public override int GetNorthTextureIndex(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.SideSouth:
            case OrientationFlags.SideNorth:
                if (topblock != 0)
                {
                    return(0);
                }
                else
                {
                    return(2);
                }

            case OrientationFlags.SideWest:
            case OrientationFlags.SideEast:
            case OrientationFlags.SideBottom:
            case OrientationFlags.SideTop:
            default:
                return(1);
            }
        }
        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;
            }
        }
示例#3
0
        /// <summary>
        /// Berechnet die Geschwindigkeit einer <see cref="Entity"/> nach der Kollision mit der Welt. (Original Lassi)
        /// </summary>
        /// <param name="gameTime">Simulation time</param>
        /// <param name="position">Position der <see cref="Entity"/></param>
        /// <param name="cache"><see cref="ILocalChunkCache"/> as workspace</param>
        /// <param name="radius">Radius der <see cref="Entity"/></param>
        /// <param name="height">Höhe der <see cref="Entity"/></param>
        /// <param name="deltaPosition">Positionsänderung zwischen zwei Simulationsdurchläufen</param>
        /// <param name="velocity">Berechnete Geschwindigkeit</param>
        /// <exception cref="ArgumentNullException">Cache</exception>
        /// <returns>Geschwindigkeit der <see cref="Entity"/> nach der Killisionsprüfung</returns>
        public Vector3 WorldCollision(GameTime gameTime, Coordinate position, ILocalChunkCache cache, float radius, float height,
                                      Vector3 deltaPosition, Vector3 velocity)
        {
            if (cache == null)
            {
                throw new ArgumentNullException(nameof(cache));
            }

            Vector3 move = deltaPosition;

            //Blocks finden die eine Kollision verursachen könnten
            int minx = (int)Math.Floor(Math.Min(
                                           position.BlockPosition.X - radius,
                                           position.BlockPosition.X - radius + deltaPosition.X));
            int maxx = (int)Math.Ceiling(Math.Max(
                                             position.BlockPosition.X + radius,
                                             position.BlockPosition.X + radius + deltaPosition.X));
            int miny = (int)Math.Floor(Math.Min(
                                           position.BlockPosition.Y - radius,
                                           position.BlockPosition.Y - radius + deltaPosition.Y));
            int maxy = (int)Math.Ceiling(Math.Max(
                                             position.BlockPosition.Y + radius,
                                             position.BlockPosition.Y + radius + deltaPosition.Y));
            int minz = (int)Math.Floor(Math.Min(
                                           position.BlockPosition.Z,
                                           position.BlockPosition.Z + deltaPosition.Z));
            int maxz = (int)Math.Ceiling(Math.Max(
                                             position.BlockPosition.Z + height,
                                             position.BlockPosition.Z + height + deltaPosition.Z));

            //Beteiligte Flächen des Spielers
            var playerplanes = CollisionPlane.GetEntityCollisionPlanes(radius, height, velocity, position);

            for (int z = minz; z <= maxz; z++)
            {
                for (int y = miny; y <= maxy; y++)
                {
                    for (int x = minx; x <= maxx; x++)
                    {
                        move = velocity * (float)gameTime.ElapsedGameTime.TotalSeconds;

                        Index3 pos      = new Index3(x, y, z);
                        Index3 blockPos = pos + position.GlobalBlockIndex;
                        ushort block    = cache.GetBlock(blockPos);

                        if (block == 0)
                        {
                            continue;
                        }

                        var blockplanes = CollisionPlane.GetBlockCollisionPlanes(pos, velocity);

                        foreach (var playerPlane in playerplanes)
                        {
                            foreach (var blockPlane in blockplanes)
                            {
                                if (!CollisionPlane.Intersect(blockPlane, playerPlane))
                                {
                                    continue;
                                }

                                var distance = CollisionPlane.GetDistance(blockPlane, playerPlane);
                                if (!CollisionPlane.CheckDistance(distance, move))
                                {
                                    continue;
                                }

                                var subvelocity = (distance / (float)gameTime.ElapsedGameTime.TotalSeconds);
                                var diff        = velocity - subvelocity;

                                float vx;
                                float vy;
                                float vz;

                                if (blockPlane.normal.X != 0 && (velocity.X > 0 && diff.X >= 0 && subvelocity.X >= 0 ||
                                                                 velocity.X < 0 && diff.X <= 0 && subvelocity.X <= 0))
                                {
                                    vx = subvelocity.X;
                                }
                                else
                                {
                                    vx = velocity.X;
                                }

                                if (blockPlane.normal.Y != 0 && (velocity.Y > 0 && diff.Y >= 0 && subvelocity.Y >= 0 ||
                                                                 velocity.Y < 0 && diff.Y <= 0 && subvelocity.Y <= 0))
                                {
                                    vy = subvelocity.Y;
                                }
                                else
                                {
                                    vy = velocity.Y;
                                }

                                if (blockPlane.normal.Z != 0 && (velocity.Z > 0 && diff.Z >= 0 && subvelocity.Z >= 0 ||
                                                                 velocity.Z < 0 && diff.Z <= 0 && subvelocity.Z <= 0))
                                {
                                    vz = subvelocity.Z;
                                }
                                else
                                {
                                    vz = velocity.Z;
                                }

