public Boolean IsLoaded(Chunk chunk) { if (loadedWorld.Contains (chunk)) { return true; } else { return false; } }
private void SetUpChunkArray(Vector2 worldSize) { _width = (int) worldSize.X; _length = (int) worldSize.Y; world = new Chunk[_width * _length]; for (int i = 0; i < world.GetLength (0); i++) { world[i] = new Chunk (); world[i].localPosition = new Vector2 ((float) (i % _width), (float) Math.Floor ((double) i / _width)); world[i].worldPosition = Vector2.Zero; world[i].model = new SimpleModel (EngineSettings.factory, "models\\landscape\\chunk\\#test\\chunk"); world[i].SetTexture ("models\\landscape\\chunk\\#test\\chunkT", TextureType.DIFFUSE); world[i].name = name + String.Format (" Chunk: {0}, {1}", (i % _width), (i % _width)); world[i].SetupCollisionModel (new TriangleMeshObject (world[i].model, (new Vector3 (1000.0F) * new Vector3 (world[i].localPosition.X, 0.0F, world[i].localPosition.Y)), Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial ())); } }