private bool ExpandZ(ChunkBlocks blocks, ref bool[] mask, Block block, int x1, int y1, int x2, int y2, ref int z2) { int sizeWithPadding = sideSize + Env.CHUNK_PADDING_2; int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding; int yOffset = sizeWithPaddingPow2 - x2 + x1; int index0 = Helpers.GetChunkIndex1DFrom3D(x1, y1, z2, pow); // Check the quad formed by XY axes and try to expand the Z axis int index = index0; for (int y = y1; y < y2; ++y, index += yOffset) { for (int x = x1; x < x2; ++x, ++index) { if (mask[index] || !CanCreateBox(block, blocks.GetBlock(index))) { return(false); } } } // If the box can expand, mark the position as tested and expand the X axis index = index0; for (int y = y1; y < y2; ++y, index += yOffset) { for (int x = x1; x < x2; ++x, ++index) { mask[index] = true; } } ++z2; return(true); }
protected override void OnPostSetBlocks(ChunkBlocks blocks) { if (parentContext != null) { parentContext.ChildActionFinished(); } Helpers.GetChunkIndex3DFrom1D(index, out int x, out int y, out int z); blocks.Chunk.HandleNeighbors(blockData, new Vector3Int(x, y, z)); }
public bool ConsumeChanges() { ChunkBlocks blocks = Chunk.Blocks; if (!Features.useDifferentialSerialization) { return(true); } if (Features.useDifferentialSerialization_ForceSaveHeaders) { if (blocks.modifiedBlocks.Count <= 0) { return(true); } } else { if (blocks.modifiedBlocks.Count <= 0) { return(false); } } Dictionary <BlockPos, BlockData> blocksDictionary = new Dictionary <BlockPos, BlockData>(); // Create a map of modified blocks and their positions // TODO: Depending on the amount of changes this could become a performance bottleneck for (int i = 0; i < blocks.modifiedBlocks.Count; i++) { BlockPos pos = blocks.modifiedBlocks[i]; // Remove any existing blocks in the dictionary. They come from the existing save and are overwritten blocksDictionary.Remove(pos); blocksDictionary.Add(pos, blocks.Get(Helpers.GetChunkIndex1DFrom3D(pos.x, pos.y, pos.z))); } int cnt = blocksDictionary.Keys.Count; if (cnt > 0) { blocksModified = new BlockData[cnt]; positionsModified = new BlockPos[cnt]; int index = 0; foreach (KeyValuePair <BlockPos, BlockData> pair in blocksDictionary) { blocksModified[index] = pair.Value; positionsModified[index] = pair.Key; ++index; } } return(true); }
/// <summary> /// Fills chunk with layer data starting at startPlaceHeight and ending at endPlaceHeight /// </summary> /// <param name="chunk">Chunk filled with data</param> /// <param name="x">Position on x axis in local coordinates</param> /// <param name="z">Position on z axis in local coordinates</param> /// <param name="startPlaceHeight">Starting position on y axis in world coordinates</param> /// <param name="endPlaceHeight">Ending position on y axis in world coordinates</param> /// <param name="blockData">Block data to set</param> protected static void SetBlocks(Chunk chunk, int x, int z, int startPlaceHeight, int endPlaceHeight, BlockData blockData) { int chunkY = chunk.Pos.y; int chunkYMax = chunkY + Env.CHUNK_SIZE; int y = startPlaceHeight > chunkY ? startPlaceHeight : chunkY; int yMax = endPlaceHeight < chunkYMax ? endPlaceHeight : chunkYMax; ChunkBlocks blocks = chunk.Blocks; int index = Helpers.GetChunkIndex1DFrom3D(x, y - chunkY, z); while (y++ < yMax) { blocks.SetRaw(index, blockData); index += Env.CHUNK_SIZE_WITH_PADDING_POW_2; } }
public static void GenerateCrownPart(Chunk chunk, ref Vector3Int worldPos, ref Vector3Int min, ref Vector3Int max, int noise) { ChunkBlocks blocks = chunk.Blocks; int leavesRange = MIN_CROWN_SIZE + noise; int leavesRange1 = leavesRange - 1; int trunkHeight = MIN_TRUNK_SIZE + noise; // Make the crown an ellipsoid flattened on the y axis float a2inv = 1.0f / (leavesRange * leavesRange); float b2inv = 1.0f / (leavesRange1 * leavesRange1); int y1 = worldPos.y + 1 + trunkHeight; int xOff = chunk.Pos.x - worldPos.x; int yOff = chunk.Pos.y - y1 - leavesRange1; int zOff = chunk.Pos.z - worldPos.z; blocks.Chunk.Modify( new ModifyOpEllipsoid(leaves, min, max, new Vector3Int(xOff, yOff, zOff), a2inv, b2inv, false) ); }
public override void Build(Chunk chunk, out int minBounds, out int maxBounds) { ChunkBlocks blocks = chunk.Blocks; LocalPools pools = Globals.WorkPool.GetPool(chunk.ThreadID); int sizeWithPadding = sideSize + Env.CHUNK_PADDING_2; int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding; int sizeWithPaddingPow3 = sizeWithPaddingPow2 * sizeWithPadding; bool[] mask = pools.boolArrayPool.PopExact(sizeWithPaddingPow3); Array.Clear(mask, 0, mask.Length); // This compression is essentialy RLE. However, instead of working on 1 axis // it works in 3 dimensions. int index = Env.CHUNK_PADDING + (Env.CHUNK_PADDING << pow) + (Env.CHUNK_PADDING << (pow << 1)); int yOffset = sizeWithPaddingPow2 - sideSize * sizeWithPadding; int zOffset = sizeWithPadding - sideSize; int minX = sideSize; int minY = sideSize; int minZ = sideSize; int maxX = 0; int maxY = 0; int maxZ = 0; for (int y = 0; y < sideSize; ++y, index += yOffset) { for (int z = 0; z < sideSize; ++z, index += zOffset) { for (int x = 0; x < sideSize; ++x, ++index) { // Skip already checked blocks if (mask[index]) { continue; } mask[index] = true; Block block = blocks.GetBlock(index); // Skip blocks we're not interested in right away if (!CanConsiderBlock(block)) { continue; } int x1 = x, y1 = y, z1 = z, x2 = x + 1, y2 = y + 1, z2 = z + 1; bool expandX = true; bool expandY = true; bool expandZ = true; bool expand; // Try to expand our box in all axes do { expand = false; if (expandY) { expandY = y2 < sideSize && ExpandY(blocks, ref mask, block, x1, z1, x2, ref y2, z2); expand = expandY; } if (expandZ) { expandZ = z2 < sideSize && ExpandZ(blocks, ref mask, block, x1, y1, x2, y2, ref z2); expand |= expandZ; } if (expandX) { expandX = x2 < sideSize && ExpandX(blocks, ref mask, block, y1, z1, ref x2, y2, z2); expand |= expandX; } } while (expand); BuildBox(chunk, block, x1, y1, z1, x2, y2, z2); // Calculate bounds if (x1 < minX) { minX = x1; } if (y1 < minY) { minY = y1; } if (z1 < minZ) { minZ = z1; } if (x2 > maxX) { maxX = x2; } if (y2 > maxY) { maxY = y2; } if (z2 > maxZ) { maxZ = z2; } } } } // Update chunk's geoemetry bounds minBounds = minX | (minY << 8) | (minZ << 16); maxBounds = maxX | (maxY << 8) | (maxZ << 16); pools.boolArrayPool.Push(mask); }
