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fix some blocks were not generated on chunk borders

Kolja Strohm 1 ano atrás
pai
commit
27c7b5c85f
1 arquivos alterados com 36 adições e 6 exclusões
  1. 36 6
      FactoryCraft/Chunk.cpp

+ 36 - 6
FactoryCraft/Chunk.cpp

@@ -575,10 +575,9 @@ void Chunk::setNeighbor(Direction dir, Chunk* zChunk)
             if (dir == NORTH)
             {
                 int index = i * CHUNK_SIZE * WORLD_HEIGHT + z;
+                int j = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
                 if (blocks[index])
                 {
-                    int j
-                        = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
                     if (zChunk && zChunk->blocks[j])
                         blocks[index]->setNeighbour(NORTH, zChunk->blocks[j]);
                     else
@@ -588,14 +587,22 @@ void Chunk::setNeighbor(Direction dir, Chunk* zChunk)
                             NORTH, zChunk ? zChunk->blockIds[j] : 0);
                     }
                 }
+                else if (zChunk)
+                {
+                    if (zChunk->blockIds[j] == BlockTypeEnum::AIR
+                        && !blockIds[index])
+                    {
+                        generateBlock(Vec3<int>(i, 0, z));
+                    }
+                }
             }
             else if (dir == EAST)
             {
                 int index
                     = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z;
+                int j = i * WORLD_HEIGHT + z;
                 if (blocks[index])
                 {
-                    int j = i * WORLD_HEIGHT + z;
                     if (zChunk && zChunk->blocks[j])
                         blocks[index]->setNeighbour(EAST, zChunk->blocks[j]);
                     else
@@ -605,14 +612,22 @@ void Chunk::setNeighbor(Direction dir, Chunk* zChunk)
                             EAST, zChunk ? zChunk->blockIds[j] : 0);
                     }
                 }
+                else if (zChunk)
+                {
+                    if (zChunk->blockIds[j] == BlockTypeEnum::AIR
+                        && !blockIds[index])
+                    {
+                        generateBlock(Vec3<int>(CHUNK_SIZE - 1, i, z));
+                    }
+                }
             }
             else if (dir == SOUTH)
             {
                 int index
                     = (i * CHUNK_SIZE + CHUNK_SIZE - 1) * WORLD_HEIGHT + z;
+                int j = i * CHUNK_SIZE * WORLD_HEIGHT + z;
                 if (blocks[index])
                 {
-                    int j = i * CHUNK_SIZE * WORLD_HEIGHT + z;
                     if (zChunk && zChunk->blocks[j])
                         blocks[index]->setNeighbour(SOUTH, zChunk->blocks[j]);
                     else
@@ -622,14 +637,21 @@ void Chunk::setNeighbor(Direction dir, Chunk* zChunk)
                             SOUTH, zChunk ? zChunk->blockIds[j] : 0);
                     }
                 }
+                else if (zChunk)
+                {
+                    if (zChunk->blockIds[j] == BlockTypeEnum::AIR
+                        && !blockIds[index])
+                    {
+                        generateBlock(Vec3<int>(i, CHUNK_SIZE - 1, z));
+                    }
+                }
             }
             else if (dir == WEST)
             {
                 int index = i * WORLD_HEIGHT + z;
+                int j = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT + z;
                 if (blocks[index])
                 {
-                    int j = ((CHUNK_SIZE - 1) * CHUNK_SIZE + i) * WORLD_HEIGHT
-                          + z;
                     if (zChunk && zChunk->blocks[j])
                         blocks[index]->setNeighbour(WEST, zChunk->blocks[j]);
                     else
@@ -639,6 +661,14 @@ void Chunk::setNeighbor(Direction dir, Chunk* zChunk)
                             WEST, zChunk ? zChunk->blockIds[j] : 0);
                     }
                 }
+                else if (zChunk)
+                {
+                    if (zChunk->blockIds[j] == BlockTypeEnum::AIR
+                        && !blockIds[index])
+                    {
+                        generateBlock(Vec3<int>(0, i, z));
+                    }
+                }
             }
         }
     }