コード例 #1
0
        void CheckNearChunks(Vector3 position)
        {
            if (!checkNearChunks)
            {
                return;
            }
            int chunkX, chunkY, chunkZ;

            FastMath.FloorToInt(position.x / 16f, position.y / 16f, position.z / 16f, out chunkX, out chunkY, out chunkZ);
            if (lastChunkX != chunkX || lastChunkY != chunkY || lastChunkZ != chunkZ)
            {
                lastChunkX = chunkX;
                lastChunkY = chunkY;
                lastChunkZ = chunkZ;
                env.ChunkCheckArea(position, chunkExtents, renderChunks);
            }
        }
コード例 #2
0
        void CheckNearChunks(Vector3 position)
        {
            if (!checkNearChunks)
            {
                return;
            }
            int chunkX, chunkY, chunkZ;

            FastMath.FloorToInt(position.x / VoxelPlayEnvironment.CHUNK_SIZE, position.y / VoxelPlayEnvironment.CHUNK_SIZE, position.z / VoxelPlayEnvironment.CHUNK_SIZE, out chunkX, out chunkY, out chunkZ);
            if (lastChunkX != chunkX || lastChunkY != chunkY || lastChunkZ != chunkZ)
            {
                lastChunkX = chunkX;
                lastChunkY = chunkY;
                lastChunkZ = chunkZ;
                // Ensure area is rendered
                env.ChunkCheckArea(position, chunkExtents, renderChunks);
            }
        }