コード例 #1
0
            public void Execute(ref ChunkStreamPoint streamer, ref Translation position)
            {
                if (streamer.didUpdate == 0)
                {
                    // should do some transform stuff for the position
                    var newChunkPosition = VoxelRaycastSystem.GetChunkPosition(new int3(position.Value), streamer.voxelDimensions);

                    /*if (float.IsNaN(newChunkPosition.x) || (newChunkPosition.x >= -0.001f && newChunkPosition.x <= 0.001f))
                     * {
                     *  Debug.LogError("New Chunk Position.x is NaN");
                     *  newChunkPosition.x = 0;
                     * }
                     * if (float.IsNaN(newChunkPosition.z) || (newChunkPosition.z >= -0.001f && newChunkPosition.z <= 0.001f))
                     * {
                     *  Debug.LogError("New Chunk Position.z is NaN");
                     *  newChunkPosition.z = 0;
                     * }*/
                    newChunkPosition.y = 0; // can limit bounds here, if out should teleport them back in (faling)
                    if (newChunkPosition.x != streamer.chunkPosition.x ||
                        newChunkPosition.y != streamer.chunkPosition.y ||
                        newChunkPosition.z != streamer.chunkPosition.z)
                    {
                        streamer.didUpdate     = 1;
                        streamer.chunkPosition = newChunkPosition;
                    }
                }
            }
コード例 #2
0
ファイル: VoxelSystem.cs プロジェクト: Deus0/zoxel
        void SpawnVoxel(int3 spawnPosition, int voxelID, Entity world)
        {
            var voxelDimensions = World.EntityManager.GetComponentData <World>(world).voxelDimensions;
            var chunkPosition   = VoxelRaycastSystem.GetChunkPosition(spawnPosition, voxelDimensions);// new float3(spawnPosition.x / 16, spawnPosition.y / 16, spawnPosition.z / 16);
            var localPosition   = VoxelRaycastSystem.GetLocalPosition(spawnPosition, chunkPosition, voxelDimensions);
            //Debug.LogError("Spawning voxel of Type: " + spawnType + " M: " + spawnPosition.ToString() + " C: " + chunkPosition.ToString() + " L:" + localPosition);
            // get chunk that position is within
            // get chunk
            // todo: store chunks in UniqueKey<(worldID, chunkPosition)> as keys) - 4 numbers to generate a unique key?
            Entity foundChunk   = new Entity();
            Chunk  writeToChunk = new Chunk();
            bool   didFindChunk = false;

            foreach (Entity e in chunkSpawnSystem.chunks.Values)
            {
                Chunk chunk = World.EntityManager.GetComponentData <Chunk>(e);
                if (chunk.Value.chunkPosition.x == chunkPosition.x && chunk.Value.chunkPosition.y == chunkPosition.y && chunk.Value.chunkPosition.z == chunkPosition.z)
                {
                    foundChunk   = e;
                    writeToChunk = chunk;
                    didFindChunk = true;
                    //return chunk.Value.voxels[GetVoxelArrayIndex(localChunkPosition)];
                }
            }
            if (!didFindChunk)
            {
                //Debug.LogError("Could not find chunk: " + chunkPosition.ToString());
                return;
            }
            // get index out of spawnPosition
            int index = VoxelRaycastSystem.GetVoxelArrayIndex(localPosition, voxelDimensions);
            //if (didFindChunk)
            {
                //Debug.LogError("Found Chunk: " + chunkPosition.ToString() + " with voxelIndex: " + index);
            }
            //Debug.LogError("    chunkPosition: " + chunkPosition.ToString() + " index at " + index);
            // get index from voxel list
            int voxelIndex = voxelIDs.IndexOf(voxelID) + 1; // add one for air

            writeToChunk.Value.voxels[index] = (byte)(voxelIndex);
            //writeToChunk.isDirty = 1;
            World.EntityManager.SetComponentData(foundChunk, writeToChunk);


            if (World.EntityManager.HasComponent <ChunkBuilder>(foundChunk))
            {
                World.EntityManager.SetComponentData(foundChunk, new ChunkBuilder {
                });
            }
            else
            {
                World.EntityManager.AddComponentData(foundChunk, new ChunkBuilder {
                });
            }
        }
コード例 #3
0
ファイル: WorldSystem.cs プロジェクト: Deus0/zoxel
        public void OnAddedStreamer(Entity player, Entity worldEntity)
        {
            Translation position      = World.EntityManager.GetComponentData <Translation>(player);
            World       world         = World.EntityManager.GetComponentData <World>(worldEntity);
            int3        chunkPosition = VoxelRaycastSystem.GetChunkPosition(
                VoxelRaycastSystem.WorldPositionToVoxelPosition(position.Value),
                world.voxelDimensions);

            chunkPosition.y = 0;
            WorldStreamSystem.StreamChunksIn(World.EntityManager, chunkSpawnSystem, world.modelID != 0,
                                             worldEntity, ref world, chunkPosition, Bootstrap.GetRenderDistance(), Bootstrap.GetLoadDistance());
            World.EntityManager.SetComponentData(worldEntity, world);
        }