                                velocity = new Vector3(vx, vy, vz);
                                if (vx == 0 && vy == 0 && vz == 0)
                                {
                                    return(velocity);
                                }
                            }
                        }
                    }
                }
            }
            return(velocity);
        }
示例#4
0
        /// <summary>
        /// Aktualisiert den Spieler (Bewegung, Interaktion)
        /// </summary>
        /// <param name="frameTime">Die aktuelle Zeit.</param>
        public void Update(GameTime frameTime)
        {
            #region Inputverarbeitung

            // Input verarbeiten
            Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X;
            Player.Tilt  += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y;
            Player.Tilt   = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt));

            #endregion

            #region Physik

            float lookX             = (float)Math.Cos(Player.Angle);
            float lookY             = -(float)Math.Sin(Player.Angle);
            var   velocitydirection = new Vector3(lookX, lookY, 0) * Move.Y;

            float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2);
            float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2);
            velocitydirection += new Vector3(stafeX, stafeY, 0) * Move.X;

            Player.Velocity += PhysicalUpdate(velocitydirection, frameTime.ElapsedGameTime, !Player.FlyMode, Player.FlyMode);

            #endregion

            #region Playerbewegung

            Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

            Player.OnGround = false;
            bool collision = false;
            int  loop      = 0;

            do
            {
                int minx = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.X - Player.Radius,
                                               Player.Position.BlockPosition.X - Player.Radius + move.X));
                int maxx = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.X + Player.Radius,
                                               Player.Position.BlockPosition.X + Player.Radius + move.X));
                int miny = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Y - Player.Radius,
                                               Player.Position.BlockPosition.Y - Player.Radius + move.Y));
                int maxy = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Y + Player.Radius,
                                               Player.Position.BlockPosition.Y + Player.Radius + move.Y));
                int minz = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Z,
                                               Player.Position.BlockPosition.Z + move.Z));
                int maxz = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Z + Player.Height,
                                               Player.Position.BlockPosition.Z + Player.Height + move.Z));

                // Relative PlayerBox
                BoundingBox playerBox = new BoundingBox(
                    new Vector3(
                        Player.Position.BlockPosition.X - Player.Radius,
                        Player.Position.BlockPosition.Y - Player.Radius,
                        Player.Position.BlockPosition.Z),
                    new Vector3(
                        Player.Position.BlockPosition.X + Player.Radius,
                        Player.Position.BlockPosition.Y + Player.Radius,
                        Player.Position.BlockPosition.Z + Player.Height));

                collision = false;
                float min     = 1f;
                Axis  minAxis = Axis.None;

                for (int z = minz; z <= maxz; z++)
                {
                    for (int y = miny; y <= maxy; y++)
                    {
                        for (int x = minx; x <= maxx; x++)
                        {
                            Index3 pos      = new Index3(x, y, z);
                            Index3 blockPos = pos + Player.Position.GlobalBlockIndex;
                            ushort block    = localChunkCache.GetBlock(blockPos);
                            if (block == 0)
                            {
                                continue;
                            }

                            Axis?            localAxis;
                            IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block);
                            float?           moveFactor      = Block.Intersect(
                                blockDefinition.GetCollisionBoxes(localChunkCache, blockPos.X, blockPos.Y, blockPos.Z),
                                pos, playerBox, move, out localAxis);

                            if (moveFactor.HasValue && moveFactor.Value < min)
                            {
                                collision = true;
                                min       = moveFactor.Value;
                                minAxis   = localAxis.Value;
                            }
                        }
                    }
                }

                Player.Position += (move * min);
                move            *= (1f - min);
                switch (minAxis)
                {
                case Axis.X:
                    Player.Velocity *= new Vector3(0, 1, 1);
                    Player.Position += new Vector3(move.X > 0 ? -Gap : Gap, 0, 0);
                    move.X           = 0f;
                    break;

                case Axis.Y:
                    Player.Velocity *= new Vector3(1, 0, 1);
                    Player.Position += new Vector3(0, move.Y > 0 ? -Gap : Gap, 0);
                    move.Y           = 0f;
                    break;

                case Axis.Z:
                    Player.OnGround  = true;
                    Player.Velocity *= new Vector3(1, 1, 0);
                    Player.Position += new Vector3(0, 0, move.Z > 0 ? -Gap : Gap);
                    move.Z           = 0f;
                    break;
                }

                // Koordinate normalisieren (Rundwelt)
                Coordinate position = Player.Position;
                position.NormalizeChunkIndexXY(planet.Size);

                //Beam me up
                KeyboardState ks = Keyboard.GetState();
                if (ks.IsKeyDown(Keys.P))
                {
                    position = position + new Vector3(0, 0, 10);
                }

                Player.Position = position;

                loop++;
            }while (collision && loop < 3);



            if (Player.Position.ChunkIndex != _oldIndex)
            {
                _oldIndex  = Player.Position.ChunkIndex;
                ReadyState = false;
                localChunkCache.SetCenter(planet, new Index2(Player.Position.ChunkIndex), (success) =>
                {
                    ReadyState = success;
                });
            }

            #endregion

            #region Block Interaction

            if (lastInteract.HasValue)
            {
                ushort lastBlock = localChunkCache.GetBlock(lastInteract.Value);
                localChunkCache.SetBlock(lastInteract.Value, 0);

                if (lastBlock != 0)
                {
                    var blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(lastBlock);

                    var slot = Player.Inventory.Where(s => s.Definition == blockDefinition && s.Amount < blockDefinition.StackLimit).FirstOrDefault();

