Exemplo n.º 1
0
        public bool UpdateCollisionGeometry()
        {
            // Release the collider when no longer needed
            if (!NeedsCollider)
            {
                stateManager.SetColliderBuilt();
                ChunkColliderGeometryHandler.Reset();
                return(false);
            }

            // Build collision geometry only if there is enough time
            if (!Globals.GeometryBudget.HasTimeBudget)
            {
                return(false);
            }

            // Build collider if necessary
            if (stateManager.IsStateCompleted(ChunkStates.CurrStateBuildCollider))
            {
                Profiler.BeginSample("UpdateCollisionGeometry");
                Globals.GeometryBudget.StartMeasurement();

                stateManager.SetColliderBuilt();
                ChunkColliderGeometryHandler.Commit();

                Globals.GeometryBudget.StopMeasurement();
                Profiler.EndSample();
                return(true);
            }

            return(false);
        }
Exemplo n.º 2
0
        private void Reset()
        {
            stateManager.Reset();
            blocks.Reset();
            logic.Reset();

            GeometryHandler.Reset();
            ChunkColliderGeometryHandler.Reset();

            NeedsCollider = false;
        }
Exemplo n.º 3
0
        public Chunk()
        {
            // Associate Chunk with a certain thread and make use of its memory pool
            // This is necessary in order to have lock-free caches
            ThreadID = Globals.WorkPool.GetThreadIDFromIndex(s_id++);
            pools    = Globals.WorkPool.GetPool(ThreadID);

            stateManager = new ChunkStateManagerClient(this);
            blocks       = new ChunkBlocks(this);
            logic        = new ChunkLogic(this);

            GeometryHandler = new ChunkRenderGeometryHandler(this);
            ChunkColliderGeometryHandler = new ChunkColliderGeometryHandler(this);
        }
Exemplo n.º 4
0
        private void Reset()
        {
            NeedApplyStructure           = true;
            MaxPendingStructureListIndex = 0;

            stateManager.Reset();
            blocks.Reset();
            if (logic != null)
            {
                logic.Reset();
            }

            GeometryHandler.Reset();
            ChunkColliderGeometryHandler.Reset();

            m_needsCollider = false;
        }
Exemplo n.º 5
0
        public void Init(World world, Vector3Int pos)
        {
            this.world = world;
            this.pos   = pos;

            stateManager = new ChunkStateManagerClient(this);

            if (world != null)
            {
                logic = world.config.randomUpdateFrequency > 0.0f ? new ChunkLogic(this) : null;

                if (GeometryHandler == null)
                {
                    GeometryHandler = new ChunkRenderGeometryHandler(this, world.renderMaterials);
                }
                if (ChunkColliderGeometryHandler == null)
                {
                    ChunkColliderGeometryHandler = new ChunkColliderGeometryHandler(this, world.physicsMaterials);
                }
            }
            else
            {
                if (GeometryHandler == null)
                {
                    GeometryHandler = new ChunkRenderGeometryHandler(this, null);
                }
                if (ChunkColliderGeometryHandler == null)
                {
                    ChunkColliderGeometryHandler = new ChunkColliderGeometryHandler(this, null);
                }
            }

            WorldBounds = new AABB(
                pos.x, pos.y, pos.z,
                pos.x + m_sideSize, pos.y + m_sideSize, pos.z + m_sideSize
                );
            minBounds  = maxBounds = 0;
            minBoundsC = maxBoundsC = 0;

            Reset();

            blocks.Init();
            stateManager.Init();
        }
Exemplo n.º 6
0
        public bool UpdateCollisionGeometry()
        {
            // Release the collider when no longer needed
            if (!NeedsCollider)
            {
                stateManager.SetColliderBuilt();
                ChunkColliderGeometryHandler.Reset();
                return(false);
            }

            // Build collider if necessary
            if (stateManager.IsStateCompleted(ChunkState.BuildCollider))
            {
                stateManager.SetColliderBuilt();
                ChunkColliderGeometryHandler.Commit();
                return(true);
            }

            return(false);
        }