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C++ Chunk::RebuildMesh方法代码示例

本文整理汇总了C++中Chunk::RebuildMesh方法的典型用法代码示例。如果您正苦于以下问题:C++ Chunk::RebuildMesh方法的具体用法?C++ Chunk::RebuildMesh怎么用?C++ Chunk::RebuildMesh使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Chunk的用法示例。


在下文中一共展示了Chunk::RebuildMesh方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CreateNewChunk

// Chunk Creation
void ChunkManager::CreateNewChunk(int x, int y, int z)
{
	ChunkCoordKeys coordKeys;
	coordKeys.x = x;
	coordKeys.y = y;
	coordKeys.z = z;

	// Create a new chunk at this grid position
	Chunk* pNewChunk = new Chunk(m_pRenderer, this, m_pVoxSettings);
	pNewChunk->SetPlayer(m_pPlayer);
	pNewChunk->SetSceneryManager(m_pSceneryManager);

	float xPos = x * (Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f);
	float yPos = y * (Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f);
	float zPos = z * (Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f);

	pNewChunk->SetPosition(vec3(xPos, yPos, zPos));
	pNewChunk->SetGrid(coordKeys.x, coordKeys.y, coordKeys.z);

	m_ChunkMapMutexLock.lock();
	m_chunksMap[coordKeys] = pNewChunk;
	m_ChunkMapMutexLock.unlock();

	pNewChunk->Setup();
	pNewChunk->SetNeedsRebuild(false, true);
	pNewChunk->RebuildMesh();
	pNewChunk->CompleteMesh();
	pNewChunk->SetCreated(true);

	UpdateChunkNeighbours(pNewChunk, x, y, z);
}
开发者ID:CodeMason,项目名称:Vox,代码行数:32,代码来源:ChunkManager.cpp

示例2: CreateNewChunk

void ChunkManager::CreateNewChunk(int x, int y, int z) {
	ChunkCoordKey key(x, y, z);
	//std::cout << "Create chunk: " << key.x << " " << key.y << " " << key.z << std::endl;

	Chunk* chunk = new Chunk(m_renderer, this);
	chunk->SetGrid(x, y, z);

	m_chunkMapMutex.lock();
	m_chunkMap[key] = chunk;
	m_chunkMapMutex.unlock();

	chunk->Load();
	chunk->SetNeedsRebuild(true, true);
	chunk->RebuildMesh();

	// UpdateChunkNeighbors(chunk, x, y, z);
}
开发者ID:ggtucker,项目名称:SugoiEngine,代码行数:17,代码来源:ChunkManager.cpp

示例3: UpdatingChunksThread


//.........这里部分代码省略.........
							}
							if (pChunk->GetzPlus() == NULL)
							{
								ChunkCoordKeys coordKey;
								coordKey.x = gridX;
								coordKey.y = gridY;
								coordKey.z = gridZ + 1;
								float xPos = coordKey.x * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
								float yPos = coordKey.y * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;
								float zPos = coordKey.z * Chunk::CHUNK_SIZE * Chunk::BLOCK_RENDER_SIZE*2.0f;

								vec3 chunkCenter = vec3(xPos, yPos, zPos) + vec3(Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE, Chunk::CHUNK_SIZE*Chunk::BLOCK_RENDER_SIZE);
								vec3 distanceVec = chunkCenter - m_pPlayer->GetCenter();
								float lengthValue = length(distanceVec);

								if (lengthValue <= m_loaderRadius)
								{
									addChunkList.push_back(coordKey);
									numAddedChunks++;
								}
							}
						}
					}
				}
			}
		}
		updateChunkList.clear();

		// Adding chunks
		for (unsigned int i = 0; i < (int)addChunkList.size(); i++)
		{
			ChunkCoordKeys coordKey = addChunkList[i];
			Chunk* pChunk = GetChunk(coordKey.x, coordKey.y, coordKey.z);

			if (pChunk == NULL)
			{
				CreateNewChunk(coordKey.x, coordKey.y, coordKey.z);
			}
			else
			{
				UpdateChunkNeighbours(pChunk, coordKey.x, coordKey.y, coordKey.z);
			}
		}
		addChunkList.clear();

		// Unloading chunks
		for (unsigned int i = 0; i < (int)unloadChunkList.size(); i++)
		{
			Chunk* pChunk = unloadChunkList[i];

			UnloadChunk(pChunk);
		}
		unloadChunkList.clear();

		// Check for rebuild chunks
		m_ChunkMapMutexLock.lock();
		for (it_type iterator = m_chunksMap.begin(); iterator != m_chunksMap.end(); iterator++)
		{
			Chunk* pChunk = iterator->second;

			if (pChunk != NULL)
			{
				if (pChunk->NeedsRebuild())
				{
					rebuildChunkList.push_back(pChunk);
				}
			}
		}
		m_ChunkMapMutexLock.unlock();

