コード例 #1
0
        /// <summary>
        /// Fills the given chunk with detail. Filled voxels won't be replaced by the terrain generator.
        /// Use Voxel.Empty to fill with void.
        /// </summary>
        /// <param name="chunk">Chunk.</param>
        public override void AddDetail(VoxelChunk chunk)
        {
            // if chunk is within distance any village center, render the village
            BuildingStatus bs;

            if (buildingPositions.TryGetValue(chunk.position, out bs))
            {
                if (!bs.placementStatus)
                {
                    bs.placementStatus = true;
                    buildingPositions[chunk.position] = bs;
                    Vector3 pos = chunk.position;
                    pos.y = bs.height;
                    ModelDefinition buildingModel = buildings[WorldRand.Range(0, buildings.Length, pos)];
                    env.ModelPlace(pos, buildingModel, WorldRand.Range(0, 3) * 90, 1f, true);
                }
            }
        }
コード例 #2
0
        void ModelPlace(Vector3 position, ModelDefinition model, ref Bounds bounds, int rotationDegrees = 0, float colorBrightness = 1f, bool fitTerrain = false, List <VoxelIndex> indices = null, int indexStart = -1, int indexEnd = -1, bool useUnpopulatedChunks = false, bool refreshChunks = true)
        {
            if (model == null)
            {
                return;
            }
            if (indexStart < 0)
            {
                indexStart = 0;
            }
            if (indexEnd < 0)
            {
                indexEnd = model.bits.Length - 1;
            }

            Vector3 pos;
            int     modelOneYRow = model.sizeZ * model.sizeX;
            int     modelOneZRow = model.sizeX;

            if (rotationDegrees == 360)
            {
                switch (WorldRand.Range(0, 4))
                {
                case 1:
                    rotationDegrees = 90;
                    break;

                case 2:
                    rotationDegrees = 180;
                    break;

                case 3:
                    rotationDegrees = 270;
                    break;
                }
            }

            int     halfSizeX = model.sizeX / 2;
            int     halfSizeZ = model.sizeZ / 2;
            Vector3 zeroPos   = Quaternion.Euler(0, rotationDegrees, 0) * new Vector3(-halfSizeX, 0, -halfSizeZ);

            // ensure all voxel definitions are present
            //bool reloadTextures = false;
            for (int b = indexStart; b <= indexEnd; b++)
            {
                VoxelDefinition vd = model.bits [b].voxelDefinition;
                if (vd != null && vd.index == 0)
                {
                    AddVoxelDefinition(vd);
                    //reloadTextures = true;
                }
            }
            //if (reloadTextures) { // TODO: RML (AddVoxelDefinition already marks reload world textures flag)
            //    LoadWorldTextures();
            //}

            bool indicesProvided = indices != null;

            if (indicesProvided && indexStart < 0 && indexEnd < 0)
            {
                indices.Clear();
            }
            VoxelIndex index = new VoxelIndex();
            Vector3    min   = bounds.min;
            Vector3    max   = bounds.max;

            for (int b = indexStart; b <= indexEnd; b++)
            {
                int bitIndex = model.bits [b].voxelIndex;
                int py       = bitIndex / modelOneYRow;
                int remy     = bitIndex - py * modelOneYRow;
                int pz       = remy / modelOneZRow;
                int px       = remy - pz * modelOneZRow;

                float wx = zeroPos.x, wz = zeroPos.z;
                switch (rotationDegrees)
                {
                case 90:
                    wx += pz;
                    wz -= px;
                    break;

                case 180:
                    wx -= px;
                    wz -= pz;
                    break;

                case 270:
                    wx -= pz;
                    wz += px;
                    break;

                default:
                    wx += px;
                    wz += pz;
                    break;
                }

                pos.x = position.x + model.offsetX + wx;
                pos.y = position.y + model.offsetY + py;
                pos.z = position.z + model.offsetZ + wz;

                VoxelChunk chunk;
                int        voxelIndex;
                if (useUnpopulatedChunks)
                {
                    chunk = GetChunkUnpopulated(pos);
                }
                if (GetVoxelIndex(pos, out chunk, out voxelIndex))
                {
                    bool emptyVoxel = model.bits [b].isEmpty;
                    if (emptyVoxel)
                    {
                        chunk.voxels [voxelIndex] = Voxel.Hole;
                    }
                    else
                    {
                        Color32 color = model.bits [b].finalColor;
                        if (colorBrightness != 1f)
                        {
                            color.r = (byte)(color.r * colorBrightness);
                            color.g = (byte)(color.g * colorBrightness);
                            color.b = (byte)(color.b * colorBrightness);
                        }
                        VoxelDefinition vd = model.bits [b].voxelDefinition ?? defaultVoxel;
                        chunk.voxels [voxelIndex].Set(vd, color);
                        float rotation = (model.bits [b].rotation + 360 + rotationDegrees) % 360;
                        if (rotation != 0)
                        {
                            chunk.voxels [voxelIndex].SetTextureRotation(Voxel.GetTextureRotationFromDegrees(rotation));
                        }

                        // Add index
                        if (indicesProvided)
                        {
                            index.chunk      = chunk;
                            index.voxelIndex = voxelIndex;
                            index.position   = pos;
                            indices.Add(index);
                        }
                        if (pos.x < min.x)
                        {
                            min.x = pos.x;
                        }
                        if (pos.y < min.y)
                        {
                            min.y = pos.y;
                        }
                        if (pos.z < min.z)
                        {
                            min.z = pos.z;
                        }
                        if (pos.x > max.x)
                        {
                            max.x = pos.x;
                        }
                        if (pos.y > max.y)
                        {
                            max.y = pos.y;
                        }
                        if (pos.z > max.z)
                        {
                            max.z = pos.z;
                        }

                        if (fitTerrain)
                        {
                            // Fill beneath row 1
                            if (py == 0)
                            {
                                Vector3 under = pos;
                                under.y -= 1;
                                for (int k = 0; k < 100; k++, under.y--)
                                {
                                    VoxelChunk lowChunk;
                                    int        vindex;
                                    GetVoxelIndex(under, out lowChunk, out vindex, false);
                                    if (lowChunk != null && lowChunk.voxels [vindex].opaque < FULL_OPAQUE)
                                    {
                                        lowChunk.voxels [vindex].Set(vd, color);
                                        lowChunk.modified = true;
                                        if (!lowChunk.inqueue && !useUnpopulatedChunks)
                                        {
                                            ChunkRequestRefresh(lowChunk, true, true);
                                        }
                                    }
                                    else
                                    {
                                        break;
                                    }
                                }
                            }
                        }
                    }

                    // Prevent tree population
                    chunk.allowTrees = false;
                    chunk.modified   = true;

                    if (!chunk.inqueue && !useUnpopulatedChunks)
                    {
                        chunk.MarkAsInconclusive();
                        if (refreshChunks)
                        {
                            ChunkRequestRefresh(chunk, true, true);
                        }
                    }
                }
            }

            FastVector.Floor(ref min);
            FastVector.Ceiling(ref max);
            bounds.center = (max + min) * 0.5f;
            bounds.size   = max - min;
        }