public override PhysicalProperties GetProperties(ILocalChunkCache manager, int x, int y, int z) { return new PhysicalProperties() { Density = 1.5f, FractureToughness = 0.2f, Granularity = 0.9f, Hardness = 0.05f }; }
public ActorHost(Player player) { Player = player; planet = ResourceManager.Instance.GetPlanet(Player.Position.Planet); localChunkCache = new LocalChunkCache(ResourceManager.Instance.GlobalChunkCache, 2, 1, true); _oldIndex = Player.Position.ChunkIndex; ActiveTool = null; ReadyState = false; }
public void SetChunk(ILocalChunkCache manager, int x, int y, int z) { var newPosition = new Index3(x, y, z); if (_manager == manager && newPosition == ChunkPosition) return; _manager = manager; ChunkPosition = newPosition; chunk = null; loaded = false; }
public override int GetBottomTextureRotation(ILocalChunkCache manager, int x, int y, int z) { OrientationFlags orientation = (OrientationFlags)manager.GetBlockMeta(x, y, z); switch (orientation) { case OrientationFlags.SideWest: case OrientationFlags.SideEast: return 1; case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return 0; } }
public override int GetEastTextureIndex(ILocalChunkCache manager, int x, int y, int z) { OrientationFlags orientation = (OrientationFlags)manager.GetBlockMeta(x, y, z); ushort topblock = manager.GetBlock(x, y, z + 1); switch (orientation) { case OrientationFlags.SideWest: case OrientationFlags.SideEast: if (topblock != 0) return 0; else return 2; case OrientationFlags.SideSouth: case OrientationFlags.SideNorth: case OrientationFlags.SideBottom: case OrientationFlags.SideTop: default: return 1; } }
public override int GetWestTextureIndex(ILocalChunkCache manager, int x, int y, int z) { return 2; }
public override int GetBottomTextureIndex(ILocalChunkCache manager, int x, int y, int z) { return 1; }
public SceneControl(ScreenComponent manager, string style = "") : base(manager, style) { player = manager.Player; camera = manager.Camera; Manager = manager; simpleShader = manager.Game.Content.Load<Effect>("simple"); sunTexture = manager.Game.Content.LoadTexture2DFromFile("./Assets/OctoAwesome.Client/sun.png", manager.GraphicsDevice); List<Bitmap> bitmaps = new List<Bitmap>(); var definitions = DefinitionManager.Instance.GetBlockDefinitions(); foreach (var definition in definitions) bitmaps.AddRange(definition.Textures); int size = (int)Math.Ceiling(Math.Sqrt(bitmaps.Count)); Bitmap blocks = new Bitmap(size * TEXTURESIZE, size * TEXTURESIZE); using (Graphics g = Graphics.FromImage(blocks)) { int counter = 0; foreach (var bitmap in bitmaps) { int x = counter % size; int y = (int)(counter / size); g.DrawImage(bitmap, new System.Drawing.Rectangle(TEXTURESIZE * x, TEXTURESIZE * y, TEXTURESIZE, TEXTURESIZE)); counter++; } } using (MemoryStream stream = new MemoryStream()) { blocks.Save(stream, ImageFormat.Png); stream.Seek(0, SeekOrigin.Begin); blockTextures = Texture2D.FromStream(manager.GraphicsDevice, stream); } planet = ResourceManager.Instance.GetPlanet(0); // TODO: evtl. Cache-Size (Dimensions) VIEWRANGE + 1 int range = ((int)Math.Pow(2, VIEWRANGE) - 2) / 2; localChunkCache = new LocalChunkCache(ResourceManager.Instance.GlobalChunkCache, VIEWRANGE, range); chunkRenderer = new ChunkRenderer[ (int)Math.Pow(2, VIEWRANGE) * (int)Math.Pow(2, VIEWRANGE), planet.Size.Z]; orderedChunkRenderer = new List<ChunkRenderer>( (int)Math.Pow(2, VIEWRANGE) * (int)Math.Pow(2, VIEWRANGE) * planet.Size.Z); for (int i = 0; i < chunkRenderer.GetLength(0); i++) { for (int j = 0; j < chunkRenderer.GetLength(1); j++) { ChunkRenderer renderer = new ChunkRenderer(simpleShader, manager.GraphicsDevice, camera.Projection, blockTextures); chunkRenderer[i, j] = renderer; orderedChunkRenderer.Add(renderer); } } backgroundThread = new Thread(BackgroundLoop); backgroundThread.Priority = ThreadPriority.Lowest; backgroundThread.IsBackground = true; backgroundThread.Start(); selectionLines = new[] { new VertexPositionColor(new Vector3(-0.001f, +1.001f, +1.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, +1.001f, +1.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), new VertexPositionColor(new Vector3(-0.001f, -0.001f, +1.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, -0.001f, +1.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), new VertexPositionColor(new Vector3(-0.001f, +1.001f, -0.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, +1.001f, -0.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), new VertexPositionColor(new Vector3(-0.001f, -0.001f, -0.