                    // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot
                    if (slot == null || slot.Amount >= blockDefinition.StackLimit)
                    {
                        slot = new InventorySlot()
                        {
                            Definition = blockDefinition,
                            Amount     = 0
                        };
                        Player.Inventory.Add(slot);
                    }
                    slot.Amount++;
                }
                lastInteract = null;
            }

            if (lastApply.HasValue)
            {
                if (ActiveTool != null)
                {
                    Index3 add = new Index3();
                    switch (lastOrientation)
                    {
                    case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break;

                    case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break;

                    case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break;

                    case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break;

                    case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break;

                    case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break;
                    }

                    if (ActiveTool.Definition is IBlockDefinition)
                    {
                        IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition;
                        localChunkCache.SetBlock(lastApply.Value + add, DefinitionManager.Instance.GetBlockDefinitionIndex(definition));

                        ActiveTool.Amount--;
                        if (ActiveTool.Amount <= 0)
                        {
                            Player.Inventory.Remove(ActiveTool);
                            ActiveTool = null;
                        }
                    }

                    // TODO: Fix Interaction ;)
                    //ushort block = _manager.GetBlock(lastApply.Value);
                    //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block);
                    //IItemDefinition itemDefinition = ActiveTool.Definition;

                    //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null));
                    //itemDefinition.Hit(null, blockDefinition.GetProperties(block));
                }

                lastApply = null;
            }

            #endregion
        }
示例#5
0
        public bool RegenerateVertexBuffer()
        {
            if (!ChunkPosition.HasValue)
            {
                return(false);
            }


            // Chunk nachladen
            if (this.chunk == null)
            {
                this.chunk = _manager.GetChunk(ChunkPosition.Value);
                if (this.chunk == null)
                {
                    //Thread.Sleep(10);
                    //RegenerateVertexBuffer();
                    //NeedsUpdate = false;
                    return(false);
                }

                this.chunk.Changed += OnChunkChanged;
            }
            var chunk = this.chunk;
            List <VertexPositionNormalTextureLight> vertices = new List <VertexPositionNormalTextureLight>();
            int   textureColumns = textures.Width / SceneControl.TEXTURESIZE;
            float textureWidth   = 1f / textureColumns;
            float texelSize      = 1f / SceneControl.TEXTURESIZE;
            float textureSizeGap = texelSize;
            float textureGap     = texelSize / 2;
            // BlockTypes sammlen
            Dictionary <IBlockDefinition, int> textureOffsets = new Dictionary <IBlockDefinition, int>();
            // Dictionary<Type, BlockDefinition> definitionMapping = new Dictionary<Type, BlockDefinition>();
            int definitionIndex = 0;

            foreach (var definition in definitionManager.GetBlockDefinitions())
            {
                int textureCount = definition.Textures.Count();
                textureOffsets.Add(definition, definitionIndex);
                // definitionMapping.Add(definition.GetBlockType(), definition);
                definitionIndex += textureCount;
            }

            Vector2[] uvOffsets = new[]
            {
                new Vector2(0, 0),
                new Vector2(1, 0),
                new Vector2(1, 1),
                new Vector2(0, 1)
            };

            for (int z = 0; z < Chunk.CHUNKSIZE_Z; z++)
            {
                for (int y = 0; y < Chunk.CHUNKSIZE_Y; y++)
                {
                    for (int x = 0; x < Chunk.CHUNKSIZE_X; x++)
                    {
                        ushort block = chunk.GetBlock(x, y, z);

                        if (block == 0)
                        {
                            continue;
                        }

                        IBlockDefinition blockDefinition = (IBlockDefinition)definitionManager.GetDefinitionByIndex(block);

                        if (blockDefinition == null)
                        {
                            continue;
                        }

                        int textureIndex;
                        if (!textureOffsets.TryGetValue(blockDefinition, out textureIndex))
                        {
                            continue;
                        }

                        // Textur-Koordinate "berechnen"
                        Vector2 textureOffset = new Vector2();
                        //Vector2 textureSize = new Vector2(textureWidth - textureSizeGap, textureWidth - textureSizeGap);


                        ushort           topBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z + 1));
                        IBlockDefinition topBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(topBlock);

                        var globalX = x + chunk.Index.X * Chunk.CHUNKSIZE_X;
                        var globalY = y + chunk.Index.Y * Chunk.CHUNKSIZE_Y;
                        var globalZ = z + chunk.Index.Z * Chunk.CHUNKSIZE_Z;

                        // Top
                        if (topBlock == 0 || (!topBlockDefintion.IsSolidWall(Wall.Bottom) && topBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Top, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 1),
                                    new Vector3(0, 0, 1),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Top, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           bottomBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z - 1));
                        IBlockDefinition bottomBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(bottomBlock);


                        // Unten
                        if (bottomBlock == 0 || (!bottomBlockDefintion.IsSolidWall(Wall.Top) && bottomBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Bottom, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 0),
                                    new Vector3(0, 0, -1),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Bottom, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           southBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y + 1, z));
                        IBlockDefinition southBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(southBlock);

                        // South
                        if (southBlock == 0 || (!southBlockDefintion.IsSolidWall(Wall.Front) && southBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Front, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 0),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 0),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 1),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 1),
                                    new Vector3(0, 1, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Front, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           northBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y - 1, z));
                        IBlockDefinition northBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(northBlock);

                        // North
                        if (northBlock == 0 || (!northBlockDefintion.IsSolidWall(Wall.Back) && northBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ) / textureColumns) * textureWidth) + textureGap));

