コード例 #1
0
        /// <summary>
        /// Sets a world in the world to a given ID.
        /// </summary>
        /// <param name="blockPos">The block position.</param>
        /// <param name="blockID">The ID of the block to place.</param>
        public void SetBlock(BlockPosition blockPos, ushort blockID)
        {
            if (blockID >= m_BlockList.BlockCount)
            {
                throw new System.ArgumentOutOfRangeException("blockID", $"Invalid block type '{blockID}'!");
            }

            m_WorldContainer.SetBlock(blockPos, blockID);
            m_WorldContainer.RemeshDirtyChunks();
        }
コード例 #2
0
ファイル: QuadBuilder.cs プロジェクト: takaaptech/Bones3
        /// <summary>
        /// Adds the quad normals to the mesh.
        /// </summary>
        /// <param name="side">The side of the block.</param>
        void AddNormals(int side)
        {
            var dir = new BlockPosition(0, 0, 0).ShiftAlongDirection(side);
            var vec = new Vector3(dir.X, dir.Y, dir.Z);

            for (int i = 0; i < 4; i++)
            {
                Mesh.Normals.Add(vec);
            }
        }
コード例 #3
0
ファイル: Chunk.cs プロジェクト: takaaptech/Bones3
        /// <summary>
        /// Sets the block ID at the given local block position within the container.
        /// </summary>
        /// <param name="pos">The local block position.</param>
        /// <param name="id">The block ID to assign.</param>
        /// <exception cref="ArgumentOutOfRangeException">
        /// If the block position is not within the container.
        /// </exception>
        public void SetBlockID(BlockPosition pos, ushort id)
        {
            int index = pos.Index(Size);

            if (Blocks[index] == id)
            {
                return;
            }

            Blocks[index] = id;
            IsModified    = true;
        }
コード例 #4
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        /// <summary>
        /// Sets the block at the given position.
        /// </summary>
        /// <param name="blockPos">The block position.</param>
        /// <param name="blockID">The block ID to assign.</param>
        internal void SetBlock(BlockPosition blockPos, ushort blockID)
        {
            var chunkPos = blockPos.ToChunkPosition(World.ChunkSize);

            blockPos &= World.ChunkSize.Mask;

            var chunk = GetChunk(chunkPos, true);

            if (chunk.GetBlockID(blockPos) == blockID)
            {
                return;
            }

            chunk.SetBlockID(blockPos, blockID);
            RemeshEffectedChunks(blockPos, chunkPos);
        }
コード例 #5
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        /// <summary>
        /// Force loads all chunks within a given region, if not already loaded.
        /// </summary>
        /// <param name="center">The center of the bounding region.</param>
        /// <param name="extents">The radius of each axis.</param>
        public void LoadChunkRegion(Vector3Int center, Vector3Int extents)
        {
            var min = center - extents;
            var max = center + extents;

            for (int x = min.x; x <= max.x; x++)
            {
                for (int y = min.y; y <= max.y; y++)
                {
                    for (int z = min.z; z <= max.z; z++)
                    {
                        var blockPos = new BlockPosition(x, y, z) * ChunkSize.Value;
                        m_WorldContainer.GetBlock(blockPos, true);
                    }
                }
            }
        }
コード例 #6
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 /// <inheritdoc cref="IEditBatch"/>
 public IEnumerable <BlockPlacement> GetBlocks()
 {
     for (int x = m_Start.X; x <= m_End.X; x++)
     {
         for (int y = m_Start.Y; y <= m_End.Y; y++)
         {
             for (int z = m_Start.Z; z <= m_End.Z; z++)
             {
                 var pos = new BlockPosition(x, y, z);
                 yield return(new BlockPlacement
                 {
                     Position = pos,
                     BlockID = m_FillPattern.GetBlockID(pos),
                 });
             }
         }
     }
 }
コード例 #7
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ファイル: VoxelChunkMesher.cs プロジェクト: hengtek/Bones3
        /// <summary>
        /// Converts the given face rotation enum to a rotation index for the quad builder.
        /// </summary>
        /// <param name="pos">The position of the block.</param>
        /// <param name="rot">The face rotation.</param>
        /// <returns>The rotation index.</returns>
        private int SolveRotation(BlockPosition pos, FaceRotation rot)
        {
            if (rot == FaceRotation.Random)
            {
                long r;
                r = pos.X * 19;
                r = r * 17 + pos.Y;
                r = r * 31 + pos.Z;

