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);
        }
示例#2
0
        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));
        }
示例#3
0
        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);
        }
示例#4
0
        /// <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;
            }
        }
示例#5
0
        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);
        }
示例#8
0
 public unsafe void Copy(ChunkBlocks src, int srcIndex, int dstIndex, int length)
 {
     Utils.MemoryCopy(&blocks[dstIndex << 1], &src.blocks[srcIndex << 1], (uint)length << 1);
 }
示例#9
0
        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);
                }
            }
        }
示例#10
0
        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));
        }
示例#11
0
        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);
        }
示例#12
0
        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);
        }
示例#13
0
 protected override void OnSetBlocksRaw(ChunkBlocks blocks, ref Vector3Int min, ref Vector3Int max)
 {
     throw new Exception("ModifyOpBlock::OnSetBlocksRaw should never get called!");
 }
示例#14
0
 protected override void OnSetBlocks(ChunkBlocks blocks)
 {
     blocks.ProcessSetBlock(blockData, index, setBlockModified);
 }
示例#15
0
        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));
        }
示例#16
0
        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());
        }
示例#17
0
        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);
        }