示例#1
0
        /// <summary> Set block under cursor </summary>
        /// <param name="adjacent"> Use block adjacent to surface (adding a block) </param>
        void SetTargetVoxel(BlockType ty, bool adjacent = false)
        {
            Ray ray;

            if (Cursor.visible)
            {
                ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            }
            else
            {
                ray = cam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
            }

            if (Physics.Raycast(ray, out RaycastHit hit))
            {
                Vector3           p     = hit.point + hit.normal * (adjacent ? 0.5f : -0.5f);
                CombinedVoxelMesh chunk = (world2 == null) ? world.WorldToChunk(p) : world2.WorldToChunk(p);

                Vector3Int xyz = chunk.WorldToXYZ(p), size = chunk.settings.size;
                if (xyz.x < 0 || xyz.y < 0 || xyz.z < 0 || xyz.x >= size.x || xyz.y >= size.y || xyz.z >= size.z)
                {
                    return;
                }
                if (!destroyBedrock && chunk.voxels[chunk.XYZtoIndex(xyz)].ty == BlockType.Bedrock)
                {
                    return;
                }

                chunk.voxels[chunk.XYZtoIndex(xyz)].ty = ty;
                chunk.Regenerate();
            }
        }
示例#2
0
        void Start()
        {
            chunks = new CombinedVoxelMesh[size.x * size.y];

            CombinedVoxelMesh CVM       = chunkPrefab.GetComponent <CombinedVoxelMesh>();
            Vector3Int        chunkSize = CVM.settings.size;

            csx = chunkSize.x;
            csz = chunkSize.z;

            StartCoroutine(GenChunks());
        }
示例#3
0
        IEnumerator GenChunks()
        {
            chunks   = new CVM_Chunk[RadCount(radius)];
            instMap  = new Dictionary <Vector2Int, CombinedVoxelMesh>(chunks.Length);
            voxelMap = new Dictionary <Vector2Int, Voxel[]>(chunks.Length);

            Vector3Int chunkSize = chunkPrefab.GetComponent <CombinedVoxelMesh>().settings.size;

            csx = chunkSize.x;
            csy = chunkSize.y;
            csz = chunkSize.z;

            viewPos = GetViewpos();

            posStack = new Stack <Vector2Int>(chunks.Length);

            int i = 0;

            for (float y = 0.5f - radius, rsq = (radius + bias) * (radius + bias); y < radius; y++)
            {
                for (float x = 0.5f - radius; x < radius; x++)
                {
                    if (x * x + y * y <= rsq)
                    {
                        Vector2Int xz = viewPos + new Vector2Int((int)(x - 0.5f), (int)(y - 0.5f));
                        GameObject o  = Instantiate(chunkPrefab, new Vector3(xz.x * chunkSize.x, 0f, xz.y * chunkSize.z), Quaternion.identity, transform);

                        CombinedVoxelMesh CVM = o.GetComponent <CombinedVoxelMesh>();
                        chunks[i++]  = new CVM_Chunk(xz, viewPos, CVM);
                        instMap[xz]  = CVM;
                        voxelMap[xz] = CVM.voxels;

                        o.name = $"Chunk {i}";
                        if (i % 256 == 0)
                        {
                            print($"{i} Chunks Generated");
                        }
                        yield return(null);
                    }
                }
            }

            print($"{i} Chunks Generated");
            generated = true;
        }
示例#4
0
        void OnValidate()
        {
            noiseLayers = Mathf.Clamp(noiseLayers, 1, 16);

            if (noiseScale.x == 0 || noiseScale.y == 0 || noiseScale.z == 0)
            {
                return;
            }

            Validated?.Invoke();

            if (CombinedVoxelMesh.instances.Count > 0)
            {
                CombinedVoxelMesh inst = CombinedVoxelMesh.instances[0];
                if (coro != null)
                {
                    inst.StopCoroutine(coro);
                    coro = null;
                }
                coro = inst.StartCoroutine(InspectorRegen());
            }
        }
示例#5
0
        IEnumerator InspectorRegen()
        {
            List <CombinedVoxelMesh> insts = CombinedVoxelMesh.instances;

