Esempio n. 1
0
        public ChunkColumn(ChunkSection[] sections, Vector3 ChunkPos)
        {
            if (sections == null)
            {
                sections = new ChunkSection[0];
            }

            if (sections.Length > Constants.SECTION_PER_COLUMN)
            {
                throw new Exception("Too many sections");
            }
            else if (sections.Length < Constants.SECTION_PER_COLUMN)
            {
                var v = sections.ToList();
                while (v.Count != Constants.SECTION_PER_COLUMN)
                {
                    var newSec = ChunkSection.Empty;
                    newSec.ChunkX = ChunkPos.X;
                    newSec.ChunkY = v.Count;
                    newSec.ChunkZ = ChunkPos.Z;
                    v.Add(newSec);
                }
                sections = v.ToArray();
            }

            for (int z = 0; z < Constants.SECTION_DEPTH; z++)
            {
                for (int x = 0; x < Constants.SECTION_WIDTH; x++)
                {
                    Biomes[x, z] = Biome.Void;
                }
            }

            this.chunkSections = sections;
        }
Esempio n. 2
0
 public static Vector3 ChunkToWorldPosition(Vector3 ChunkSpace, ChunkSection chunk)
 {
     return(new Vector3(ChunkSpace.X + (long)Math.Floor((double)(chunk.ChunkX * Constants.CHUNK_NUM)),
                        ChunkSpace.Y + (long)Math.Floor((double)(chunk.ChunkY * Constants.CHUNK_NUM)),
                        ChunkSpace.Z + (long)Math.Floor((double)(chunk.ChunkZ * Constants.CHUNK_NUM))));
 }