protected override void BuildBox(Chunk chunk, Block block, int minX, int minY, int minZ, int maxX, int maxY, int maxZ) { // Order of vertices when building faces: // 1--2 // | | // | | // 0--3 int sizeWithPadding = sideSize + Env.CHUNK_PADDING_2; int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding; LocalPools pools = Globals.WorkPool.GetPool(chunk.ThreadID); ChunkBlocks blocks = chunk.Blocks; Chunk[] listeners = chunk.Neighbors; // Custom blocks have their own rules if (block.custom) { for (int yy = minY; yy < maxY; yy++) { for (int zz = minZ; zz < maxZ; zz++) { for (int xx = minX; xx < maxX; xx++) { Vector3Int pos = new Vector3Int(xx, yy, zz); block.BuildBlock(chunk, ref pos, block.renderMaterialID); } } } return; } int n, w, h, l, k, maskIndex; Vector3Int texturePos = new Vector3Int(minX, minY, minZ); Vector3[] face = pools.vector3ArrayPool.PopExact(4); BlockFace[] mask = pools.blockFaceArrayPool.PopExact(sideSize * sideSize); #region Top face if (listeners[(int)Direction.up] != null || // Don't render faces on world's edges for chunks with no neighbor (SideMask & Side.up) == 0 || maxY != sideSize) { Array.Clear(mask, 0, mask.Length); // x axis - width // z axis - height int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, maxY, minZ, pow); int zOffset = sizeWithPadding - maxX + minX; // Build the mask for (int zz = minZ; zz < maxZ; ++zz, neighborIndex += zOffset) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex) { int currentIndex = neighborIndex - sizeWithPaddingPow2; // (xx, maxY-1, zz); Block neighborBlock = blocks.GetBlock(neighborIndex); // Let's see whether we can merge faces if (block.CanBuildFaceWith(neighborBlock)) { mask[n] = new BlockFace { block = block, pos = texturePos, side = Direction.up, light = BlockUtils.CalculateColors(chunk, currentIndex, Direction.up), materialID = block.renderMaterialID }; } } } // Build faces from the mask if it's possible for (int zz = minZ; zz < maxZ; ++zz) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n].block == null) { ++xx; ++n; continue; } // Compute width and height w = 1; h = 1; // Build the face bool rotated = mask[n].light.FaceRotationNecessary; if (!rotated) { face[0] = new Vector3(xx, maxY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.up][0]; face[1] = new Vector3(xx, maxY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.up][1]; face[2] = new Vector3(xx + w, maxY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.up][2]; face[3] = new Vector3(xx + w, maxY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.up][3]; } else { face[0] = new Vector3(xx, maxY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.up][1]; face[1] = new Vector3(xx + w, maxY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.up][2]; face[2] = new Vector3(xx + w, maxY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.up][3]; face[3] = new Vector3(xx, maxY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.up][0]; } block.BuildFace(chunk, face, Palette, ref mask[n], rotated); // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = new BlockFace(); } } xx += w; n += w; } } } #endregion #region Bottom face if (listeners[(int)Direction.down] != null || // Don't render faces on world's edges for chunks with no neighbor (SideMask & Side.down) == 0 || minY != 0) { Array.Clear(mask, 0, mask.Length); // x axis - width // z axis - height int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow); int zOffset = sizeWithPadding - maxX + minX; // Build the mask for (int zz = minZ; zz < maxZ; ++zz, currentIndex += zOffset) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++currentIndex) { int neighborIndex = currentIndex - sizeWithPaddingPow2; Block neighborBlock = blocks.GetBlock(neighborIndex); // Let's see whether we can merge faces if (block.CanBuildFaceWith(neighborBlock)) { mask[n] = new BlockFace { block = block, pos = texturePos, side = Direction.down, light = BlockUtils.CalculateColors(chunk, currentIndex, Direction.down), materialID = block.renderMaterialID }; } } } // Build faces from the mask if it's possible for (int zz = minZ; zz < maxZ; ++zz) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n].block == null) { ++xx; ++n; continue; } // Compute width and height w = 1; h = 1; // Build the face bool rotated = mask[n].light.FaceRotationNecessary; if (!rotated) { face[0] = new Vector3(xx, minY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.down][0]; face[1] = new Vector3(xx, minY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.down][1]; face[2] = new Vector3(xx + w, minY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.down][2]; face[3] = new Vector3(xx + w, minY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.down][3]; } else { face[0] = new Vector3(xx, minY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.down][1]; face[1] = new Vector3(xx + w, minY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.down][2]; face[2] = new Vector3(xx + w, minY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.down][3]; face[3] = new Vector3(xx, minY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.down][0]; } block.BuildFace(chunk, face, Palette, ref mask[n], rotated); // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = new BlockFace(); } } xx += w; n += w; } } } #endregion #region Right face if (listeners[(int)Direction.east] != null || // Don't render faces on world's edges for chunks with no neighbor (SideMask & Side.east) == 0 || maxX != sideSize) { Array.Clear(mask, 0, mask.Length); // y axis - height // z axis - width int neighborIndex = Helpers.GetChunkIndex1DFrom3D(maxX, minY, minZ, pow); int yOffset = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding; // Build the mask for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ; ++zz, ++n, neighborIndex += sizeWithPadding) { int currentIndex = neighborIndex - 1; Block neighborBlock = blocks.GetBlock(neighborIndex); // Let's see whether we can merge faces if (block.CanBuildFaceWith(neighborBlock)) { mask[n] = new BlockFace { block = block, pos = texturePos, side = Direction.east, light = BlockUtils.CalculateColors(chunk, currentIndex, Direction.east), materialID = block.renderMaterialID }; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ;) { if (mask[n].block == null) { ++zz; ++n; continue; } // Compute width and height w = 1; h = 1; // Build the face bool rotated = mask[n].light.FaceRotationNecessary; if (!rotated) { face[0] = new Vector3(maxX, yy, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.east][0]; face[1] = new Vector3(maxX, yy + h, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.east][1]; face[2] = new Vector3(maxX, yy + h, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.east][2]; face[3] = new Vector3(maxX, yy, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.east][3]; } else { face[0] = new Vector3(maxX, yy + h, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.east][1]; face[1] = new Vector3(maxX, yy + h, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.east][2]; face[2] = new Vector3(maxX, yy, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.east][3]; face[3] = new Vector3(maxX, yy, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.east][0]; } block.BuildFace(chunk, face, Palette, ref mask[n], rotated); // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = new BlockFace(); } } zz += w; n += w; } } } #endregion #region Left face if (listeners[(int)Direction.west] != null || // Don't render faces on world's edges for chunks with no neighbor (SideMask & Side.west) == 0 || minX != 0) { Array.Clear(mask, 0, mask.Length); // y axis - height // z axis - width int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow); int yOffset = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding; // Build the mask for (int yy = minY; yy < maxY; ++yy, currentIndex += yOffset) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ; ++zz, ++n, currentIndex += sizeWithPadding) { int neighborIndex = currentIndex - 1; Block neighborBlock = blocks.GetBlock(neighborIndex); // Let's see whether we can merge faces if (block.CanBuildFaceWith(neighborBlock)) { mask[n] = new BlockFace { block = block, pos = texturePos, side = Direction.west, light = BlockUtils.CalculateColors(chunk, currentIndex, Direction.west), materialID = block.renderMaterialID }; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ;) { if (mask[n].block == null) { ++zz; ++n; continue; } // Compute width and height w = 1; h = 1; // Build the face bool rotated = mask[n].light.FaceRotationNecessary; if (!rotated) { face[0] = new Vector3(minX, yy, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.west][0]; face[1] = new Vector3(minX, yy + h, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.west][1]; face[2] = new Vector3(minX, yy + h, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.west][2]; face[3] = new Vector3(minX, yy, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.west][3]; } else { face[0] = new Vector3(minX, yy + h, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.west][1]; face[1] = new Vector3(minX, yy + h, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.west][2]; face[2] = new Vector3(minX, yy, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.west][3]; face[3] = new Vector3(minX, yy, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.west][0]; } block.BuildFace(chunk, face, Palette, ref mask[n], rotated); // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = new BlockFace(); } } zz += w; n += w; } } } #endregion #region Front face if (listeners[(int)Direction.north] != null || // Don't render faces on world's edges for chunks with no neighbor (SideMask & Side.north) == 0 || maxZ != sideSize) { Array.Clear(mask, 0, mask.Length); // x axis - width // y axis - height int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, maxZ, pow); int yOffset = sizeWithPaddingPow2 - maxX + minX; // Build the mask for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex) { int currentIndex = neighborIndex - sizeWithPadding; Block neighborBlock = blocks.GetBlock(neighborIndex); // Let's see whether we can merge faces if (block.CanBuildFaceWith(neighborBlock)) { mask[n] = new BlockFace { block = block, pos = texturePos, side = Direction.north, light = BlockUtils.CalculateColors(chunk, currentIndex, Direction.north), materialID = block.renderMaterialID }; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n].block == null) { ++xx; ++n; continue; } // Compute width and height w = 1; h = 1; // Build the face bool rotated = mask[n].light.FaceRotationNecessary; if (!rotated) { face[0] = new Vector3(xx, yy, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][0]; face[1] = new Vector3(xx, yy + h, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][1]; face[2] = new Vector3(xx + w, yy + h, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][2]; face[3] = new Vector3(xx + w, yy, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][3]; } else { face[0] = new Vector3(xx, yy + h, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][1]; face[1] = new Vector3(xx + w, yy + h, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][2]; face[2] = new Vector3(xx + w, yy, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][3]; face[3] = new Vector3(xx, yy, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][0]; } block.BuildFace(chunk, face, Palette, ref mask[n], rotated); // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = new BlockFace(); } } xx += w; n += w; } } } #endregion #region Back face if (listeners[(int)Direction.south] != null || // Don't render faces on world's edges for chunks with no neighbor (SideMask & Side.south) == 0 || minZ != 0) { Array.Clear(mask, 0, mask.Length); // x axis - width // y axis - height int currentIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ, pow); int yOffset = sizeWithPaddingPow2 - maxX + minX; // Build the mask for (int yy = minY; yy < maxY; ++yy, currentIndex += yOffset) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++currentIndex) { int neighborIndex = currentIndex - sizeWithPadding; Block neighborBlock = blocks.GetBlock(neighborIndex); // Let's see whether we can merge faces if (block.CanBuildFaceWith(neighborBlock)) { mask[n] = new BlockFace { block = block, pos = texturePos, side = Direction.south, light = BlockUtils.CalculateColors(chunk, currentIndex, Direction.south), materialID = block.renderMaterialID }; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n].block == null) { ++xx; ++n; continue; } // Compute width and height w = 1; h = 1; // Build the face bool rotated = mask[n].light.FaceRotationNecessary; if (!rotated) { face[0] = new Vector3(xx, yy, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][0]; face[1] = new Vector3(xx, yy + h, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][1]; face[2] = new Vector3(xx + w, yy + h, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][2]; face[3] = new Vector3(xx + w, yy, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][3]; } else { face[0] = new Vector3(xx, yy + h, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][1]; face[1] = new Vector3(xx + w, yy + h, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][2]; face[2] = new Vector3(xx + w, yy, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][3]; face[3] = new Vector3(xx, yy, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][0]; } block.BuildFace(chunk, face, Palette, ref mask[n], rotated); // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = new BlockFace(); } } xx += w; n += w; } } } #endregion pools.blockFaceArrayPool.Push(mask); pools.vector3ArrayPool.Push(face); }
public unsafe void Copy(ChunkBlocks src, int srcIndex, int dstIndex, int length) { Utils.MemoryCopy(&blocks[dstIndex << 1], &src.blocks[srcIndex << 1], (uint)length << 1); }
public override void Build(Chunk chunk, int id, ref Vector3Int worldPos, TerrainLayer layer) { World world = chunk.World; int noise = Helpers.FastFloor(NoiseUtils.GetNoise(layer.Noise.Noise, worldPos.x, worldPos.y, worldPos.z, 1f, 3, 1f)); int leavesRange = MIN_CROWN_SIZE + noise; int leavesRange1 = leavesRange - 1; int trunkHeight = MIN_TRUNK_SIZE + noise; // Make the crown an ellipsoid flattened on the y axis float a2inv = 1.0f / (leavesRange * leavesRange); float b2inv = 1.0f / (leavesRange1 * leavesRange1); int x1 = worldPos.x - leavesRange; int x2 = worldPos.x + leavesRange; int y1 = worldPos.y + 1 + trunkHeight; int y2 = y1 + 1 + 2 * leavesRange1; int z1 = worldPos.z - leavesRange; int z2 = worldPos.z + leavesRange; int cx, cy, cz; int minX, minY, minZ; int maxX, maxY, maxZ; AABBInt bounds = new AABBInt(x1, worldPos.y, z1, x2, y2, z2); Vector3Int chunkPos = chunk.Pos; StructureInfo info = null; // Generate the crown Vector3Int posFrom = new Vector3Int(x1, y1, z1); Vector3Int posTo = new Vector3Int(x2, y2, z2); Vector3Int chunkPosFrom = Helpers.ContainingChunkPos(ref posFrom); Vector3Int chunkPosTo = Helpers.ContainingChunkPos(ref posTo); minY = Helpers.Mod(posFrom.y, Env.CHUNK_SIZE); for (cy = chunkPosFrom.y; cy <= chunkPosTo.y; cy += Env.CHUNK_SIZE, minY = 0) { maxY = System.Math.Min(posTo.y - cy, Env.CHUNK_SIZE_1); minZ = Helpers.Mod(posFrom.z, Env.CHUNK_SIZE); for (cz = chunkPosFrom.z; cz <= chunkPosTo.z; cz += Env.CHUNK_SIZE, minZ = 0) { maxZ = System.Math.Min(posTo.z - cz, Env.CHUNK_SIZE_1); minX = Helpers.Mod(posFrom.x, Env.CHUNK_SIZE); for (cx = chunkPosFrom.x; cx <= chunkPosTo.x; cx += Env.CHUNK_SIZE, minX = 0) { maxX = System.Math.Min(posTo.x - cx, Env.CHUNK_SIZE_1); int xOff = cx - worldPos.x; int yOff = cy - y1 - leavesRange1; int zOff = cz - worldPos.z; if (cx != chunk.Pos.x || cy != chunk.Pos.y || cz != chunk.Pos.z) { Vector3Int pos = new Vector3Int(cx, cy, cz); Vector3Int min = new Vector3Int(minX, minY, minZ); Vector3Int max = new Vector3Int(maxX, maxY, maxZ); if (info == null) { info = new StructureInfo(id, ref chunkPos, ref bounds); } world.RegisterPendingStructure(info, new StructureContextTreeCrown(id, ref pos, ref worldPos, ref min, ref max, noise)); continue; } // Actual crown construction ChunkBlocks blocks = chunk.Blocks; int index = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ); int yOffset = Env.CHUNK_SIZE_WITH_PADDING_POW_2 - (maxZ - minZ + 1) * Env.CHUNK_SIZE_WITH_PADDING; int zOffset = Env.CHUNK_SIZE_WITH_PADDING - (maxX - minX + 1); for (int y = minY; y <= maxY; ++y, index += yOffset) { for (int z = minZ; z <= maxZ; ++z, index += zOffset) { for (int x = minX; x <= maxX; ++x, ++index) { int xx = x + xOff; int yy = y + yOff; int zz = z + zOff; float _x = xx * xx * a2inv; float _y = yy * yy * b2inv; float _z = zz * zz * a2inv; if (_x + _y + _z <= 1.0f) { blocks.SetRaw(index, leaves); } } } } } } } // Generate the trunk posFrom = new Vector3Int(worldPos.x, worldPos.y, worldPos.z); posTo = new Vector3Int(worldPos.x, worldPos.y + trunkHeight, worldPos.z); chunkPosFrom = Helpers.ContainingChunkPos(ref posFrom); chunkPosTo = Helpers.ContainingChunkPos(ref posTo); cx = Helpers.MakeChunkCoordinate(worldPos.x); cz = Helpers.MakeChunkCoordinate(worldPos.z); int tx = Helpers.Mod(worldPos.x, Env.CHUNK_SIZE); int tz = Helpers.Mod(worldPos.z, Env.CHUNK_SIZE); minY = Helpers.Mod(posFrom.y, Env.CHUNK_SIZE); for (cy = chunkPosFrom.y; cy <= chunkPosTo.y; cy += Env.CHUNK_SIZE, minY = 0) { maxY = System.Math.Min(posTo.y - cy, Env.CHUNK_SIZE_1); if (cx != chunk.Pos.x || cy != chunk.Pos.y || cz != chunk.Pos.z) { Vector3Int pos = new Vector3Int(cx, cy, cz); Vector3Int min = new Vector3Int(tx, minY, tz); Vector3Int max = new Vector3Int(tx, maxY, tz); if (info == null) { info = new StructureInfo(id, ref chunkPos, ref bounds); } world.RegisterPendingStructure(info, new StructureContextTreeTrunk(id, ref pos, ref min, ref max)); continue; } // Actual trunk construction ChunkBlocks blocks = chunk.Blocks; int index = Helpers.GetChunkIndex1DFrom3D(tx, minY, tz); for (int y = minY; y <= maxY; ++y, index += Env.CHUNK_SIZE_WITH_PADDING_POW_2) { blocks.SetRaw(index, log); } } }
public static void GenerateTrunkPart(Chunk chunk, ref Vector3Int min, ref Vector3Int max) { ChunkBlocks blocks = chunk.Blocks; blocks.Chunk.Modify(new ModifyOpCuboid(log, min, max, false)); }