                            int rotation = -blockDefinition.GetTextureRotation(Wall.Back, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 1),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 1),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 0),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 0),
                                    new Vector3(0, -1, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Back, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           westBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x - 1, y, z));
                        IBlockDefinition westBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(westBlock);

                        // West
                        if (westBlock == 0 || (!westBlockDefintion.IsSolidWall(Wall.Right) && westBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetTextureRotation(Wall.Left, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 0),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 1, z + 1),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 0),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 0, y + 0, z + 1),
                                    new Vector3(-1, 0, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Left, _manager, globalX, globalY, globalZ)),
                                    0));
                        }

                        ushort           eastBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x + 1, y, z));
                        IBlockDefinition eastBlockDefintion = (IBlockDefinition)definitionManager.GetDefinitionByIndex(eastBlock);

                        // Ost
                        if (eastBlock == 0 || (!eastBlockDefintion.IsSolidWall(Wall.Left) && eastBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetTextureRotation(Wall.Right, _manager, globalX, globalY, globalZ);

                            int localOffset = vertices.Count;
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 1),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(5 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 1, z + 0),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(6 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 1),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(4 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                            vertices.Add(
                                new VertexPositionNormalTextureLight(
                                    new Vector3(x + 1, y + 0, z + 0),
                                    new Vector3(1, 0, 0),
                                    uvOffsets[(7 + rotation) % 4],
                                    (byte)(textureIndex + blockDefinition.GetTextureIndex(Wall.Right, _manager, globalX, globalY, globalZ)),
                                    0));
                        }
                    }
                }
            }

            vertexCount = vertices.Count;
            indexCount  = vertices.Count * 6 / 4;

            if (vertexCount > 0)
            {
                Dispatch(() =>
                {
                    if (vb == null || ib == null)
                    {
                        vb = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount + 2);
                    }
                    if (vertexCount + 2 > vb.VertexCount)
                    {
                        vb.Resize(vertexCount + 2);
                    }


                    vb.SetData(vertices.ToArray());
                });
            }

            lock (this)
            {
                if (chunk != null && chunk.Index != ChunkPosition)
                {
                    return(loaded);
                }

                loaded       = true;
                NeedsUpdate |= chunk != this.chunk;
                return(!NeedsUpdate);
            }
        }
示例#6
0
        public override int GetTextureIndex(Wall wall, ILocalChunkCache manager,
                                            int x, int y, int z)
        {
            OrientationFlags orientation = (OrientationFlags)manager.GetBlockMeta(x, y, z);

            switch (wall)
            {
            case Wall.Top:
            {
                ushort topblock = manager.GetBlock(x, y, z + 1);

                switch (orientation)
                {
                case OrientationFlags.SideWest:
                case OrientationFlags.SideEast:
                case OrientationFlags.SideSouth:
                case OrientationFlags.SideNorth:
                    return(1);

                case OrientationFlags.SideBottom:
                case OrientationFlags.SideTop:
                default:
                    if (topblock != 0)
                    {
                        return(0);
                    }
                    else
                    {
                        return(2);
                    }
                }
            }

            case Wall.Bottom:
            {
                ushort topblock = manager.GetBlock(x, y, z + 1);

                switch (orientation)
                {
                case OrientationFlags.SideWest:
                case OrientationFlags.SideEast:
                case OrientationFlags.SideSouth:
                case OrientationFlags.SideNorth:
                    return(1);

                case OrientationFlags.SideBottom:
                case OrientationFlags.SideTop:
                default:
                    if (topblock != 0)
                    {
                        return(0);
                    }
                    else
                    {
                        return(2);
                    }
                }
            }

            case Wall.Front:
            {
                ushort topblock = manager.GetBlock(x, y, z + 1);

                switch (orientation)
                {
                case OrientationFlags.SideSouth:
                case OrientationFlags.SideNorth:
                    if (topblock != 0)
                    {
                        return(0);
                    }
                    else
                    {
                        return(2);
                    }

                case OrientationFlags.SideWest:
                case OrientationFlags.SideEast:
                case OrientationFlags.SideBottom:
                case OrientationFlags.SideTop:
                default:
                    return(1);
                }
            }

            case Wall.Back:
            {
                ushort topblock = manager.GetBlock(x, y, z + 1);

                switch (orientation)
                {
                case OrientationFlags.SideSouth:
                case OrientationFlags.SideNorth:
                    if (topblock != 0)
                    {
                        return(0);
                    }
                    else
                    {
                        return(2);
                    }

                case OrientationFlags.SideWest:
                case OrientationFlags.SideEast:
                case OrientationFlags.SideBottom:
                case OrientationFlags.SideTop:
                default:
                    return(1);
                }
            }

            case Wall.Left:
            {
                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);
                }
            }

            case Wall.Right:
            {
                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);
                }
            }
            }

            // Should never happen
            // Assert here
            return(-1);
        }
示例#7
0
        protected override void OnUpdate(GameTime gameTime)
        {
            if (player.ActorHost == null)
            {
                return;
            }

            sunPosition += (float)gameTime.ElapsedGameTime.TotalMinutes * MathHelper.TwoPi;

            Index3 centerblock  = player.ActorHost.Position.GlobalBlockIndex;
            Index3 renderOffset = player.ActorHost.Position.ChunkIndex * Chunk.CHUNKSIZE;

