Пример #1
0
        /// <summary>
        /// 莫顿码计算
        /// </summary>
        /// <param name="iTileIndex">地形的Tile索引</param>
        /// <param name="iChunkTileIndex">单个地形的拆分成chunk后的tile索引</param>
        /// <param name="iSlicingCount">单个地形的拆分个数。(如:2x2 则为2)</param>
        /// <param name="iLayerLevel">当前所属层级</param>
        /// <returns>莫顿码</returns>
        public static UINT32 Morton(Vector2 iTileIndex, Vector2 iChunkTileIndex, int iSlicingCount, int iLayerLevel)
        {
            var chunkIndexXG = (int)(iTileIndex.x * iSlicingCount + iChunkTileIndex.x);
            var chunkIndexZG = (int)(iTileIndex.y * iSlicingCount + iChunkTileIndex.y);

            return(UtilsMorton.Morton3d(chunkIndexXG, iLayerLevel, chunkIndexZG));
        }
Пример #2
0
        /// <summary>
        /// 莫顿码顺算预览(3D)
        ///  备注
        ///     x : x轴方向
        ///     y : z轴方向
        /// </summary>
        /// <param name="iLevel">层级(影响到左边缩进的余白)</param>
        /// <param name="iMorton">莫顿码</param>
        private void DrawMorton3DPreView(int iLevel, ref Vector3 iMorton)
        {
            // 设定缩进
            for (var i = 0; i < iLevel; ++i)
            {
                ++EditorGUI.indentLevel;
            }
            var level = iLevel;

            // 莫顿码输入值获取
            iMorton.x = iMorton.x >= 0 ? iMorton.x : 0;
            iMorton.y = iMorton.y >= 0 ? iMorton.y : 0;
            DrawVector3Field(level + 1, "预览", ref iMorton);
            var morton = UtilsMorton.Morton3d(iMorton.x, iMorton.y, iMorton.z);

            // 莫顿码
            DrawLabel(level, "莫顿码", Color.yellow, morton.ToString());

            // 恢复缩进
            for (var i = 0; i < iLevel; ++i)
            {
                --EditorGUI.indentLevel;
            }
        }