Пример #1
0
        /// <summary>
        /// Iterates over the a rectangular box of ChunkPos values around a given center, starting with the center and working outwards.
        /// </summary>
        /// <param name="center">The center position of the chunks to iterate.</param>
        /// <param name="radiusXZ">The "radius" of the box in X and Z coordinates.</param>
        /// <param name="radiusY">The "radius" of the box in Y coordinates.</param>
        /// <param name="action">The action to call for each ChunkPos.</param>
        public static void IterateOutwards(ChunkPos center, int radiusXZ, int radiusY, Action<ChunkPos> action)
        {
            var radius = Math.Max(radiusXZ, radiusY);
            for (var r = 0; r <= radius; ++r)
            {
                /* Only send the ChunkPos values with exact distance r from the center. */

                var ry = Math.Min(r, radiusY);
                for (var y = -ry; y <= ry; ++y)
                {
                    if (y == -r || y == r)
                    {
                        var rxz = Math.Min(r, radiusXZ);

                        for (var x = -rxz; x <= rxz; ++x)
                        {
                            for (var z = -rxz; z <= rxz; ++z)
                            {
                                action(new ChunkPos(center.X + x, center.Y + y, center.Z + z));
                            }
                        }
                    }
                    else if (r <= radiusXZ)
                    {
                        for (var i = 0; i <= 2 * r; ++i)
                        {
                            action(new ChunkPos(center.X - r + i, center.Y + y, center.Z - r));
                            action(new ChunkPos(center.X + r, center.Y + y, center.Z - r + i));
                            action(new ChunkPos(center.X + r - i, center.Y + y, center.Z + r));
                            action(new ChunkPos(center.X - r, center.Y + y, center.Z + r - i));
                        }
                    }
                }
            }
        }
Пример #2
0
        public Chunk GetChunk(ChunkPos chunkPos)
        {
            lock (_mutex)
            {
                Chunk chunk;
                if (!_chunkMap.TryGetValue(chunkPos, out chunk))
                {
                    chunk = new Chunk(this, chunkPos);
                    _chunkMap[chunkPos] = chunk;
                    Task.Run(() => LoadOrGenerate(chunk));
                }

                return chunk;
            }
        }
Пример #3
0
        /// <summary>
        /// Iterates over the a rectangular box of ChunkPos values around a given center, starting with the center and working outwards.
        /// </summary>
        /// <param name="center">The center position of the chunks to iterate.</param>
        /// <param name="radiusXZ">The "radius" of the box in X and Z coordinates.</param>
        /// <param name="radiusY">The "radius" of the box in Y coordinates.</param>
        /// <param name="action">The action to call for each ChunkPos.</param>
        public static void IterateOutwards(ChunkPos center, int radiusXZ, int radiusY, Action <ChunkPos> action)
        {
            var radius = Math.Max(radiusXZ, radiusY);

            for (var r = 0; r <= radius; ++r)
            {
                /* Only send the ChunkPos values with exact distance r from the center. */

                var ry = Math.Min(r, radiusY);
                for (var y = -ry; y <= ry; ++y)
                {
                    if (y == -r || y == r)
                    {
                        var rxz = Math.Min(r, radiusXZ);

                        for (var x = -rxz; x <= rxz; ++x)
                        {
                            for (var z = -rxz; z <= rxz; ++z)
                            {
                                action(new ChunkPos(center.X + x, center.Y + y, center.Z + z));
                            }
                        }
                    }
                    else if (r <= radiusXZ)
                    {
                        for (var i = 0; i <= 2 * r; ++i)
                        {
                            action(new ChunkPos(center.X - r + i, center.Y + y, center.Z - r));
                            action(new ChunkPos(center.X + r, center.Y + y, center.Z - r + i));
                            action(new ChunkPos(center.X + r - i, center.Y + y, center.Z + r));
                            action(new ChunkPos(center.X - r, center.Y + y, center.Z + r - i));
                        }
                    }
                }
            }
        }
Пример #4
0
        private bool IsInViewingFrustum(GameClient gameClient, EntityOffset offset, ChunkPos chunkPos)
        {
            /* Check if the bounding sphere of the chunk is in the viewing frustum. */

            var df = (double)GeometryConstants.ChunkSize;

            // Determine the chunk center relative to the viewer.
            double dx = (chunkPos.X + 0.5) * df - offset.X;
            double dy = (chunkPos.Y + 0.5) * df - offset.Y;
            double dz = (chunkPos.Z + 0.5) * df - offset.Z;

            double t0, t1;

            // Perform mouselook rotation
            double ha = gameClient.PositionData.Placement.Orientation.Horizontal;
            double hc = Math.Cos(ha), hs = Math.Sin(ha);
            t0 = dx * hc - dz * hs; t1 = dz * hc + dx * hs; dx = t0; dz = t1;

            double va = -gameClient.PositionData.Placement.Orientation.Vertical;
            double vc = Math.Cos(va), vs = Math.Sin(va);
            t0 = dz * vc - dy * vs; t1 = dy * vc + dz * vs; dz = t0; dy = t1;

            // Check if the chunk is behind the viewer.
            if (dz > ChunkRadius && dz > ChunkRadius) return false;

            /* TODO: We can discard even more chunks by taking the left, right, top and bottom planes into account. */

            return true;
        }
Пример #5
0
 public Chunk PeekChunk(ChunkPos chunkPos)
 {
     Chunk chunk;
     _chunkMap.TryGetValue(chunkPos, out chunk);
     return chunk;
 }
Пример #6
0
 public Chunk(World world, ChunkPos chunkPos)
 {
     World = world;
     Pos = chunkPos;
 }