コード例 #1
0
 /// <summary>
 /// Set or remove a voxel
 /// </summary>
 /// <param name="v">Index 0 will clear the voxel</param>
 public void SetVoxel(Voxel v)
 {
     if (v.X <= this.X && v.Y <= this.Y && v.Z <= this.Z)
     {
         string key = v.GetKey();
         // Set
         if (v.Index != 0)
         {
             if (!Voxels.ContainsKey(key))
             {
                 VCount++;
             }
             Voxels[key] = v;
         }
         // Clear
         else
         {
             if (Voxels.ContainsKey(key))
             {
                 VCount--;
             }
             Voxels.Remove(key);
         }
     }
 }
コード例 #2
0
 /// <summary>
 /// Set or remove a voxel
 /// </summary>
 /// <param name="colorIndex">Number 0 will clear the voxel</param>
 public void SetVoxel(int x, int y, int z, byte colorIndex)
 {
     if (x >= 0 && y >= 0 && z >= 0 && x < this.X && y < this.Y && z < this.Z)
     {
         string key = x + "_" + y + "_" + z;
         // Set
         if (colorIndex != 0)
         {
             if (!Voxels.ContainsKey(key))
             {
                 VCount++;
             }
             Voxels[key] = colorIndex;
         }
         // Clear
         else
         {
             if (Voxels.ContainsKey(key))
             {
                 VCount--;
             }
             Voxels.Remove(key);
         }
     }
 }
コード例 #3
0
        public void Add(ulong x, ulong y, ulong z, byte c)
        {
            ulong f = Fuse(x, y, z);

            if (Voxels.ContainsKey(f))
            {
                Voxels[f] = c;
            }
            else
            {
                Voxels.Add(f, c);
                Full.Add(f);
            }
        }
コード例 #4
0
        /**
         * Resets the order of potentially-visible voxels as used by the rotation-related methods; since this order is not
         * changed by normal {@link #Add(int, byte)} and {@link #remove(int)}, this method must be used to complete any
         * changes to the structure of the VoxelSeq.
         */
        public VoxelSeq Hollow()
        {
            Order.Clear();
            int   sz = Full.Count;
            ulong k, x, y, z;

            for (int i = 0; i < sz; i++)
            {
                k = Full[i];
                x = ExtractX(k);
                y = ExtractY(k);
                z = ExtractZ(k);
                if (x <= 0 || x >= SizeX - 1 || y <= 0 || y >= SizeY - 1 || z <= 0 || z >= SizeZ - 1 ||
                    !Voxels.ContainsKey(Fuse(x - 1, y, z)) || !Voxels.ContainsKey(Fuse(x + 1, y, z)) ||
                    !Voxels.ContainsKey(Fuse(x, y - 1, z)) || !Voxels.ContainsKey(Fuse(x, y + 1, z)) ||
                    !Voxels.ContainsKey(Fuse(x, y, z - 1)) || !Voxels.ContainsKey(Fuse(x, y, z + 1)))
                {
                    Order.Add(k);
                }
            }
            return(this);
        }
        public void RemoveChunk(Chunk chunk)
        {
            var pos = new IntVector3(chunk.Start);

            for (pos.X = chunk.Start.X; pos.X < chunk.End.X; pos.X++)
            {
                for (pos.Y = chunk.Start.Y; pos.Y < chunk.End.Y; pos.Y++)
                {
                    for (pos.Z = chunk.Start.Z; pos.Z < chunk.End.Z; pos.Z++)
                    {
                        if (Voxels.ContainsKey(pos))
                        {
                            Voxels.Remove(pos);
                        }
                    }
                }
            }

            if (ChunkRemoved != null)
            {
                ChunkRemoved(chunk);
            }
        }