public WorldRenderingService(Model.World world, IVoxelWorldRenderer voxelWorldRenderer, LocalPlayerService localPlayerS, VoxelContentsFactory factory) { this.world = world; this.voxelWorldRenderer = voxelWorldRenderer; this.localPlayer = localPlayerS.Player; Debug.Assert(Math.Abs(world.VoxelSize.X - world.VoxelSize.Y) < 0.001f); light1 = TW.Graphics.AcquireRenderer().CreateSpotLight(); light2 = TW.Graphics.AcquireRenderer().CreateSpotLight(); customVoxelsRenderer = new CustomVoxelsRenderer(world); }
public ChunkedVoxelWorldRenderer(IMeshProvider meshProvider, Model.World world) { this.meshProvider = meshProvider; this.world = world; numChunks = world.WorldSize / ChunkSize + 1; chunkEntities = new Array2D <Entity>(new Point2(numChunks, numChunks)); chunkEntities.ForEach((_, p) => { chunkEntities[p] = new Entity(); chunkEntities[p].WorldMatrix = Matrix.Translation((p.ToVector2() * ChunkSize * world.VoxelSize.X).ToXZ()); }); }
public _Analyzer(Memory memory, Model.World world) { World = world; Memory = memory; }
public WorldRenderingService(Model.World world, LocalPlayerService localPlayerS, VoxelContentsFactory factory) : this(world, new PerEntityVoxelWorldRenderer(world, new Point2(RenderSize, RenderSize)), localPlayerS, factory) { }
public Api() { Logger = NLog.LogManager.GetCurrentClassLogger(); GameThread = new Thread(GameMainThread); MoveThread = new Thread(MoveStuffThread) { IsBackground = true }; Network = new Network(); Network.Readed += (Network sender, Packet.Packet packet) => { lock (IdleLock) if (IsIdle) { IsIdle = false; Monitor.Pulse(IdleLock); } }; World = new Model.World(); }
public PerEntityVoxelWorldRenderer(Model.World world, Point2 windowSize) { this.world = world; entities = new Array2D <Entity>(windowSize); entities.ForEach((e, p) => entities[p] = new Entity()); }
public CustomVoxelsRenderer(Model.World world) { this.world = world; world.Created.Subscribe(v => typeChangedVoxels.Add(v)); }
public Factory(Memory memory, Model.World world) { }