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, -0.001f, -0.001f), Microsoft.Xna.Framework.Color.Black * 0.5f), }; billboardVertices = new[] { new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 0)), new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 0)), new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 1)), new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 0)), new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 1)), new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 1)), }; selectionIndeces = new short[] { 0, 1, 0, 2, 1, 3, 2, 3, 4, 5, 4, 6, 5, 7, 6, 7, 0, 4, 1, 5, 2, 6, 3, 7 }; sunEffect = new BasicEffect(manager.GraphicsDevice); sunEffect.TextureEnabled = true; selectionEffect = new BasicEffect(manager.GraphicsDevice); selectionEffect.VertexColorEnabled = true; MiniMapTexture = new RenderTarget2D(manager.GraphicsDevice, 128, 128, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); // , false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents); miniMapProjectionMatrix = Matrix.CreateOrthographic(128, 128, 1, 10000); }
/// <summary> /// Liefert die Kollisionsbox für den Block. Da ein Array zurück gegeben wird, lässt sich die /// </summary> /// <param name="manager">[Bitte ergänzen]</param> /// <param name="x">X-Anteil der Koordinate des Blocks</param> /// <param name="y">Y-Anteil der Koordinate des Blocks</param> /// <param name="z">Z-Anteil der Koordinate des Blocks</param> /// <returns>Ein Array von Kollisionsboxen</returns> public virtual BoundingBox[] GetCollisionBoxes(ILocalChunkCache manager, int x, int y, int z) { return new[] { new BoundingBox(new Vector3(0, 0, 0), new Vector3(1, 1, 1)) }; }
/// <summary> /// Rotation der Textur in 90° Schritten für die Unterseite (Negativ Z) des Blocks /// </summary> /// <param name="manager">[Bitte ergänzen]</param> /// <param name="x">X-Anteil der Koordinate des Blocks</param> /// <param name="y">Y-Anteil der Koordinate des Blocks</param> /// <param name="z">Z-Anteil der Koordinate des Blocks</param> /// <returns>Rotation der Textur in 90° Schritten</returns> public virtual int GetBottomTextureRotation(ILocalChunkCache manager, int x, int y, int z) { return 0; }
/// <summary> /// Gibt an, ob die Westseite (Positiv X) undurchsichtig ist, also Blöcke dahinter nicht gesehen werden können /// </summary> /// <param name="manager">[Bitte ergänzen]</param> /// <param name="x">X-Anteil der Koordinate des Blocks</param> /// <param name="y">Y-Anteil der Koordinate des Blocks</param> /// <param name="z">Z-Anteil der Koordinate des Blocks</param> /// <returns>True, wenn die Wand undurchsichtig ist</returns> public virtual bool IsWestSolidWall(ILocalChunkCache manager, int x, int y, int z) { return true; }
/// <summary> /// Texturindex für das Array <see cref="Textures"/> für die Westseite (Negativ X) des Blocks /// </summary> /// <param name="manager">[Bitte ergänzen]</param> /// <param name="x">X-Anteil der Koordinate des Blocks</param> /// <param name="y">Y-Anteil der Koordinate des Blocks</param> /// <param name="z">Z-Anteil der Koordinate des Blocks</param> /// <returns>Index für das Array <see cref="Textures"/></returns> public virtual int GetWestTextureIndex(ILocalChunkCache manager, int x, int y, int z) { return 0; }
/// <summary> /// Liefert die Physikalischen Paramerter, wie härte, dichte und bruchzähigkeit /// </summary> /// <param name="manager"></param> /// <param name="x">X-Anteil der Koordinate des Blocks</param> /// <param name="y">Y-Anteil der Koordinate des Blocks</param> /// <param name="z">Z-Anteil der Koordinate des Blocks</param> /// <returns>Die physikalischen Parameter</returns> public abstract PhysicalProperties GetProperties(ILocalChunkCache manager, int x, int y, int z);
public SceneControl(ScreenComponent manager, string style = "") : base(manager, style) { player = manager.Player; camera = manager.Camera; assets = manager.Game.Assets; Manager = manager; simpleShader = manager.Game.Content.Load<Effect>("simple"); sunTexture = assets.LoadTexture(typeof(ScreenComponent), "sun"); //List<Bitmap> bitmaps = new List<Bitmap>(); var definitions = DefinitionManager.Instance.GetBlockDefinitions(); int textureCount = 0; foreach (var definition in definitions) { textureCount += definition.Textures.Length; } int bitmapSize = 128; blockTextures = new Texture2DArray(manager.GraphicsDevice, 1, bitmapSize, bitmapSize, textureCount); int layer = 0; foreach (var definition in definitions) { foreach (var bitmap in definition.Textures) { System.Drawing.Bitmap texture = manager.Game.Assets.LoadBitmap(definition.GetType(), bitmap); var scaled = texture;//new Bitmap(bitmap, new System.Drawing.Size(bitmapSize, bitmapSize)); int[] data = new int[scaled.Width * scaled.Height]; var bitmapData = scaled.LockBits(new System.Drawing.Rectangle(0, 0, scaled.Width, scaled.