Exemplo n.º 1
0
    // decode given byte array into nativearray for chunk
    static void DecodeChunk(byte[] buffer, int bytes, Chunk chunk)
    {
        var blocks = chunk.blocks;
        var lights = chunk.lights; // just resetting this here

        reader.Start(buffer, 0, uintBuffer, bytes);

        chunk.builtStructures = reader.ReadBool();

#if ENABLE_UNITY_COLLECTIONS_CHECKS
        var bh = AtomicSafetyHandle.Create();
        NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref blocks, bh);
        var lh = AtomicSafetyHandle.Create();
        NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref lights, bh);
#endif

        int i = 0;
        while (i < blocks.Length)
        {
            byte type = reader.ReadByte();
            byte run  = reader.ReadByte();
            while (run-- > 0)
            {
                blocks[i++] = new Block {
                    type = type
                };
            }
        }

        LightCalculator.InitializeLights(lights, chunk.GetWorldPos());

#if ENABLE_UNITY_COLLECTIONS_CHECKS
        AtomicSafetyHandle.Release(bh);
        AtomicSafetyHandle.Release(lh);
#endif
    }
Exemplo n.º 2
0
    public static void Generate(Vector3 chunkWorldPos, NativeArray <Block> blocks, NativeArray <Light> lights)
    {
        // make this single loop instead and calculate x,y,z from index i
        for (int y = 0; y < Chunk.SIZE; ++y)
        {
            for (int z = 0; z < Chunk.SIZE; ++z)
            {
                for (int x = 0; x < Chunk.SIZE; ++x)
                {
                    Vector3 wp = new Vector3(x, y, z) / Chunk.BPU + chunkWorldPos + new Vector3(55.0f, 12.4f, 87.5f);
                    float   n  = 0.0f;

                    // experiment with catlike coding noise some more
                    //NoiseSample samp = Noise.Sum(Noise.Simplex3D, wp, 0.015f, 5, 2.0f, 0.5f);
                    //float n = samp.value * 3.0f;

                    // TODO: convert shapes.cginc into c# equiv, and or get gen going on multiple thread (try job system!!!)
                    // this is adding a flat ground plane density at low strength, so as you go lower will slowly become solid
                    n -= Vector3.Dot(wp, Vector3.up) * 0.03f;

                    //n += Fractal(wp, 5, 0.01f);
                    float4 ng = Mth.FractalGrad(wp, 5, 0.01f);
                    n += ng.x;

                    Block b = Blocks.AIR;

                    if (n > 0.25f)
                    {
                        b = Blocks.STONE;
                    }
                    else if (n > 0.15f)
                    {
                        b = Blocks.STONE;

                        // todo switch to using math.dot
                        if (Vector3.Dot(Vector3.up, new Vector3(ng.y, ng.z, ng.w).normalized) < .7f)
                        {
                            b = Blocks.GRASS;
                        }

                        // trying to make grass not spawn on cliff edge...
                        //if (Mathf.Abs(samp.derivative.normalized.y) < 0.4f) {
                        //    chunk.SetBlock(x, y, z, new BlockGrass());
                        //} else {
                        //    chunk.SetBlock(x, y, z, new Block());
                        //}
                    }

                    if (b == Blocks.STONE)
                    {
                        float coal = Mth.Billow(wp + new Vector3(1000, 722, 255), 2, 0.04f, 1, 0.6f);

                        if (coal > 0.0f)
                        {
                            b = Blocks.COAL;
                        }
                    }

                    // add caves
                    if (b != Blocks.AIR)
                    {
                        // octaves of 5 and 0.015 was pretty good too
                        n = Mth.Ridged(wp + new Vector3(500, -5000, 1000), 4, 0.01f);
                        if (n > 0.75f - math.abs(wp.y) * 0.001f)   // as you go deeper caves open up is the idea here
                        {
                            b = Blocks.AIR;
                        }
                    }

                    // for testing singular blocks
                    //if (b != Blocks.COAL) {
                    //    b = Blocks.AIR;
                    //}

                    blocks[x + z * Chunk.SIZE + y * Chunk.SIZE * Chunk.SIZE] = b;
                }
            }
        }

        LightCalculator.InitializeLights(lights, chunkWorldPos);
    }