public bool DoDecompression() { LocalPools pools = Globals.WorkPool.GetPool(Chunk.ThreadID); BlockProvider provider = Chunk.World.blockProvider; if (IsDifferential) { int blockPosSize = StructSerialization.TSSize <BlockPos> .ValueSize; int blockDataSize = StructSerialization.TSSize <BlockData> .ValueSize; positionsModified = new BlockPos[positionsBytes.Length / blockPosSize]; blocksModified = new BlockData[blocksBytes.Length / blockDataSize]; int i, j; unsafe { // Extract positions fixed(byte *pSrc = positionsBytes) { for (i = 0, j = 0; j < positionsModified.Length; i += blockPosSize, j++) { positionsModified[j] = *(BlockPos *)&pSrc[i]; Chunk.Blocks.modifiedBlocks.Add(positionsModified[j]); } } // Extract block data fixed(byte *pSrc = blocksBytes) { for (i = 0, j = 0; j < blocksModified.Length; i += blockDataSize, j++) { BlockData *bd = (BlockData *)&pSrc[i]; // Convert global block types into internal optimized version ushort type = provider.GetTypeFromTypeInConfig(bd->Type); blocksModified[j] = new BlockData(type, bd->Solid); } } } } else { int blockDataSize = StructSerialization.TSSize <BlockData> .ValueSize; int requestedByteSize = Env.CHUNK_SIZE_POW_3 * blockDataSize; // Pop a large enough buffers from the pool byte[] bytes = pools.byteArrayPool.Pop(requestedByteSize); { // Decompress data int decompressedLength = CLZF2.lzf_decompress(blocksBytes, blocksBytes.Length, ref bytes); if (decompressedLength != Env.CHUNK_SIZE_POW_3 * blockDataSize) { blocksBytes = null; return(false); } // Fill chunk with decompressed data ChunkBlocks blocks = Chunk.Blocks; int i = 0; unsafe { fixed(byte *pSrc = bytes) { int index = Helpers.ZERO_CHUNK_INDEX; int yOffset = Env.CHUNK_SIZE_WITH_PADDING_POW_2 - Env.CHUNK_SIZE * Env.CHUNK_SIZE_WITH_PADDING; int zOffset = Env.CHUNK_SIZE_WITH_PADDING - Env.CHUNK_SIZE; for (int y = 0; y < Env.CHUNK_SIZE; ++y, index += yOffset) { for (int z = 0; z < Env.CHUNK_SIZE; ++z, index += zOffset) { for (int x = 0; x < Env.CHUNK_SIZE; ++x, i += blockDataSize, ++index) { BlockData *bd = (BlockData *)&pSrc[i]; // Convert global block type into internal optimized version ushort type = provider.GetTypeFromTypeInConfig(bd->Type); blocks.SetRaw(index, new BlockData(type, bd->Solid)); } } } } } } // Return our temporary buffer back to the pool pools.byteArrayPool.Push(bytes); } ResetTemporary(); return(true); }
protected override void BuildBox(Chunk chunk, Block block, int minX, int minY, int minZ, int maxX, int maxY, int maxZ) { // Order of vertices when building faces: // 1--2 // | | // | | // 0--3 int sizeWithPadding = sideSize + Env.CHUNK_PADDING_2; int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding; LocalPools pools = Globals.WorkPool.GetPool(chunk.ThreadID); ChunkBlocks blocks = chunk.Blocks; Chunk[] listeners = chunk.Neighbors; // Custom blocks have their own rules // TODO: Implement custom block colliders /*if (block.Custom) * { * for (int yy = minY; yy < maxY; yy++) * { * for (int zz = minZ; zz < maxZ; zz++) * { * for (int xx = minX; xx < maxX; xx++) * { * ... // build collider here * } * } * } * * return; * }*/ Vector3[] vertexData = pools.vector3ArrayPool.PopExact(4); bool[] mask = pools.boolArrayPool.PopExact(sideSize * sideSize); int n, w, h, l, k, maskIndex; #region Top face if (listeners[(int)Direction.up] != null || // Don't render faces on world's edges for chunks with no neighbor maxY != sideSize) { Array.Clear(mask, 0, mask.Length); // x axis - width // z axis - height int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, maxY, minZ, pow); int zOffset = sizeWithPadding - maxX + minX; // Build the mask for (int zz = minZ; zz < maxZ; ++zz, neighborIndex += zOffset) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex) { // Let's see whether we can merge the faces if (!blocks.GetBlock(neighborIndex).CanCollide) { mask[n] = true; } } } // Build faces from the mask if it's possible for (int zz = minZ; zz < maxZ; ++zz) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n] == false) { ++xx; ++n; continue; } bool m = mask[n]; // Compute width for (w = 1; xx + w < sideSize && mask[n + w] == m; w++) { } // Compute height for (h = 1; zz + h < sideSize; h++) { for (k = 0; k < w; k++) { maskIndex = n + k + h * sideSize; if (mask[maskIndex] == false || mask[maskIndex] != m) { goto cont; } } } cont: // Build the face { vertexData[0] = new Vector3(xx, maxY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.up][0]; vertexData[1] = new Vector3(xx, maxY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.up][1]; vertexData[2] = new Vector3(xx + w, maxY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.up][2]; vertexData[3] = new Vector3(xx + w, maxY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.up][3]; chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.up)); } // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = false; } } xx += w; n += w; } } } #endregion #region Bottom face if (listeners[(int)Direction.down] != null || // Don't render faces on world's edges for chunks with no neighbor minY != 0) { Array.Clear(mask, 0, mask.Length); // x axis - width // z axis - height int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY - 1, minZ, pow); int zOffset = sizeWithPadding - maxX + minX; // Build the mask for (int zz = minZ; zz < maxZ; ++zz, neighborIndex += zOffset) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex) { // Let's see whether we can merge the faces if (!blocks.GetBlock(neighborIndex).CanCollide) { mask[n] = true; } } } // Build faces from the mask if it's possible for (int zz = minZ; zz < maxZ; ++zz) { n = minX + zz * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n] == false) { ++xx; ++n; continue; } bool m = mask[n]; // Compute width for (w = 1; xx + w < sideSize && mask[n + w] == m; w++) { } // Compute height for (h = 1; zz + h < sideSize; h++) { for (k = 0; k < w; k++) { maskIndex = n + k + h * sideSize; if (mask[maskIndex] == false || mask[maskIndex] != m) { goto cont; } } } cont: // Build the face { vertexData[0] = new Vector3(xx, minY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.down][0]; vertexData[1] = new Vector3(xx, minY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.down][1]; vertexData[2] = new Vector3(xx + w, minY, zz + h) * scale + BlockUtils.paddingOffsets[(int)Direction.down][2]; vertexData[3] = new Vector3(xx + w, minY, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.down][3]; chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.down)); } // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = false; } } xx += w; n += w; } } } #endregion #region