                r = r * 25214903917 + 11;
                r = r * 25214903917 + 11;
                r = r * 25214903917 + 11;
                r = r * 25214903917 + 11;

                return((int)(r & 0x7));
            }

            return((int)rot);
        }
コード例 #8
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        /// <summary>
        /// Determines which chunks should be remeshed based on the given block position.
        /// </summary>
        /// <param name="blockPos">The local block position.</param>
        /// <param name="chunkPos">The chunk position.</param>
        private void RemeshEffectedChunks(BlockPosition blockPos, ChunkPosition chunkPos)
        {
            MarkForRemesh(chunkPos);

            if (blockPos.X == 0)
            {
                MarkForRemesh(chunkPos.ShiftAlongDirection(1));
            }

            if (blockPos.X == World.ChunkSize.Mask)
            {
                MarkForRemesh(chunkPos.ShiftAlongDirection(0));
            }

            if (blockPos.Y == 0)
            {
                MarkForRemesh(chunkPos.ShiftAlongDirection(3));
            }

            if (blockPos.Y == World.ChunkSize.Mask)
            {
                MarkForRemesh(chunkPos.ShiftAlongDirection(2));
            }

            if (blockPos.Z == 0)
            {
                MarkForRemesh(chunkPos.ShiftAlongDirection(5));
            }

            if (blockPos.Z == World.ChunkSize.Mask)
            {
                MarkForRemesh(chunkPos.ShiftAlongDirection(4));
            }

            RemeshDirtyChunks();
        }
コード例 #9
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 /// <inheritdoc cref="IRegionalEdit"/>
 public void Set(BlockPosition point1, BlockPosition point2, IFillPattern fillPattern)
 {
     m_FillPattern = fillPattern;
     m_Start       = MinPos(point1, point2);
     m_End         = MaxPos(point1, point2);
 }
コード例 #10
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ファイル: Chunk.cs プロジェクト: takaaptech/Bones3
 /// <summary>
 /// Gets the block ID at the given local block position within the container.
 /// </summary>
 /// <param name="pos">The local block position.</param>
 /// <returns>The block ID.</returns>
 /// <exception cref="ArgumentOutOfRangeException">
 /// If the block position is not within the container.
 /// </exception>
 public ushort GetBlockID(BlockPosition pos)
 {
     return(Blocks[pos.Index(Size)]);
 }
コード例 #11
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 /// <inheritdoc cref="IChunkProperties"/>
 public BlockType GetNextBlock(BlockPosition pos, int side) => m_Ungenerated;
コード例 #12
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 /// <inheritdoc cref="IChunkProperties"/>
 public BlockType GetBlock(BlockPosition pos) => m_BlockType;
コード例 #13
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ファイル: VoxelChunkMesher.cs プロジェクト: hengtek/Bones3
 /// <summary>
 /// Checks whether or not the given quad within the check should be added to the mesh.
 /// </summary>
 /// <param name="chunkProperties">The chunk properties to read from.</param>
 /// <param name="pos">The block position.</param>
 /// <param name="side">The side of the block being checked.</param>
 /// <returns>True if the quad should be placed. False otherwise.</returns>
 protected abstract bool CanPlaceQuad(ChunkProperties chunkProperties, BlockPosition pos, int side);
コード例 #14
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        /// <summary>
        /// Gets the block type at the given world position.
        ///
        /// For ungenerated or unloaded chunks, the Ungenerated block type is return.
        /// </summary>
        /// <param name="blockPos">The position of the block.</param>
        /// <param name="createChunk">Whether or not to create (or load) the chunk if it doesn't currently exist.</param>
        /// <returns>The block type.</returns>
        public BlockType GetBlock(BlockPosition blockPos, bool createChunk = false)
        {
            ushort blockID = m_WorldContainer.GetBlock(blockPos, createChunk);

            return(m_BlockList.GetBlockType(blockID));
        }
コード例 #15
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 /// <summary>
 /// Sets a world in the world to a given ID.
 /// </summary>
 /// <param name="blockPos">The block position.</param>
 /// <param name="blockID">The ID of the block to place.</param>
 internal void SetBlock(BlockPosition blockPos, ushort blockID) => m_ServerThread.RunTask(new SetBlockTask(blockPos, blockID));