
                {
                    return;
                }
            }

            uint storeIndex = this.locationTranslator.TileIndex(tileX, tileZ, newTile.Size);

            if (terrainTiles.ContainsKey(storeIndex))
            {
                // this larger than 1x1 tile has already been loaded from a different tileX and tileZ
                return;
            }

            var newTerrainTile = new TerrainTile2D(newTile, textureManager, locationTranslator);

            terrainTiles.Add(storeIndex, newTerrainTile);
            SetTerrainReduction();
        }