            Index3? selected       = null;
            Axis?   selectedAxis   = null;
            Vector3?selectionPoint = null;
            float   bestDistance   = 9999;

            for (int z = -Player.SELECTIONRANGE; z < Player.SELECTIONRANGE; z++)
            {
                for (int y = -Player.SELECTIONRANGE; y < Player.SELECTIONRANGE; y++)
                {
                    for (int x = -Player.SELECTIONRANGE; x < Player.SELECTIONRANGE; x++)
                    {
                        Index3 range = new Index3(x, y, z);
                        Index3 pos   = range + centerblock;
                        ushort block = localChunkCache.GetBlock(pos);
                        if (block == 0)
                        {
                            continue;
                        }

                        IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block);

                        Axis? collisionAxis;
                        float?distance = Block.Intersect(blockDefinition.GetCollisionBoxes(localChunkCache, pos.X, pos.Y, pos.Z), pos - renderOffset, camera.PickRay, out collisionAxis);

                        if (distance.HasValue && distance.Value < bestDistance)
                        {
                            pos.NormalizeXY(planet.Size * Chunk.CHUNKSIZE);
                            selected       = pos;
                            selectedAxis   = collisionAxis;
                            bestDistance   = distance.Value;
                            selectionPoint = (camera.PickRay.Position + (camera.PickRay.Direction * distance)) - (selected - renderOffset);
                        }
                    }
                }
            }

            if (selected.HasValue)
            {
                player.SelectedBox = selected;
                switch (selectedAxis)
                {
                case Axis.X: player.SelectedSide = (camera.PickRay.Direction.X > 0 ? OrientationFlags.SideWest : OrientationFlags.SideEast); break;

                case Axis.Y: player.SelectedSide = (camera.PickRay.Direction.Y > 0 ? OrientationFlags.SideSouth : OrientationFlags.SideNorth); break;

                case Axis.Z: player.SelectedSide = (camera.PickRay.Direction.Z > 0 ? OrientationFlags.SideBottom : OrientationFlags.SideTop); break;
                }

                player.SelectedPoint = new Vector2();
                switch (player.SelectedSide)
                {
                case OrientationFlags.SideWest:
                    player.SelectedPoint  = new Vector2(1f - selectionPoint.Value.Y, 1f - selectionPoint.Value.Z);
                    player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner011, OrientationFlags.Corner001, OrientationFlags.Corner010, OrientationFlags.Corner000);
                    player.SelectedEdge   = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeWestTop, OrientationFlags.EdgeWestBottom, OrientationFlags.EdgeNorthWest, OrientationFlags.EdgeSouthWest);
                    break;

                case OrientationFlags.SideEast:
                    player.SelectedPoint  = new Vector2(selectionPoint.Value.Y, 1f - selectionPoint.Value.Z);
                    player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner101, OrientationFlags.Corner111, OrientationFlags.Corner100, OrientationFlags.Corner110);
                    player.SelectedEdge   = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeEastTop, OrientationFlags.EdgeEastBottom, OrientationFlags.EdgeSouthEast, OrientationFlags.EdgeNorthEast);
                    break;

                case OrientationFlags.SideTop:
                    player.SelectedPoint  = new Vector2(selectionPoint.Value.X, 1f - selectionPoint.Value.Y);
                    player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner011, OrientationFlags.Corner111, OrientationFlags.Corner001, OrientationFlags.Corner101);
                    player.SelectedEdge   = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeNorthTop, OrientationFlags.EdgeSouthTop, OrientationFlags.EdgeWestTop, OrientationFlags.EdgeEastTop);
                    break;

                case OrientationFlags.SideBottom:
                    player.SelectedPoint  = new Vector2(selectionPoint.Value.X, selectionPoint.Value.Y);
                    player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner000, OrientationFlags.Corner100, OrientationFlags.Corner010, OrientationFlags.Corner110);
                    player.SelectedEdge   = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeSouthBottom, OrientationFlags.EdgeNorthBottom, OrientationFlags.EdgeWestBottom, OrientationFlags.EdgeEastBottom);
                    break;

                case OrientationFlags.SideNorth:
                    player.SelectedPoint  = new Vector2(1f - selectionPoint.Value.X, 1f - selectionPoint.Value.Z);
                    player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner111, OrientationFlags.Corner011, OrientationFlags.Corner110, OrientationFlags.Corner010);
                    player.SelectedEdge   = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeNorthTop, OrientationFlags.EdgeNorthBottom, OrientationFlags.EdgeNorthEast, OrientationFlags.EdgeNorthWest);
                    break;

                case OrientationFlags.SideSouth:
                    player.SelectedPoint  = new Vector2(selectionPoint.Value.X, 1f - selectionPoint.Value.Z);
                    player.SelectedCorner = FindCorner(player.SelectedPoint.Value, OrientationFlags.Corner001, OrientationFlags.Corner101, OrientationFlags.Corner000, OrientationFlags.Corner100);
                    player.SelectedEdge   = FindEdge(player.SelectedPoint.Value, OrientationFlags.EdgeSouthTop, OrientationFlags.EdgeSouthBottom, OrientationFlags.EdgeSouthWest, OrientationFlags.EdgeSouthEast);
                    break;
                }

                player.SelectedPoint = new Vector2(
                    Math.Min(1f, Math.Max(0f, player.SelectedPoint.Value.X)),
                    Math.Min(1f, Math.Max(0f, player.SelectedPoint.Value.Y)));
            }
            else
            {
                player.SelectedBox    = null;
                player.SelectedPoint  = null;
                player.SelectedSide   = OrientationFlags.None;
                player.SelectedEdge   = OrientationFlags.None;
                player.SelectedCorner = OrientationFlags.None;
            }

            base.OnUpdate(gameTime);
        }
示例#8
0
        /// <summary>
        /// Aktualisiert den Spieler (Bewegung, Interaktion)
        /// </summary>
        /// <param name="frameTime">Die aktuelle Zeit.</param>
        public void Update(GameTime frameTime)
        {
            #region Inputverarbeitung

