コード例 #1
0
        //Rotates a given IUV coordinate counterclockwise n amount around the face.
        private IUV RotateUV(IUV coord, int width, int amount)
        {
            IUV temp;

            for (int i = 0; i < amount; i++)
            {
                temp  = new IUV(coord.i, (width - 1 - coord.v), coord.u);
                coord = temp;
            }
            return(coord);
        }
コード例 #2
0
        public Chunk(Planet planet, Face face, int u, int v)
        {
            this.planet          = planet;
            this.face            = face;
            this.faceCoord       = new IUV(face.index, u, v);
            this.planetGenerator = planet.PlanetGenerator;

            CalculateCentre(planet.faceResolution, planet.radius);

            //Add lod levels based on planet presets
            lodMeshes = new LodData[planet.detailLevels.Length];
            for (int i = 0; i < planet.detailLevels.Length; i++)
            {
                lodMeshes[i] = new LodData(planet.detailLevels[i].lod, UpdateChunk, planetGenerator);
            }

            //Debug.Log("Chunk [" + iuv.x + "," + iuv.y + "," + iuv.z + "] has been constructed");
        }
コード例 #3
0
        public void FindConnected()
        {
            int edgeLimit  = planet.faceResolution;
            int chunkIndex = 0;


            //Debug.Log("---------" + chunkID + "---------");

            for (int u = faceCoord.u - 1; u <= faceCoord.u + 1; u++)
            {
                for (int v = faceCoord.v - 1; v <= faceCoord.v + 1; v++)
                {
                    int edgeCount    = 0;
                    int rotation     = 0;
                    IUV newFaceCoord = new IUV(0, 0, 0);

                    if (u >= edgeLimit)
                    {
                        edgeCount++;
                        //Find North edge
                        newFaceCoord = new IUV(face.north, 0, v);
                        rotation     = face.correctionNorth;
                    }

                    if (u < 0)
                    {
                        edgeCount++;
                        //Find South edge
                        newFaceCoord = new IUV(face.south, edgeLimit - 1, v);
                        rotation     = face.correctionSouth;
                    }

                    if (v >= edgeLimit)
                    {
                        edgeCount++;
                        //Find East edge
                        newFaceCoord = new IUV(face.east, u, 0);
                        rotation     = face.correctionEast;
                    }

                    if (v < 0)
                    {
                        edgeCount++;
                        //Find West edge
                        newFaceCoord = new IUV(face.west, u, edgeLimit - 1);
                        rotation     = face.correctionWest;
                    }

                    //If we have more than 2 edges, this is a virtual space and can be ignored
                    if (edgeCount < 2)
                    {
                        if (edgeCount == 1)
                        {
                            //One edge found- this chunk is on a different side of the cube!
                            if (rotation != 0)
                            {
                                //Rotate the face to get the correct lineup
                                newFaceCoord = RotateUV(newFaceCoord, edgeLimit, rotation);
                            }
                        }
                        else
                        {
                            //No edges found so its on this side of the cube
                            newFaceCoord = new IUV(faceCoord.i, u, v);
                        }

                        //Add this chunk!
                        if (planet.ChunkDictionary.ContainsKey(newFaceCoord))
                        {
                            Chunk selectedChunk = planet.ChunkDictionary[newFaceCoord];
                            if (selectedChunk != this)
                            {
                                connectedChunks[chunkIndex] = selectedChunk;

                                //Debug.Log(chunkIndex + ": " + connectedChunks[chunkIndex].chunkID + " (edge count " + edgeCount + ")");

                                chunkIndex++;
                            }
                        }
                    }
                }
            }

            //Clean up the array
            Chunk[] tempArray = new Chunk[chunkIndex];
            for (int i = 0; i < chunkIndex; i++)
            {
                tempArray[i] = connectedChunks[i];
            }
            connectedChunks = tempArray;
        }