		// Rebuilding chunks
		int numRebuildChunks = 0;
		int MAX_NUM_CHUNKS_REBUILD = 30;
		for (unsigned int i = 0; i < (int)rebuildChunkList.size() && numRebuildChunks < MAX_NUM_CHUNKS_REBUILD; i++)
		{
			Chunk* pChunk = rebuildChunkList[i];

			pChunk->SwitchToCachedMesh();
			pChunk->RebuildMesh();
			pChunk->CompleteMesh();
			pChunk->UndoCachedMesh();

			numRebuildChunks++;
		}
		rebuildChunkList.clear();

		if (m_stepLockEnabled == true && m_updateStepLock == false)
		{
			m_updateStepLock = true;
		}

#ifdef _WIN32
		Sleep(10);
#else
		usleep(10000);
#endif
	}

	m_updateThreadFinished = true;
}
开发者ID:CodeMason,项目名称:Vox,代码行数:101,代码来源:ChunkManager.cpp

示例4: UpdateChunksThread

void ChunkManager::UpdateChunksThread() {
	while (m_updateThreadActive) {

		while (m_stepLockEnabled && m_updateStepLock) {
			std::this_thread::sleep_for(std::chrono::milliseconds(100));
		}

		ChunkList updateList;
		ChunkList rebuildList;
		ChunkCoordKeyList addKeyList;

		// STEP 1: PUT ALL CREATED CHUNKS IN `UPDATE LIST`

		m_chunkMapMutex.lock();
		std::map<ChunkCoordKey, Chunk*>::iterator it;
		for (it = m_chunkMap.begin(); it != m_chunkMap.end(); ++it) {
			Chunk* chunk = it->second;
			if (!chunk->IsUnloading()) {
				updateList.push_back(chunk);
			}
		}
		m_chunkMapMutex.unlock();

		// STEP 2: FIND CHUNKS TO ADD (OR UNLOAD IF THEY'RE TOO FAR)

		int numAddedChunks = 0;
		const int MAX_NUM_CHUNKS_ADD = 10;
		std::sort(updateList.begin(), updateList.end(), Chunk::ClosestToCamera);
		for (unsigned int i = 0; i < updateList.size(); ++i) {

			Chunk* chunk = updateList[i];

			if (chunk) {
				glm::vec3 chunkCenter = chunk->GetCenter();
				glm::vec3 cameraPos = m_renderer->GetCamera().GetPosition();
				float cameraDistance = glm::length(chunkCenter - cameraPos);

				if (cameraDistance > m_loadRadius) {
					chunk->SetUnloading();
				}
				else if (numAddedChunks < MAX_NUM_CHUNKS_ADD) {

					ChunkCoordKeyList missing = chunk->GetMissingNeighbors();

					if (!chunk->IsEmpty()) {

						for (ChunkCoordKey key : missing) {

							if (std::find(addKeyList.begin(), addKeyList.end(), key) == addKeyList.end()) {

								// Here we are calculating the distance of each
								// neighbor chunk to decide if we should add it
								glm::vec3 chunkCenter = Chunk::GetWorldCenter(key.x, key.y, key.z);
								float cameraDistance = glm::length(chunkCenter - cameraPos);

								if (cameraDistance <= m_loadRadius && key.y == 0) {
									addKeyList.push_back(key);
									++numAddedChunks;
								}
							}
						}
					}
				}
			}
		}
		updateList.clear();

		// STEP 3: ADD CHUNKS

		for (unsigned int i = 0; i < addKeyList.size(); ++i) {
			ChunkCoordKey key = addKeyList[i];
			CreateNewChunk(key.x, key.y, key.z);
		}
		addKeyList.clear();

		// STEP 4: CHECK FOR REBUILD CHUNKS

		m_chunkMapMutex.lock();
		for (it = m_chunkMap.begin(); it != m_chunkMap.end(); ++it) {
			Chunk* chunk = it->second;
			if (!chunk->IsUnloading() && chunk->NeedsRebuild()) {
				rebuildList.push_back(chunk);
			}
		}
		m_chunkMapMutex.unlock();

		// STEP 5: REBUILD CHUNKS

		int numRebuildChunks = 0;
		const int MAX_NUM_CHUNKS_REBUILD = 30;
		for (unsigned int i = 0; i < rebuildList.size() && numRebuildChunks < MAX_NUM_CHUNKS_REBUILD; ++i) {
			Chunk* chunk = rebuildList[i];
			chunk->RebuildMesh();
			++numRebuildChunks;
		}
		rebuildList.clear();

		if (m_stepLockEnabled && !m_updateStepLock) {
			m_updateStepLock = true;
		}
//.........这里部分代码省略.........
开发者ID:ggtucker,项目名称:SugoiEngine,代码行数:101,代码来源:ChunkManager.cpp


注:本文中的Chunk::RebuildMesh方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。