コード例 #1
0
        public void RePrioritizeProcessingChunkList()
        {
            lock (processingChunkList) {
                if (processingChunkListSortIndex >= processingChunkList.Count)
                {
                    processingChunkListSortIndex = 0;
                }

                int startIndex = processingChunkListSortIndex;
                while (processingChunkListSortIndex < processingChunkList.Count &&
                       processingChunkListSortIndex < startIndex + Configuration.PERFORMANCE_MAX_PROCESSING_CHUNK_LIST_REPRIORITIZE_BATCH)
                {
                    Chunk chunk = processingChunkList.Values[processingChunkListSortIndex];

                    Vector3 position;
                    position.x = chunk.WorldPosition().x *Chunk.SIZE;
                    position.y = chunk.WorldPosition().y *Chunk.SIZE;
                    position.z = chunk.WorldPosition().z *Chunk.SIZE;
                    int priority = RenderService.PriorityRelativeToCamera(position);

                    while (processingChunkList.ContainsKey(priority))
                    {
                        priority++;
                    }

                    processingChunkList.RemoveAt(processingChunkListSortIndex);
                    processingChunkList.Add(priority, chunk);
                    processingChunkListSortIndex++;
                }
            }
        }
コード例 #2
0
        public void FlushProcessingChunkListModifications()
        {
            lock (addToProcessingChunkList) {
                lock (processingChunkList) {
                    for (int i = 0; i < addToProcessingChunkList.Count; i++)
                    {
                        Chunk addChunk = addToProcessingChunkList[i];

                        Vector3 position;
                        position.x = addChunk.WorldPosition().x *Chunk.SIZE;
                        position.y = addChunk.WorldPosition().y *Chunk.SIZE;
                        position.z = addChunk.WorldPosition().z *Chunk.SIZE;
                        int priority = RenderService.PriorityRelativeToCamera(position);
                        while (processingChunkList.ContainsKey(priority))
                        {
                            priority++;
                        }
                        processingChunkList.Add(priority, addChunk);
                    }
                }

                addToProcessingChunkList.Clear();
            }
        }