            // Input verarbeiten
            Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X;
            Player.Tilt  += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y;
            Player.Tilt   = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt));

            #endregion

            #region Physik

            float lookX             = (float)Math.Cos(Player.Angle);
            float lookY             = -(float)Math.Sin(Player.Angle);
            var   velocitydirection = new Vector3(lookX, lookY, 0) * Move.Y;

            float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2);
            float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2);
            velocitydirection += new Vector3(stafeX, stafeY, 0) * Move.X;

            Player.Velocity += PhysicalUpdate(velocitydirection, frameTime.ElapsedGameTime, !Player.FlyMode, Player.FlyMode);

            #endregion

            #region Playerbewegung /Kollision

            Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

            Player.OnGround = false;

            //Blocks finden die eine Kollision verursachen könnten
            int minx = (int)Math.Floor(Math.Min(
                                           Player.Position.BlockPosition.X - Player.Radius,
                                           Player.Position.BlockPosition.X - Player.Radius + move.X));
            int maxx = (int)Math.Ceiling(Math.Max(
                                             Player.Position.BlockPosition.X + Player.Radius,
                                             Player.Position.BlockPosition.X + Player.Radius + move.X));
            int miny = (int)Math.Floor(Math.Min(
                                           Player.Position.BlockPosition.Y - Player.Radius,
                                           Player.Position.BlockPosition.Y - Player.Radius + move.Y));
            int maxy = (int)Math.Ceiling(Math.Max(
                                             Player.Position.BlockPosition.Y + Player.Radius,
                                             Player.Position.BlockPosition.Y + Player.Radius + move.Y));
            int minz = (int)Math.Floor(Math.Min(
                                           Player.Position.BlockPosition.Z,
                                           Player.Position.BlockPosition.Z + move.Z));
            int maxz = (int)Math.Ceiling(Math.Max(
                                             Player.Position.BlockPosition.Z + Player.Height,
                                             Player.Position.BlockPosition.Z + Player.Height + move.Z));

            //Beteiligte Flächen des Spielers
            var playerplanes = CollisionPlane.GetPlayerCollisionPlanes(Player).ToList();

            bool abort = false;

            for (int z = minz; z <= maxz && !abort; z++)
            {
                for (int y = miny; y <= maxy && !abort; y++)
                {
                    for (int x = minx; x <= maxx && !abort; x++)
                    {
                        move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

                        Index3 pos      = new Index3(x, y, z);
                        Index3 blockPos = pos + Player.Position.GlobalBlockIndex;
                        ushort block    = localChunkCache.GetBlock(blockPos);
                        if (block == 0)
                        {
                            continue;
                        }



                        var blockplane = CollisionPlane.GetBlockCollisionPlanes(pos, Player.Velocity).ToList();

                        var planes = from pp in playerplanes
                                     from bp in blockplane
                                     where CollisionPlane.Intersect(bp, pp)
                                     let distance = CollisionPlane.GetDistance(bp, pp)
                                                    where CollisionPlane.CheckDistance(distance, move)
                                                    select new { BlockPlane = bp, PlayerPlane = pp, Distance = distance };

                        foreach (var plane in planes)
                        {
                            var subvelocity = (plane.Distance / (float)frameTime.ElapsedGameTime.TotalSeconds);
                            var diff        = Player.Velocity - subvelocity;

                            float vx;
                            float vy;
                            float vz;

                            if (plane.BlockPlane.normal.X != 0 && (Player.Velocity.X > 0 && diff.X >= 0 && subvelocity.X >= 0 || Player.Velocity.X < 0 && diff.X <= 0 && subvelocity.X <= 0))
                            {
                                vx = subvelocity.X;
                            }
                            else
                            {
                                vx = Player.Velocity.X;
                            }

                            if (plane.BlockPlane.normal.Y != 0 && (Player.Velocity.Y > 0 && diff.Y >= 0 && subvelocity.Y >= 0 || Player.Velocity.Y < 0 && diff.Y <= 0 && subvelocity.Y <= 0))
                            {
                                vy = subvelocity.Y;
                            }
                            else
                            {
                                vy = Player.Velocity.Y;
                            }

                            if (plane.BlockPlane.normal.Z != 0 && (Player.Velocity.Z > 0 && diff.Z >= 0 && subvelocity.Z >= 0 || Player.Velocity.Z < 0 && diff.Z <= 0 && subvelocity.Z <= 0))
                            {
                                vz = subvelocity.Z;
                            }
                            else
                            {
                                vz = Player.Velocity.Z;
                            }

                            Player.Velocity = new Vector3(vx, vy, vz);

                            if (vx == 0 && vy == 0 && vz == 0)
                            {
                                abort = true;
                                break;
                            }
                        }
                    }
                }
            }

            // TODO: Was ist für den Fall Gravitation = 0 oder im Scheitelpunkt des Sprungs?
            Player.OnGround = Player.Velocity.Z == 0f;

            Coordinate position = Player.Position + Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;
            position.NormalizeChunkIndexXY(planet.Size);
            Player.Position = position;


