public static void AddReadRequest(VFVoxelChunkData chunkData) { IntVector4 chunkPos = chunkData.ChunkPosLod; // Req to chunks out of range will return, these chunks will be null and can not be write according to WriteVoxelAtIdx's code if (chunkPos.x < 0 || chunkPos.x >= VoxelTerrainConstants._worldMaxCX) { return; } if (chunkPos.y < 0 || chunkPos.y >= VoxelTerrainConstants.WorldMaxCY(chunkPos.w)) { return; } if (chunkPos.z < 0 || chunkPos.z >= VoxelTerrainConstants._worldMaxCZ) { return; } // no caching IntVector4 piecePos; VFFileDataClone.WorldChunkPosToPiecePos(chunkPos, out piecePos); IntVector4 fileIndex; VFFileDataClone.PiecePos2FileIndex(piecePos, out fileIndex); VFPieceDataClone pieceData = GetPieceDataSub(piecePos, GetFileSetSub(fileIndex)); pieceData.Decompress(); pieceData.SetChunkData(chunkData); pieceData._data = null; pieceData = null; }
public static bool GetPieceData(out VFPieceDataClone pieceData, IntVector4 piecePos) // ret if cache hit { IntVector4 fileIndex; VFFileDataClone.PiecePos2FileIndex(piecePos, out fileIndex); VFFileDataClone fileSet = null; //fileSetCache.Find(iter=>VFFileDataClone.Match(iter, fileIndex)); //if(fileSet == null) { fileSet = GetFileSetSub(fileIndex); //fileSetCache.Add(fileSet); } pieceData = GetPieceDataSub(piecePos, fileSet); fileSet = null; //fileDataCache.Add(fileData); return(false); }