public void newWorld() { //reset(); Chunk chunk; int numChunks = 50; for (int i = 0; i < numChunks; i++) { for (int j = 0; j < numChunks; j++) { int iLoc = i - numChunks / 2; int jLoc = j - numChunks / 2; //create ground chunk chunk = new Chunk(new Vector3(WorldParameters.theChunkSize * iLoc, -WorldParameters.theChunkSize, WorldParameters.theChunkSize * jLoc)); chunk.setNodeMaterial(new NodeKey(1), MaterialManager.getMaterialIndex("dirt")); addChunk(chunk); myTerrainSource.chunkCache.updateChunk(chunk); //create air chunk above it chunk = new Chunk(new Vector3(-WorldParameters.theChunkSize * iLoc, 0, WorldParameters.theChunkSize * jLoc)); chunk.setNodeMaterial(new NodeKey(1), MaterialManager.getMaterialIndex("air")); addChunk(chunk); myTerrainSource.chunkCache.updateChunk(chunk); } } }
public override bool execute(World w) { saveState(w, myLocation); if (myChunk != null) { UInt32 m = MaterialManager.getMaterialIndex(myMaterialName); myChunk.setNodeMaterial(myLocation.node, m); return(true); } return(false); }