Right face if (listeners[(int)Direction.east] != null || // Don't render faces on world's edges for chunks with no neighbor maxX != sideSize) { Array.Clear(mask, 0, mask.Length); // y axis - height // z axis - width int neighborIndex = Helpers.GetChunkIndex1DFrom3D(maxX, minY, minZ, pow); int yOffset = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding; // Build the mask for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ; ++zz, ++n, neighborIndex += sizeWithPadding) { // Let's see whether we can merge the faces if (!blocks.GetBlock(neighborIndex).CanCollide) { mask[n] = true; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ;) { if (mask[n] == false) { ++zz; ++n; continue; } bool m = mask[n]; // Compute width for (w = 1; zz + w < sideSize && mask[n + w] == m; w++) { } // Compute height for (h = 1; yy + h < sideSize; h++) { for (k = 0; k < w; k++) { maskIndex = n + k + h * sideSize; if (mask[maskIndex] == false || mask[maskIndex] != m) { goto cont; } } } cont: // Build the face { vertexData[0] = new Vector3(maxX, yy, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.east][0]; vertexData[1] = new Vector3(maxX, yy + h, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.east][1]; vertexData[2] = new Vector3(maxX, yy + h, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.east][2]; vertexData[3] = new Vector3(maxX, yy, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.east][3]; chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.east)); } // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = false; } } zz += w; n += w; } } } #endregion #region Left face if (listeners[(int)Direction.west] != null || // Don't render faces on world's edges for chunks with no neighbor minX != 0) { Array.Clear(mask, 0, mask.Length); // y axis - height // z axis - width int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX - 1, minY, minZ, pow); int yOffset = sizeWithPaddingPow2 - (maxZ - minZ) * sizeWithPadding; // Build the mask for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ; ++zz, ++n, neighborIndex += sizeWithPadding) { // Let's see whether we can merge the faces if (!blocks.GetBlock(neighborIndex).CanCollide) { mask[n] = true; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minZ + yy * sideSize; for (int zz = minZ; zz < maxZ;) { if (mask[n] == false) { ++zz; ++n; continue; } bool m = mask[n]; // Compute width for (w = 1; zz + w < sideSize && mask[n + w] == m; w++) { } // Compute height for (h = 1; yy + h < sideSize; h++) { for (k = 0; k < w; k++) { maskIndex = n + k + h * sideSize; if (mask[maskIndex] == false || mask[maskIndex] != m) { goto cont; } } } cont: // Build the face { vertexData[0] = new Vector3(minX, yy, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.west][0]; vertexData[1] = new Vector3(minX, yy + h, zz) * scale + BlockUtils.paddingOffsets[(int)Direction.west][1]; vertexData[2] = new Vector3(minX, yy + h, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.west][2]; vertexData[3] = new Vector3(minX, yy, zz + w) * scale + BlockUtils.paddingOffsets[(int)Direction.west][3]; chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.west)); } // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = false; } } zz += w; n += w; } } } #endregion #region Front face if (listeners[(int)Direction.north] != null || // Don't render faces on world's edges for chunks with no neighbor maxZ != sideSize) { Array.Clear(mask, 0, mask.Length); // x axis - width // y axis - height int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, maxZ, pow); int yOffset = sizeWithPaddingPow2 - maxX + minX; // Build the mask for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex) { // Let's see whether we can merge the faces if (!blocks.GetBlock(neighborIndex).CanCollide) { mask[n] = true; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n] == false) { ++xx; ++n; continue; } bool m = mask[n]; // Compute width for (w = 1; xx + w < sideSize && mask[n + w] == m; w++) { } // Compute height for (h = 1; yy + h < sideSize; h++) { for (k = 0; k < w; k++) { maskIndex = n + k + h * sideSize; if (mask[maskIndex] == false || mask[maskIndex] != m) { goto cont; } } } cont: // Build the face { vertexData[0] = new Vector3(xx, yy, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][0]; vertexData[1] = new Vector3(xx, yy + h, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][1]; vertexData[2] = new Vector3(xx + w, yy + h, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][2]; vertexData[3] = new Vector3(xx + w, yy, maxZ) * scale + BlockUtils.paddingOffsets[(int)Direction.north][3]; chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.north)); } // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = false; } } xx += w; n += w; } } } #endregion #region Back face if (listeners[(int)Direction.south] != null || // Don't render faces on world's edges for chunks with no neighbor minZ != 0) { Array.Clear(mask, 0, mask.Length); // x axis - width // y axis - height int neighborIndex = Helpers.GetChunkIndex1DFrom3D(minX, minY, minZ - 1, pow); int yOffset = sizeWithPaddingPow2 - maxX + minX; // Build the mask for (int yy = minY; yy < maxY; ++yy, neighborIndex += yOffset) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX; ++xx, ++n, ++neighborIndex) { // Let's see whether we can merge the faces if (!blocks.GetBlock(neighborIndex).CanCollide) { mask[n] = true; } } } // Build faces from the mask if it's possible for (int yy = minY; yy < maxY; ++yy) { n = minX + yy * sideSize; for (int xx = minX; xx < maxX;) { if (mask[n] == false) { ++xx; ++n; continue; } bool m = mask[n]; // Compute width for (w = 1; xx + w < sideSize && mask[n + w] == m; w++) { } // Compute height for (h = 1; yy + h < sideSize; h++) { for (k = 0; k < w; k++) { maskIndex = n + k + h * sideSize; if (mask[maskIndex] == false || mask[maskIndex] != m) { goto cont; } } } cont: // Build the face { vertexData[0] = new Vector3(xx, yy, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][0]; vertexData[1] = new Vector3(xx, yy + h, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][1]; vertexData[2] = new Vector3(xx + w, yy + h, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][2]; vertexData[3] = new Vector3(xx + w, yy, minZ) * scale + BlockUtils.paddingOffsets[(int)Direction.south][3]; chunk.ColliderGeometryHandler.Batcher.AddFace(block.physicMaterialID, vertexData, DirectionUtils.IsBackface(Direction.south)); } // Zero out the mask. We don't need to process the same fields again for (l = 0; l < h; ++l) { maskIndex = n + l * sideSize; for (k = 0; k < w; ++k, ++maskIndex) { mask[maskIndex] = false; } } xx += w; n += w; } } } #endregion pools.boolArrayPool.Push(mask); pools.vector3ArrayPool.Push(vertexData); }
