/// <summary> /// Initialisiert den ActorHost und lädtc die Chunks rund um den Spieler. /// </summary> public void Initialize() { localChunkCache.SetCenter(planet, new Index2(Player.Position.ChunkIndex), (success) => { ReadyState = success; }); }
private bool FillChunkRenderer() { if (player.ActorHost == null) { return(false); } Index2 destinationChunk = new Index2(player.ActorHost.Position.ChunkIndex); // Nur ausführen wenn der Spieler den Chunk gewechselt hat if (destinationChunk != currentChunk) { localChunkCache.SetCenter(planet, new Index2(player.ActorHost.Position.ChunkIndex)); int mask = (int)Math.Pow(2, VIEWRANGE) - 1; int span = (int)Math.Pow(2, VIEWRANGE); int spanOver2 = span >> 1; for (int x = 0; x < span; x++) { for (int y = 0; y < span; y++) { Index2 local = new Index2(x - spanOver2, y - spanOver2) + destinationChunk; local.NormalizeXY(planet.Size); int virtualX = local.X & mask; int virtualY = local.Y & mask; int rendererIndex = virtualX + (virtualY << VIEWRANGE); for (int z = 0; z < planet.Size.Z; z++) { chunkRenderer[rendererIndex, z].SetChunk(localChunkCache, local.X, local.Y, z); } } } Index3 comparationIndex = player.ActorHost.Position.ChunkIndex; orderedChunkRenderer.Sort((x, y) => { if (!x.ChunkPosition.HasValue) { return(1); } if (!y.ChunkPosition.HasValue) { return(-1); } Index3 distX = comparationIndex.ShortestDistanceXYZ(x.ChunkPosition.Value, planet.Size); Index3 distY = comparationIndex.ShortestDistanceXYZ(y.ChunkPosition.Value, planet.Size); return(distX.LengthSquared().CompareTo(distY.LengthSquared())); }); currentChunk = destinationChunk; } foreach (var renderer in orderedChunkRenderer) { if (!renderer.NeedUpdate()) { continue; } renderer.RegenerateVertexBuffer(); return(true); } return(false); }
private void FillChunkRenderer() { if (player?.CurrentEntity == null) { return; } Index2 destinationChunk = new Index2(player.Position.Position.ChunkIndex); // Nur ausführen wenn der Spieler den Chunk gewechselt hat if (destinationChunk != currentChunk) { localChunkCache.SetCenter( new Index2(player.Position.Position.ChunkIndex), b => { if (b) { fillResetEvent.Set(); OnCenterChanged?.Invoke(this, System.EventArgs.Empty); } }); for (int x = 0; x < Span; x++) { for (int y = 0; y < Span; y++) { Index2 local = new Index2(x - SpanOver2, y - SpanOver2) + destinationChunk; local.NormalizeXY(planet.Size); int virtualX = local.X & Mask; int virtualY = local.Y & Mask; int rendererIndex = virtualX + (virtualY << VIEWRANGE); for (int z = 0; z < planet.Size.Z; z++) { chunkRenderer[rendererIndex, z].SetChunk(localChunkCache, local.X, local.Y, z); } } } Index3 comparationIndex = player.Position.Position.ChunkIndex; orderedChunkRenderer.Sort((x, y) => { if (!x.ChunkPosition.HasValue) { return(1); } if (!y.ChunkPosition.HasValue) { return(-1); } Index3 distX = comparationIndex.ShortestDistanceXYZ(x.ChunkPosition.Value, planet.Size); Index3 distY = comparationIndex.ShortestDistanceXYZ(y.ChunkPosition.Value, planet.Size); return(distX.LengthSquared().CompareTo(distY.LengthSquared())); }); currentChunk = destinationChunk; } foreach (var e in additionalFillResetEvents) { e.Set(); } RegenerateAll(0); }