public ChannelPropagator(VoxelLightPropagator propagator, VoxelLightChannel channel) { Propagator = propagator; Volume = propagator.Volume; Channel = channel; _propQueue = new ConcurrentQueue <PropNode>(); _depropQueue = new ConcurrentQueue <DepropNode>(); }
public unsafe byte *GetVoxelLightDataIncludingNeighbors(int i, int j, int k, VoxelLightChannel channel) => GetVoxelLightDataIncludingNeighbors(new Coords(i, j, k), (int)channel);
public unsafe byte *GetVoxelLightDataIncludingNeighbors(Coords c, VoxelLightChannel channel) => GetVoxelLightDataIncludingNeighbors(c, (int)channel);
public SunChannelPropagator(VoxelLightPropagator propagator, VoxelLightChannel channel) : base(propagator, channel) { }
public ChannelPropagator this[VoxelLightChannel channel] => _channels[(int)channel];
/// <summary>Retrieve the data for a specific channel.</summary> public VoxelChunk.UnmanagedArray3 <byte> this[VoxelLightChannel channel] => data[(int)channel];