            //Beam me up
            KeyboardState ks = Keyboard.GetState();
            if (ks.IsKeyDown(Keys.P))
            {
                Player.Position += new Vector3(0, 0, 10);
            }

            if (Player.Position.ChunkIndex != _oldIndex)
            {
                _oldIndex  = Player.Position.ChunkIndex;
                ReadyState = false;
                localChunkCache.SetCenter(planet, new Index2(Player.Position.ChunkIndex), (success) =>
                {
                    ReadyState = success;
                });
            }



            #endregion

            #region Block Interaction

            if (lastInteract.HasValue)
            {
                ushort lastBlock = localChunkCache.GetBlock(lastInteract.Value);
                localChunkCache.SetBlock(lastInteract.Value, 0);

                if (lastBlock != 0)
                {
                    var blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(lastBlock);

                    var slot = Player.Inventory.FirstOrDefault(s => s.Definition == blockDefinition);

                    // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot
                    if (slot == null)
                    {
                        slot = new InventorySlot()
                        {
                            Definition = blockDefinition,
                            Amount     = 0
                        };
                        Player.Inventory.Add(slot);

                        for (int i = 0; i < Player.Tools.Length; i++)
                        {
                            if (Player.Tools[i] == null)
                            {
                                Player.Tools[i] = slot;
                                break;
                            }
                        }
                    }
                    slot.Amount += 125;
                }
                lastInteract = null;
            }

            if (lastApply.HasValue)
            {
                if (ActiveTool != null)
                {
                    Index3 add = new Index3();
                    switch (lastOrientation)
                    {
                    case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break;

                    case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break;

                    case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break;

                    case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break;

                    case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break;

                    case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break;
                    }

                    if (ActiveTool.Definition is IBlockDefinition)
                    {
                        IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition;

                        Index3 idx       = lastApply.Value + add;
                        var    boxes     = definition.GetCollisionBoxes(localChunkCache, idx.X, idx.Y, idx.Z);
                        float  gap       = 0.01f;
                        var    playerBox = new BoundingBox(
                            new Vector3(
                                Player.Position.GlobalBlockIndex.X + Player.Position.BlockPosition.X - Player.Radius + gap,
                                Player.Position.GlobalBlockIndex.Y + Player.Position.BlockPosition.Y - Player.Radius + gap,
                                Player.Position.GlobalBlockIndex.Z + Player.Position.BlockPosition.Z + gap),
                            new Vector3(
                                Player.Position.GlobalBlockIndex.X + Player.Position.BlockPosition.X + Player.Radius - gap,
                                Player.Position.GlobalBlockIndex.Y + Player.Position.BlockPosition.Y + Player.Radius - gap,
                                Player.Position.GlobalBlockIndex.Z + Player.Position.BlockPosition.Z + Player.Height - gap)
                            );

                        // Nicht in sich selbst reinbauen
                        bool intersects = false;
                        foreach (var box in boxes)
                        {
                            var newBox = new BoundingBox(idx + box.Min, idx + box.Max);
                            if (newBox.Min.X < playerBox.Max.X && newBox.Max.X > playerBox.Min.X &&
                                newBox.Min.Y < playerBox.Max.Y && newBox.Max.X > playerBox.Min.Y &&
                                newBox.Min.Z < playerBox.Max.Z && newBox.Max.X > playerBox.Min.Z)
                            {
                                intersects = true;
                            }
                        }

                        if (!intersects)
                        {
                            localChunkCache.SetBlock(idx, DefinitionManager.Instance.GetBlockDefinitionIndex(definition));

                            ActiveTool.Amount -= 125;
                            if (ActiveTool.Amount <= 0)
                            {
                                Player.Inventory.Remove(ActiveTool);
                                for (int i = 0; i < Player.Tools.Length; i++)
                                {
                                    if (Player.Tools[i] == ActiveTool)
                                    {
                                        Player.Tools[i] = null;
                                    }
                                }
                                ActiveTool = null;
                            }
                        }
                    }

                    // TODO: Fix Interaction ;)
                    //ushort block = _manager.GetBlock(lastApply.Value);
                    //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block);
                    //IItemDefinition itemDefinition = ActiveTool.Definition;

                    //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null));
                    //itemDefinition.Hit(null, blockDefinition.GetProperties(block));
                }

                lastApply = null;
            }

            #endregion
        }
示例#9
0
        public void RegenerateVertexBuffer()
        {
            if (!ChunkPosition.HasValue)
            {
                return;
            }

            // Chunk nachladen
            if (chunk == null)
            {
                chunk = _manager.GetChunk(ChunkPosition.Value);
                if (chunk == null)
                {
                    return;
                }
            }

            List <VertexPositionNormalTextureLight> vertices = new List <VertexPositionNormalTextureLight>();
            List <int> index          = new List <int>();
            int        textureColumns = textures.Width / SceneControl.TEXTURESIZE;
            float      textureWidth   = 1f / textureColumns;
            float      texelSize      = 1f / SceneControl.TEXTURESIZE;
            float      textureSizeGap = texelSize;
            float      textureGap     = texelSize / 2;
            // BlockTypes sammlen
            Dictionary <IBlockDefinition, int> textureOffsets = new Dictionary <IBlockDefinition, int>();
            // Dictionary<Type, BlockDefinition> definitionMapping = new Dictionary<Type, BlockDefinition>();
            int definitionIndex = 0;

            foreach (var definition in DefinitionManager.Instance.GetBlockDefinitions())
            {
                int textureCount = definition.Textures.Count();
                textureOffsets.Add(definition, definitionIndex);
                // definitionMapping.Add(definition.GetBlockType(), definition);
                definitionIndex += textureCount;
            }
            Vector2[] uvOffsets = new[] {
                new Vector2(0, 0),
                new Vector2(1, 0),
                new Vector2(1, 1),
                new Vector2(0, 1)
            };
            for (int z = 0; z < Chunk.CHUNKSIZE_Z; z++)
            {
                for (int y = 0; y < Chunk.CHUNKSIZE_Y; y++)
                {
                    for (int x = 0; x < Chunk.CHUNKSIZE_X; x++)
                    {
                        ushort block = chunk.GetBlock(x, y, z);
                        if (block == 0)
                        {
                            continue;
                        }

