示例#1
0
        /// <summary>
        /// Offset the location (usually to rebuild)
        /// </summary>
        /// <param name="offset"></param>
        public void OffsetLocation(Point offset, SpeedyDictionary chunkCollection)
        {
            // Remove old chunks and update location
            for (int i = 0; i < chunks.Length; ++i)
            {
                chunkCollection.Remove(new Vector3(location.X, i * chunkSize, location.Y));
            }

            this.location.X += offset.X;
            this.location.Y += offset.Y;

            // Update the chunk locations as well
            for (int i = 0; i < chunks.Length; ++i)
            {
                chunks[i].SetLocation(new Vector3(location.X, i * chunkSize, location.Y));
            }

            // Reset biome location and generate 2D biome map data
            biome.SetLocation(location);
            Parallel.For(0, chunkSize + 2, x =>
            {
                for (int z = 0; z < chunkSize + 2; ++z)
                {
                    biome.GetBaseHeight(x, z, true);
                    biome.GetLocalHumidity(x, z, 0.05f, true);
                }
            });

            // Set dirty flag
            state = ChunkState.Dirty;
        }
示例#2
0
        /// <summary>
        /// Attempt to connect neighboring chunks which are already loaded.
        /// </summary>
        public void ConnectNeighbors(SpeedyDictionary chunks, int size)
        {
            // Loop through possible neighbors in all directions
            for (int i = 0; i < 9; i++)
            {
                int x = 0;
                int z = 0;

                if (i != 4)
                {
                    if (i % 3 == 0)
                    {
                        x -= 1;
                    }
                    if (i % 3 == 2)
                    {
                        x += 1;
                    }
                    if (i < 3)
                    {
                        z -= 1;
                    }
                    if (i > 5)
                    {
                        z += 1;
                    }

                    Vector3 location      = offset + new Vector3(x * size, 0, z * size);
                    Chunk   neighborChunk = (Chunk)chunks.Get(location);
                    int     j             = (i > 4) ? i - 1 : i;

                    if (neighborChunk != null)
                    {
                        if (neighborChunk.state != ChunkState.Dirty)
                        {
                            sideNeighbors[j] = neighborChunk;
                        }
                    }
                    // Finish looking up this chunk
                }
            }
            // Finish checking all neighbors
        }
示例#3
0
        /// <summary>
        /// Load chunks for the first time
        /// </summary>
        public ChunkManager(GraphicsDevice graphicsDevice, int seed)
        {
            // Set the initial seed
            this.mapSeed = seed;

            // Get the bounds of the visible world and set up chunk structures
            int totalChunks = (int)Math.Pow((visibleRadius * 2 + 1), 2);

            chunkStacks        = new Dictionary <Point, ChunkStack>(totalChunks);
            orderedChunkStacks = new List <ChunkStack>(totalChunks);

            // Initialize lists for chunk distance ordering
            chunks        = new SpeedyDictionary();// Dictionary<Vector3, Chunk>(totalChunks * chunksPerStack);
            orderedChunks = new List <Chunk>(totalChunks * chunksPerStack);

            // Setup biome and cache
            voxelCache = new VoxelCache(chunkSize, chunkSize, chunkSize);

            // Populator to add additional objects to chunks
            //populator = new Engine.TreePopulator(biome, voxelCache, new Random(seed));
        }