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); System.Runtime.InteropServices.Marshal.Copy(bitmapData.Scan0, data, 0, data.Length); blockTextures.SetData(data, layer); scaled.UnlockBits(bitmapData); layer++; } } /*int size = (int)Math.Ceiling(Math.Sqrt(bitmaps.Count)); Bitmap blocks = new Bitmap(size * TEXTURESIZE, size * TEXTURESIZE); using (Graphics g = Graphics.FromImage(blocks)) { int counter = 0; foreach (var bitmap in bitmaps) { int x = counter % size; int y = (int)(counter / size); g.DrawImage(bitmap, new System.Drawing.Rectangle(TEXTURESIZE * x, TEXTURESIZE * y, TEXTURESIZE, TEXTURESIZE)); counter++; } } using (MemoryStream stream = new MemoryStream()) { blocks.Save(stream, ImageFormat.Png); stream.Seek(0, SeekOrigin.Begin); blockTextures = Texture2D.FromStream(manager.GraphicsDevice, stream); }*/ planet = ResourceManager.Instance.GetPlanet(0); // TODO: evtl. Cache-Size (Dimensions) VIEWRANGE + 1 int range = ((int)Math.Pow(2, VIEWRANGE) - 2) / 2; localChunkCache = new LocalChunkCache(ResourceManager.Instance.GlobalChunkCache, VIEWRANGE, range); chunkRenderer = new ChunkRenderer[ (int)Math.Pow(2, VIEWRANGE) * (int)Math.Pow(2, VIEWRANGE), planet.Size.Z]; orderedChunkRenderer = new List<ChunkRenderer>( (int)Math.Pow(2, VIEWRANGE) * (int)Math.Pow(2, VIEWRANGE) * planet.Size.Z); for (int i = 0; i < chunkRenderer.GetLength(0); i++) { for (int j = 0; j < chunkRenderer.GetLength(1); j++) { ChunkRenderer renderer = new ChunkRenderer(simpleShader, manager.GraphicsDevice, camera.Projection, blockTextures); chunkRenderer[i, j] = renderer; orderedChunkRenderer.Add(renderer); } } backgroundThread = new Thread(BackgroundLoop); backgroundThread.Priority = ThreadPriority.Lowest; backgroundThread.IsBackground = true; backgroundThread.Start(); var selectionVertices = new[] { new VertexPositionColor(new Vector3(-0.001f, +1.001f, +1.001f), Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, +1.001f, +1.001f), Color.Black * 0.5f), new VertexPositionColor(new Vector3(-0.001f, -0.001f, +1.001f), Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, -0.001f, +1.001f), Color.Black * 0.5f), new VertexPositionColor(new Vector3(-0.001f, +1.001f, -0.001f), Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, +1.001f, -0.001f), Color.Black * 0.5f), new VertexPositionColor(new Vector3(-0.001f, -0.001f, -0.001f), Color.Black * 0.5f), new VertexPositionColor(new Vector3(+1.001f, -0.001f, -0.001f), Color.Black * 0.5f), }; var billboardVertices = new[] { new VertexPositionTexture(new Vector3(-0.5f, 0.5f, 0), new Vector2(0, 0)), new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 0)), new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 1)), new VertexPositionTexture(new Vector3(0.5f, 0.5f, 0), new Vector2(1, 0)), new VertexPositionTexture(new Vector3(0.5f, -0.5f, 0), new Vector2(1, 1)), new VertexPositionTexture(new Vector3(-0.5f, -0.5f, 0), new Vector2(0, 1)), }; var selectionIndices = new short[] { 0, 1, 0, 2, 1, 3, 2, 3, 4, 5, 4, 6, 5, 7, 6, 7, 0, 4, 1, 5, 2, 6, 3, 7 }; selectionLines = new VertexBuffer(manager.GraphicsDevice, VertexPositionColor.VertexDeclaration, selectionVertices.Length); selectionLines.SetData(selectionVertices); selectionIndexBuffer = new IndexBuffer(manager.GraphicsDevice, DrawElementsType.UnsignedShort, selectionIndices.Length); selectionIndexBuffer.SetData(selectionIndices); billboardVertexbuffer = new VertexBuffer(manager.GraphicsDevice, VertexPositionTexture.VertexDeclaration, billboardVertices.Length); billboardVertexbuffer.SetData(billboardVertices); sunEffect = new BasicEffect(manager.GraphicsDevice); sunEffect.TextureEnabled = true; selectionEffect = new BasicEffect(manager.GraphicsDevice); selectionEffect.VertexColorEnabled = true; MiniMapTexture = new RenderTarget2D(manager.GraphicsDevice, 128, 128, PixelInternalFormat.Rgb8); // , false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents); miniMapProjectionMatrix = Matrix.CreateOrthographic(128, 128, 1, 10000); }
public override bool IsWestSolidWall(ILocalChunkCache manager, int x, int y, int z) { return false; }
public override PhysicalProperties GetProperties(ILocalChunkCache manager, int x, int y, int z) { throw new NotImplementedException(); }