                        IBlockDefinition blockDefinition = DefinitionManager.Instance.GetBlockDefinitionByIndex(block);
                        if (blockDefinition == null)
                        {
                            continue;
                        }

                        int textureIndex;
                        if (!textureOffsets.TryGetValue(blockDefinition, out textureIndex))
                        {
                            continue;
                        }

                        // Textur-Koordinate "berechnen"
                        Vector2 textureOffset = new Vector2();
                        Vector2 textureSize   = new Vector2(textureWidth - textureSizeGap, textureWidth - textureSizeGap);


                        ushort           topBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z + 1));
                        IBlockDefinition topBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(topBlock);

                        // Top
                        if (topBlock == 0 || (!topBlockDefintion.IsBottomSolidWall(_manager, x, y, z + 1) && topBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetTopTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 0, 1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(0, 0, 1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetTopTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           bottomBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y, z - 1));
                        IBlockDefinition bottomBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(bottomBlock);


                        // Unten
                        if (bottomBlock == 0 || (!bottomBlockDefintion.IsTopSolidWall(_manager, x, y, z - 1) && bottomBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetBottomTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 0, -1), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(0, 0, -1), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetBottomTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           southBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y + 1, z));
                        IBlockDefinition southBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(southBlock);

                        // South
                        if (southBlock == 0 || (!southBlockDefintion.IsNorthSolidWall(_manager, x, y + 1, z) && southBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetSouthTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(0, 1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(0, 1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetSouthTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           northBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x, y - 1, z));
                        IBlockDefinition northBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(northBlock);

                        // North
                        if (northBlock == 0 || (!northBlockDefintion.IsSouthSolidWall(_manager, x, y - 1, z) && northBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);

                            int rotation = -blockDefinition.GetNorthTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(0, -1, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(0, -1, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetNorthTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           westBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x - 1, y, z));
                        IBlockDefinition westBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(westBlock);

                        // West
                        if (westBlock == 0 || (!westBlockDefintion.IsEastSolidWall(_manager, x - 1, y, z) && westBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetWestTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 0), new Vector3(-1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 1, z + 1), new Vector3(-1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 0), new Vector3(-1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 0, y + 0, z + 1), new Vector3(-1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetWestTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }

                        ushort           eastBlock          = _manager.GetBlock((ChunkPosition.Value * Chunk.CHUNKSIZE) + new Index3(x + 1, y, z));
                        IBlockDefinition eastBlockDefintion = DefinitionManager.Instance.GetBlockDefinitionByIndex(eastBlock);

                        // Ost
                        if (eastBlock == 0 || (!eastBlockDefintion.IsWestSolidWall(_manager, x + 1, y, z) && eastBlock != block))
                        {
                            textureOffset = new Vector2(
                                (((textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)) % textureColumns) * textureWidth) + textureGap,
                                (((textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)) / textureColumns) * textureWidth) + textureGap);


                            int rotation = -blockDefinition.GetEastTextureRotation(_manager, x, y, z);

                            int localOffset = vertices.Count;
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 1), new Vector3(1, 0, 0), uvOffsets[(5 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 1, z + 0), new Vector3(1, 0, 0), uvOffsets[(6 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 1), new Vector3(1, 0, 0), uvOffsets[(4 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            vertices.Add(new VertexPositionNormalTextureLight(new Vector3(x + 1, y + 0, z + 0), new Vector3(1, 0, 0), uvOffsets[(7 + rotation) % 4], (byte)(textureIndex + blockDefinition.GetEastTextureIndex(_manager, x, y, z)), 0));
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 1);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 0);
                            index.Add(localOffset + 3);
                            index.Add(localOffset + 2);
                        }
                    }
                }
            }

            vertexCount = vertices.Count;
            indexCount  = index.Count;

            if (vertexCount > 0)
            {
                try
                {
                    if (vb == null || ib == null)
                    {
                        vb = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount + 2);
                        //ib = new IndexBuffer(graphicsDevice, DrawElementsType.UnsignedInt, indexCount);
                    }
                    if (vertexCount + 2 > vb.VertexCount)
                    {
                        vb.Resize(vertexCount + 2);
                    }
                    //vb2 = new VertexBuffer(graphicsDevice, VertexPositionNormalTextureLight.VertexDeclaration, vertexCount+2);//TODO: why do I need more vertices?
                    vb.SetData <VertexPositionNormalTextureLight>(vertices.ToArray());

                    //if (indexCount > ib.IndexCount)
                    //    ib.Resize(indexCount);
                    //ib.SetData<int>(index.ToArray());
                }
                catch (Exception) { }
            }

            lock (this)
            {
                loaded = true;
            }

            lastReset = chunk.ChangeCounter;
        }