protected override void OnSetBlocksRaw(ChunkBlocks blocks, ref Vector3Int min, ref Vector3Int max) { throw new Exception("ModifyOpBlock::OnSetBlocksRaw should never get called!"); }
protected override void OnSetBlocks(ChunkBlocks blocks) { blocks.ProcessSetBlock(blockData, index, setBlockModified); }
public static BlockLightData CalculateColors(Chunk chunk, int localPosIndex, Direction direction) { // With AO turned off, do not generate any fancy data if (!chunk.World.config.AddAOToMesh) { return(new BlockLightData()); } // Side blocks bool n_Solid, _eSolid, s_Solid, _wSolid; // Corner blocks bool nwSolid, neSolid, seSolid, swSolid; ChunkBlocks blocks = chunk.Blocks; int index1, index2, index3; int sizeWithPadding = chunk.SideSize + Env.CHUNK_PADDING_2; int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding; switch (direction) { case Direction.up: index1 = localPosIndex + sizeWithPaddingPow2; // + (0,1,0) index2 = index1 - sizeWithPadding; // - (0,0,1) index3 = index1 + sizeWithPadding; // + (0,0,1) swSolid = blocks.Get(index2 - 1).Solid; // -1,1,-1 s_Solid = blocks.Get(index2).Solid; // 0,1,-1 seSolid = blocks.Get(index2 + 1).Solid; // 1,1,-1 _wSolid = blocks.Get(index1 - 1).Solid; // -1,1, 0 _eSolid = blocks.Get(index1 + 1).Solid; // 1,1, 0 nwSolid = blocks.Get(index3 - 1).Solid; // -1,1, 1 n_Solid = blocks.Get(index3).Solid; // 0,1, 1 neSolid = blocks.Get(index3 + 1).Solid; // 1,1, 1 break; case Direction.down: index1 = localPosIndex - sizeWithPaddingPow2; // - (0,1,0) index2 = index1 - sizeWithPadding; // - (0,0,1) index3 = index1 + sizeWithPadding; // + (0,0,1) swSolid = blocks.Get(index2 - 1).Solid; // -1,-1,-1 s_Solid = blocks.Get(index2).Solid; // 0,-1,-1 seSolid = blocks.Get(index2 + 1).Solid; // 1,-1,-1 _wSolid = blocks.Get(index1 - 1).Solid; // -1,-1, 0 _eSolid = blocks.Get(index1 + 1).Solid; // 1,-1, 0 nwSolid = blocks.Get(index3 - 1).Solid; // -1,-1, 1 n_Solid = blocks.Get(index3).Solid; // 0,-1, 1 neSolid = blocks.Get(index3 + 1).Solid; // 1,-1, 1 break; case Direction.north: index1 = localPosIndex + sizeWithPadding; // + (0,0,1) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) swSolid = blocks.Get(index2 - 1).Solid; // -1,-1,1 seSolid = blocks.Get(index2 + 1).Solid; // 1,-1,1 _wSolid = blocks.Get(index1 - 1).Solid; // -1, 0,1 _eSolid = blocks.Get(index1 + 1).Solid; // 1, 0,1 nwSolid = blocks.Get(index3 - 1).Solid; // -1, 1,1 s_Solid = blocks.Get(index2).Solid; // 0,-1,1 n_Solid = blocks.Get(index3).Solid; // 0, 1,1 neSolid = blocks.Get(index3 + 1).Solid; // 1, 1,1 break; case Direction.south: index1 = localPosIndex - sizeWithPadding; // - (0,0,1) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) swSolid = blocks.Get(index2 - 1).Solid; // -1,-1,-1 seSolid = blocks.Get(index2 + 1).Solid; // 1,-1,-1 _wSolid = blocks.Get(index1 - 1).Solid; // -1, 0,-1 _eSolid = blocks.Get(index1 + 1).Solid; // 1, 0,-1 nwSolid = blocks.Get(index3 - 1).Solid; // -1, 1,-1 s_Solid = blocks.Get(index2).Solid; // 0,-1,-1 n_Solid = blocks.Get(index3).Solid; // 0, 1,-1 neSolid = blocks.Get(index3 + 1).Solid; // 1, 1,-1 break; case Direction.east: index1 = localPosIndex + 1; // + (1,0,0) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) swSolid = blocks.Get(index2 - sizeWithPadding).Solid; // 1,-1,-1 s_Solid = blocks.Get(index2).Solid; // 1,-1, 0 seSolid = blocks.Get(index2 + sizeWithPadding).Solid; // 1,-1, 1 _wSolid = blocks.Get(index1 - sizeWithPadding).Solid; // 1, 0,-1 _eSolid = blocks.Get(index1 + sizeWithPadding).Solid; // 1, 0, 1 nwSolid = blocks.Get(index3 - sizeWithPadding).Solid; // 1, 1,-1 n_Solid = blocks.Get(index3).Solid; // 1, 1, 0 neSolid = blocks.Get(index3 + sizeWithPadding).Solid; // 1, 1, 1 break; default: //case Direction.west: index1 = localPosIndex - 1; // - (1,0,0) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) swSolid = blocks.Get(index2 - sizeWithPadding).Solid; // -1,-1,-1 s_Solid = blocks.Get(index2).Solid; // -1,-1, 0 seSolid = blocks.Get(index2 + sizeWithPadding).Solid; // -1,-1, 1 _wSolid = blocks.Get(index1 - sizeWithPadding).Solid; // -1, 0,-1 _eSolid = blocks.Get(index1 + sizeWithPadding).Solid; // -1, 0, 1 nwSolid = blocks.Get(index3 - sizeWithPadding).Solid; // -1, 1,-1 n_Solid = blocks.Get(index3).Solid; // -1, 1, 0 neSolid = blocks.Get(index3 + sizeWithPadding).Solid; // -1, 1, 1 break; } return(new BlockLightData(nwSolid, n_Solid, neSolid, _eSolid, seSolid, s_Solid, swSolid, _wSolid)); }
public Rect GetTexture(Chunk chunk, ref Vector3Int localPos, Direction direction) { if (uvs.Count == 1) { return(uvs[0]); } if (textureType == TextureConfigType.Connected) { ChunkBlocks blocks = chunk.Blocks; int localPosIndex = Helpers.GetChunkIndex1DFrom3D(localPos.x, localPos.y, localPos.z); ushort blockType = blocks.Get(localPosIndex).Type; // Side blocks bool n_, _e, s_, _w; // Corner blocks bool nw, ne, se, sw; int index1, index2, index3; int sizeWithPadding = chunk.SideSize + Env.CHUNK_PADDING_2; int sizeWithPaddingPow2 = sizeWithPadding * sizeWithPadding; switch (direction) { case Direction.up: index1 = localPosIndex + sizeWithPaddingPow2; // + (0,1,0) index2 = index1 - sizeWithPadding; // - (0,0,1) index3 = index1 + sizeWithPadding; // + (0,0,1) sw = blocks.Get(index2 - 1).Type == blockType; // -1,1,-1 s_ = blocks.Get(index2).Type == blockType; // 0,1,-1 se = blocks.Get(index2 + 1).Type == blockType; // 1,1,-1 _w = blocks.Get(index1 - 1).Type == blockType; // -1,1, 0 _e = blocks.Get(index1 + 1).Type == blockType; // 1,1, 0 nw = blocks.Get(index3 - 1).Type == blockType; // -1,1, 1 n_ = blocks.Get(index3).Type == blockType; // 0,1, 1 ne = blocks.Get(index3 + 1).Type == blockType; // 1,1, 1 break; case Direction.down: index1 = localPosIndex - sizeWithPaddingPow2; // - (0,1,0) index2 = index1 - sizeWithPadding; // - (0,0,1) index3 = index1 + sizeWithPadding; // + (0,0,1) sw = blocks.Get(index2 - 1).Type == blockType; // -1,-1,-1 s_ = blocks.Get(index2).Type == blockType; // 0,-1,-1 se = blocks.Get(index2 + 1).Type == blockType; // 1,-1,-1 _w = blocks.Get(index1 - 1).Type == blockType; // -1,-1, 0 _e = blocks.Get(index1 + 1).Type == blockType; // 1,-1, 0 nw = blocks.Get(index3 - 1).Type == blockType; // -1,-1, 1 n_ = blocks.Get(index3).Type == blockType; // 0,-1, 1 ne = blocks.Get(index3 + 1).Type == blockType; // 1,-1, 1 break; case Direction.north: index1 = localPosIndex + sizeWithPadding; // + (0,0,1) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) sw = blocks.Get(index2 - 1).Type == blockType; // -1,-1,1 se = blocks.Get(index2 + 1).Type == blockType; // 1,-1,1 _w = blocks.Get(index1 - 1).Type == blockType; // -1, 0,1 _e = blocks.Get(index1 + 1).Type == blockType; // 1, 0,1 nw = blocks.Get(index3 - 1).Type == blockType; // -1, 1,1 s_ = blocks.Get(index2).Type == blockType; // 0,-1,1 n_ = blocks.Get(index3).Type == blockType; // 0, 1,1 ne = blocks.Get(index3 + 1).Type == blockType; // 1, 1,1 break; case Direction.south: index1 = localPosIndex - sizeWithPadding; // - (0,0,1) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) sw = blocks.Get(index2 - 1).Type == blockType; // -1,-1,-1 se = blocks.Get(index2 + 1).Type == blockType; // 1,-1,-1 _w = blocks.Get(index1 - 1).Type == blockType; // -1, 0,-1 _e = blocks.Get(index1 + 1).Type == blockType; // 1, 0,-1 nw = blocks.Get(index3 - 1).Type == blockType; // -1, 1,-1 s_ = blocks.Get(index2).Type == blockType; // 0,-1,-1 n_ = blocks.Get(index3).Type == blockType; // 0, 1,-1 ne = blocks.Get(index3 + 1).Type == blockType; // 1, 1,-1 break; case Direction.east: index1 = localPosIndex + 1; // + (1,0,0) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) sw = blocks.Get(index2 - sizeWithPadding).Type == blockType; // 1,-1,-1 s_ = blocks.Get(index2).Type == blockType; // 1,-1, 0 se = blocks.Get(index2 + sizeWithPadding).Type == blockType; // 1,-1, 1 _w = blocks.Get(index1 - sizeWithPadding).Type == blockType; // 1, 0,-1 _e = blocks.Get(index1 + sizeWithPadding).Type == blockType; // 1, 0, 1 nw = blocks.Get(index3 - sizeWithPadding).Type == blockType; // 1, 1,-1 n_ = blocks.Get(index3).Type == blockType; // 1, 1, 0 ne = blocks.Get(index3 + sizeWithPadding).Type == blockType; // 1, 1, 1 break; default: //case Direction.west: index1 = localPosIndex - 1; // - (1,0,0) index2 = index1 - sizeWithPaddingPow2; // - (0,1,0) index3 = index1 + sizeWithPaddingPow2; // + (0,1,0) sw = blocks.Get(index2 - sizeWithPadding).Type == blockType; // -1,-1,-1 s_ = blocks.Get(index2).Type == blockType; // -1,-1, 0 se = blocks.Get(index2 + sizeWithPadding).Type == blockType; // -1,-1, 1 _w = blocks.Get(index1 - sizeWithPadding).Type == blockType; // -1, 0,-1 _e = blocks.Get(index1 + sizeWithPadding).Type == blockType; // -1, 0, 1 nw = blocks.Get(index3 - sizeWithPadding).Type == blockType; // -1, 1,-1 n_ = blocks.Get(index3).Type == blockType; // -1, 1, 0 ne = blocks.Get(index3 + sizeWithPadding).Type == blockType; // -1, 1, 1 break; } int uvIndex = ConnectedTextures.GetTexture(n_, _e, s_, _w, nw, ne, se, sw); return(uvs[uvIndex]); } if (uvs.Count > 1) { int hash = localPos.GetHashCode(); if (hash < 0) { hash *= -1; } float randomNumber = (hash % 100) / 100f; randomNumber *= uvs.Count; return(uvs[(int)randomNumber]); } Debug.LogError("There were no textures for " + textureName); return(new Rect()); }
public bool DoCompression() { if (Features.useDifferentialSerialization) { BlockProvider provider = Chunk.World.blockProvider; int blockPosSize = StructSerialization.TSSize <BlockPos> .ValueSize; int blockDataSize = StructSerialization.TSSize <BlockData> .ValueSize; int posLenBytes = blocksModified.Length * blockPosSize; int blkLenBytes = blocksModified.Length * blockDataSize; positionsBytes = new byte[posLenBytes]; blocksBytes = new byte[blkLenBytes]; unsafe { // Pack positions to a byte array fixed(byte *pDst = positionsBytes) { for (int i = 0, j = 0; i < blocksModified.Length; i++, j += blockPosSize) { *(BlockPos *)&pDst[j] = positionsModified[i]; } } // Pack block data to a byte array fixed(BlockData *pBD = blocksModified) fixed(byte *pDst = blocksBytes) { for (int i = 0, j = 0; i < blocksModified.Length; i++, j += blockDataSize) { BlockData *bd = &pBD[i]; // Convert block types from internal optimized version into global types ushort typeInConfig = provider.GetConfig(bd->Type).TypeInConfig; *(BlockData *)&pDst[j] = new BlockData(typeInConfig, bd->Solid); } } } } else { LocalPools pools = Globals.WorkPool.GetPool(Chunk.ThreadID); BlockProvider provider = Chunk.World.blockProvider; int blockDataSize = StructSerialization.TSSize <BlockData> .ValueSize; int requestedByteSize = Env.CHUNK_SIZE_POW_3 * blockDataSize; // Pop large enough buffers from the pool byte[] tmp = pools.byteArrayPool.Pop(requestedByteSize); byte[] bytesCompressed = pools.byteArrayPool.Pop(requestedByteSize); { ChunkBlocks blocks = Chunk.Blocks; int i = 0; int index = Helpers.ZERO_CHUNK_INDEX; int yOffset = Env.CHUNK_SIZE_WITH_PADDING_POW_2 - Env.CHUNK_SIZE * Env.CHUNK_SIZE_WITH_PADDING; int zOffset = Env.CHUNK_SIZE_WITH_PADDING - Env.CHUNK_SIZE; for (int y = 0; y < Env.CHUNK_SIZE; ++y, index += yOffset) { for (int z = 0; z < Env.CHUNK_SIZE; ++z, index += zOffset) { for (int x = 0; x < Env.CHUNK_SIZE; ++x, i += blockDataSize, ++index) { BlockData bd = blocks.Get(index); // Convert block types from internal optimized version into global types ushort typeInConfig = provider.GetConfig(bd.Type).TypeInConfig; // Write updated block data to destination buffer unsafe { fixed(byte *pDst = tmp) { *(BlockData *)&pDst[i] = new BlockData(typeInConfig, bd.Solid); } } } } } // Compress bytes int blkLenBytes = CLZF2.lzf_compress(tmp, requestedByteSize, ref bytesCompressed); blocksBytes = new byte[blkLenBytes]; // Copy data from a temporary buffer to block buffer Array.Copy(bytesCompressed, 0, blocksBytes, 0, blkLenBytes); } // Return our temporary buffer back to the pool pools.byteArrayPool.Push(bytesCompressed); pools.byteArrayPool.Push(tmp); } return(true); }