            Debug.Log($"Regenerate {insts.Count} Chunks");

            for (int i = 0; i < insts.Count; i++)
            {
                CombinedVoxelMesh chunk = insts[i];

                for (int j = 0; j < chunk.voxels.Length; j++)
                {
                    chunk.voxels[j].ty = BlockType.Air;
                }

                chunk.FillVoxels();
                yield return(null);

                chunk.Regenerate();
            }

            Debug.Log($"{insts.Count} Chunks Regenerated");
        }
示例#6
0
 public CVM_Chunk(Vector2Int pos, Vector2Int center, CombinedVoxelMesh cVM)
 {
     this.pos    = pos;
     this.center = center;
     CVM         = cVM;
 }
示例#7
0
        IEnumerator UpdateChunks(Vector2Int vpos, int msLimit = 5)
        {
            viewPos = vpos;

            if (coro != null)
            {
                StopCoroutine(coro);
                coro = null;
            }

            sw.Restart();

            for (float y = 0.5f - radius, rsq = (radius + bias) * (radius + bias); y < radius; y++)
            {
                for (float x = 0.5f - radius; x < radius; x++)
                {
                    if (x * x + y * y <= rsq)
                    {
                        Vector2Int p = vpos + new Vector2Int((int)(x - 0.5f), (int)(y - 0.5f));
                        if (!instMap.ContainsKey(p))
                        {
                            posStack.Push(p);
                        }
                    }
                }
            }

            for (int i = 0; i < chunks.Length; i++)
            {
                CVM_Chunk c   = chunks[i];
                Vector2   dif = c.pos + new Vector2(0.5f, 0.5f) - vpos;

                if (dif.x * dif.x + dif.y * dif.y > (radius + bias) * (radius + bias))
                {
                    Vector2Int nPos = posStack.Pop();

                    if (instMap.ContainsKey(nPos))
                    {
                        print("taken!");
                    }

                    CombinedVoxelMesh cvm = c.CVM;
                    instMap.Remove(c.pos);
                    instMap[nPos] = cvm;
                    chunks[i].pos = nPos;

                    cvm.gameObject.transform.position = new Vector3(nPos.x * csx, 0f, nPos.y * csz);

                    if (voxelMap.ContainsKey(nPos))
                    {
                        cvm.voxels = voxelMap[nPos];
                    }
                    else
                    {
                        cvm.voxels = voxelMap[nPos] = new Voxel[cvm.voxels.Length];
                        cvm.FillVoxels();
                    }
                    cvm.Regenerate();

                    if (sw.ElapsedMilliseconds >= msLimit)
                    {
                        sw.Restart();
                        yield return(null);
                    }
                }

                chunks[i].center = vpos;
            }

            posStack.Clear();

            /*for (int i = 0; i < chunks.Length; i++) {
             *      CVM_Chunk c = chunks[i];
             *      Vector2 dif = c.pos + new Vector2(0.5f, 0.5f) - vpos;
             *
             *      if (dif.x * dif.x + dif.y * dif.y > (radius + bias) * (radius + bias)) {
             *              Vector2Int nPos = c.center + vpos - c.pos - new Vector2Int(1, 1);
             *
             *              if (instMap.ContainsKey(nPos)) print("taken!");
             *
             *              CombinedVoxelMesh cvm = c.CVM;
             *              instMap.Remove(c.pos);
             *              instMap[nPos] = cvm;
             *              chunks[i].pos = nPos;
             *
             *              cvm.gameObject.transform.position = new Vector3(nPos.x * csx, 0f, nPos.y * csz);
             *
             *              if (voxelMap.ContainsKey(nPos))
             *                      cvm.voxels = voxelMap[nPos];
             *              else {
             *                      cvm.voxels = voxelMap[nPos] = new Voxel[cvm.voxels.Length];
             *                      cvm.FillVoxels();
             *              }
             *              cvm.Regenerate();
             *
             *              if (sw.ElapsedMilliseconds >= msLimit) {
             *                      sw.Restart();
             *                      yield return null;
             *              }
             *      }
             *
             *      chunks[i].center = vpos;
             * }*/
        }