示例#1
0
    private void _updateChunk()
    {
        threadLocked = true;

        while (modifications.Count > 0)
        {
            CubeMod v   = modifications.Dequeue();
            Vector3 pos = v.position -= position;
            cubeMap[(int)pos.x, (int)pos.y, (int)pos.z] = v.id;
        }

        ClearMeshData();

        for (int y = 0; y < CubeData.ChunkHeight; y++)
        {
            for (int x = 0; x < CubeData.ChunkWidth; x++)
            {
                for (int z = 0; z < CubeData.ChunkWidth; z++)
                {
                    if (world.blockTypes[cubeMap[x, y, z]].isSolid)
                    {
                        UpdateMeshData(new Vector3(x, y, z));
                    }
                }
            }
        }
        lock (world.chunksToDraw){
            world.chunksToDraw.Enqueue(this);
        }
        threadLocked = false;
    }
示例#2
0
    void ApplyModifications()
    {
        applyingModifications = true;

        while (modifications.Count > 0)
        {
            Queue <CubeMod> queue = modifications.Dequeue();

            while (queue.Count > 0)
            {
                CubeMod v = queue.Dequeue();

                ChunkCoord c = GetChunkCoordFromVector3(v.position);

                if (chunks[c.x, c.z] == null)
                {
                    chunks[c.x, c.z] = new Chunk(c, this, true);
                    activeChunks.Add(c);
                }

                chunks[c.x, c.z].modifications.Enqueue(v);

                if (!chunksToUpdate.Contains(chunks[c.x, c.z]))
                {
                    chunksToUpdate.Add(chunks[c.x, c.z]);
                }
            }
        }

        applyingModifications = false;
    }