示例#1
0
        /// <summary>
        /// Loads (creates) the chunk at the given position.
        /// </summary>
        /// <param name="index">The index of the chunk.</param>
        private void LoadChunk( ref Vector3 index )
        {
            // check if the chunk already exists
            bool contains = false;
            lock ( _chunks )
            {
                contains = _chunks.ContainsKey( index );
            }

            // if the chunk doesn't exist, create it and add it
            if ( !contains )
            {
                var chunk = new Chunk( _world, index );
                lock ( _chunks )
                {
                    _chunks[ index ] = chunk;
                }
            }
        }
示例#2
0
 /// <summary>
 /// Creates a new block.
 /// </summary>
 /// <param name="type">The block's type.</param>
 /// <param name="chunk">The chunk this block belongs to.</param>
 /// <param name="lighting">The initial lighting level for this block.</param>
 public Block( BlockType type, Chunk chunk, float lighting )
 {
     _type = type;
     _chunk = chunk;
     _lighting = lighting;
 }
示例#3
0
 /// <summary>
 /// Creates a new block.
 /// </summary>
 /// <param name="type">The block's type.</param>
 /// <param name="chunk">The chunk this block belongs to.</param>
 public Block( BlockType type, Chunk chunk )
     : this(type, chunk, MinimumLighting)
 {
 }
示例#4
0
        /// <summary>
        /// Gets the shortest collision distance in the Y direction for this entity.
        /// </summary>
        /// <param name="chunk">The current chunk.</param>
        /// <param name="rayDir">The ray direction.</param>
        /// <returns></returns>
        private float GetShortestCollisionDistanceY( Chunk chunk, ref Vector3 rayDir )
        {
            // create our rays
            Ray ray0 = new Ray( new Vector3( Position.X + Size.X * 0.5f, Position.Y + rayDir.Y * Size.Y * 0.5f, Position.Z + Size.Z * 0.5f ), rayDir );
            Ray ray1 = new Ray( new Vector3( Position.X + Size.X * 0.5f, Position.Y + rayDir.Y * Size.Y * 0.5f, Position.Z - Size.Z * 0.5f ), rayDir );
            Ray ray2 = new Ray( new Vector3( Position.X - Size.X * 0.5f, Position.Y + rayDir.Y * Size.Y * 0.5f, Position.Z + Size.Z * 0.5f ), rayDir );
            Ray ray3 = new Ray( new Vector3( Position.X - Size.X * 0.5f, Position.Y + rayDir.Y * Size.Y * 0.5f, Position.Z - Size.Z * 0.5f ), rayDir );

            // get each collision distance
            List<float> intersections = new List<float>();
            chunk.GetIntersectionDistances( ray0, ref intersections );
            float dist0 = GetMinimumFromList( intersections );
            chunk.GetIntersectionDistances( ray1, ref intersections );
            float dist1 = GetMinimumFromList( intersections );
            chunk.GetIntersectionDistances( ray2, ref intersections );
            float dist2 = GetMinimumFromList( intersections );
            chunk.GetIntersectionDistances( ray3, ref intersections );
            float dist3 = GetMinimumFromList( intersections );

            // now return the absolute minimum
            return Math.Min( Math.Min( dist0, dist1 ), Math.Min( dist2, dist3 ) );
        }
示例#5
0
        /// <summary>
        /// Gets the shortest collision distance in the XZ plane for this entity.
        /// </summary>
        /// <param name="chunk">The current chunk.</param>
        /// <param name="rayDir">The direction of the ray.</param>
        /// <param name="offs">The position offset.</param>
        /// <returns></returns>
        private float GetShortestCollisionDistanceXZ( Chunk chunk, Vector3 rayDir, Vector3 offs )
        {
            // loop helpers
            float startY = -Size.Y * 0.5f;
            float endY = Size.Y * 0.5f;
            int countY = (int)Math.Ceiling( Size.Y ) + 1;
            float yStep = Math.Abs( endY - startY ) / (float)( countY - 1 );

            // create the ray
            Ray ray = new Ray();
            ray.Position.X = Position.X + offs.X;
            ray.Position.Z = Position.Z + offs.Z;
            ray.Direction = rayDir;

            // get the nearest collision distance
            List<float> intersections = new List<float>();
            float dist = float.MaxValue;
            for ( float y = startY; y <= endY; y += yStep )
            {
                ray.Position.Y = Position.Y + offs.Y + y;
                chunk.GetIntersectionDistances( ray, ref intersections );
                dist = Math.Min( dist, GetMinimumFromList( intersections ) );
            }

            return dist;
        }
示例#6
0
 /// <summary>
 /// Sets the current chunk that is having its terrain generated.
 /// </summary>
 /// <param name="chunk">The chunk.</param>
 public void SetCurrentChunk( Chunk chunk )
 {
     const int max = ChunkData.SizeXZ + 2;
     Vector3 world;
     for ( int x = 0; x < max; ++x )
     {
         for ( int y = 0; y < ChunkData.SizeY; ++y )
         {
             for ( int z = 0; z < max; ++z )
             {
                 Position.LocalToWorld( chunk.Index, x - 1, y, z - 1, out world );
                 _currentBlocks[ x, y, z ] = GetBlockType( world );
             }
         }
     }
 }