Vertex colour is now chosen from the true, unrounded surface height and faded between adjacent materials across a tunable band, instead of switching at one rounded integer depth. This removes the horizontal contour banding. Colour path only: density field, Marching Cubes interpolation/welding, chunk dimensions, the .dat contract and all road logic are untouched. BlockID classification is unchanged and still drives non-visual use. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
232 lines
8.4 KiB
C#
232 lines
8.4 KiB
C#
using Godot;
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using System.Collections.Generic;
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using IslaApocalypse.Core;
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namespace IslaApocalypse.Server
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{
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public partial class ServerChunkManager : Node
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{
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private WorldBlueprint _blueprint;
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private Dictionary<Vector2I, ChunkData> _activeChunks = new Dictionary<Vector2I, ChunkData>();
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public int chunkSize = 24;
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public override void _Ready()
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{
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// 1. LOAD CONFIGURATION and the seed-based blueprint data from the MapDataParser!
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ConfigManager.LoadConfig();
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chunkSize = ConfigManager.ChunkRadius; // Update chunk radius from config file
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_blueprint = MapDataParser.LoadMapData(ConfigManager.WorldSeed.ToString());
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if (_blueprint != null)
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{
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GD.Print("[Server] Blueprint loaded. Locating Capitol City...");
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// 2. Find the Capitol in the parsed data
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Vector2 capitolPos = new Vector2(2048, 2048); // Safe fallback center
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foreach (var town in _blueprint.Towns) {
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if (town.Tier == TownTier.Capitol) {
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capitolPos = town.Position;
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break;
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}
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}
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// Old original png map coords
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// Vector2 capitolPos = new Vector2(2405, 3296); // hardcoded for now since we know exactly where it is in this seed, which is the "paradise" biome hub
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GD.Print($"[Server] Capitol found at {capitolPos}. Generating chunks...");
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// 3. Convert pixel coordinates to Chunk coordinates
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int capitolChunkX = (int)(capitolPos.X / Constants.CHUNK_SIZE_X);
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int capitolChunkZ = (int)(capitolPos.Y / Constants.CHUNK_SIZE_Z);
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int radius = ConfigManager.ChunkRadius;
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for (int x = capitolChunkX - radius; x < capitolChunkX + radius; x++)
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{
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for (int z = capitolChunkZ - radius; z < capitolChunkZ + radius; z++)
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{
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GenerateChunk(new Vector2I(x, z));
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}
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}
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// 5. Teleport the Camera to look down at our creation!
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Camera3D cam = GetNodeOrNull<Camera3D>("Camera3D");
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if (cam != null)
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{
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// Put the camera 120 meters in the air above the Capitol
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cam.GlobalPosition = new Vector3(capitolPos.X, 120f, capitolPos.Y);
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// Point it straight down at the ground
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cam.LookAt(new Vector3(capitolPos.X, 0, capitolPos.Y));
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}
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}
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}
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public void GenerateChunk(Vector2I chunkCoord)
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{
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if (_activeChunks.ContainsKey(chunkCoord)) return;
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ChunkData newChunk = new ChunkData(chunkCoord);
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int startX = chunkCoord.X * Constants.CHUNK_SIZE_X;
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int startZ = chunkCoord.Y * Constants.CHUNK_SIZE_Z;
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// --- NEW: SPATIAL CULLING FOR ROADS ---
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// Create a bounding box for this chunk, plus a 15-meter padding to account for the road's dirt shoulders
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Rect2 chunkBounds = new Rect2(startX - 15, startZ - 15, Constants.CHUNK_SIZE_X + 30, Constants.CHUNK_SIZE_Z + 30);
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List<Vector2[]> localRoadSegments = new List<Vector2[]>();
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// Filter Highways: Only save the segments that actually cross this specific chunk!
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foreach (var highway in _blueprint.Highways) {
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for (int i = 0; i < highway.Length - 1; i++) {
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Vector2 a = highway[i];
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Vector2 b = highway[i+1];
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Rect2 segBounds = new Rect2(Mathf.Min(a.X, b.X), Mathf.Min(a.Y, b.Y), Mathf.Abs(b.X - a.X), Mathf.Abs(b.Y - a.Y));
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if (chunkBounds.Intersects(segBounds.Grow(1.0f))) {
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localRoadSegments.Add(new Vector2[] { a, b });
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}
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}
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}
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// Filter Branch Roads
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foreach (var branch in _blueprint.BranchRoads) {
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for (int i = 0; i < branch.Length - 1; i++) {
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Vector2 a = branch[i];
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Vector2 b = branch[i+1];
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Rect2 segBounds = new Rect2(Mathf.Min(a.X, b.X), Mathf.Min(a.Y, b.Y), Mathf.Abs(b.X - a.X), Mathf.Abs(b.Y - a.Y));
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if (chunkBounds.Intersects(segBounds.Grow(1.0f))) {
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localRoadSegments.Add(new Vector2[] { a, b });
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}
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}
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}
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// ---------------------------------------
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for (int x = 0; x <= Constants.CHUNK_SIZE_X; x++)
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{
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for (int z = 0; z <= Constants.CHUNK_SIZE_Z; z++)
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{
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int globalX = startX + x;
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int globalZ = startZ + z;
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if (globalX >= _blueprint.MapSize || globalZ >= _blueprint.MapSize || globalX < 0 || globalZ < 0)
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continue;
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float GetExactSurface(int gX, int gZ, out bool isRoad)
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{
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isRoad = false;
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if (gX >= _blueprint.MapSize) gX = _blueprint.MapSize - 1;
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if (gZ >= _blueprint.MapSize) gZ = _blueprint.MapSize - 1;
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float raw = _blueprint.HeightMap[gX, gZ];
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float baseHeight = Mathf.Clamp(raw * (Constants.CHUNK_HEIGHT - 5), 2.0f, Constants.CHUNK_HEIGHT - 2.0f);
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// If no roads are in this chunk, skip the heavy math entirely!
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if (localRoadSegments.Count == 0) return baseHeight;
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float finalHeight = baseHeight;
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float minDist = 9999f;
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Vector2 currentPos = new Vector2(gX, gZ);
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float roadRadius = 4.0f; // The flat asphalt part (8 meters total width)
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float shoulderRadius = 12.0f; // The sloped dirt/rock carving into the mountain
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float closestRoadElevation = baseHeight;
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foreach (var seg in localRoadSegments)
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{
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float dist = DistanceToLineSegment(currentPos, seg[0], seg[1]);
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if (dist < minDist)
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{
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minDist = dist;
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if (dist <= shoulderRadius)
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{
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// Sample the heightmap precisely at the center of the road segment
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// so the whole road stays at a uniform elevation, ignoring the sloped mountain under it.
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Vector2 midPoint = (seg[0] + seg[1]) / 2.0f;
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float roadRaw = _blueprint.HeightMap[(int)midPoint.X, (int)midPoint.Y];
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closestRoadElevation = Mathf.Clamp(roadRaw * (Constants.CHUNK_HEIGHT - 5), 2.0f, Constants.CHUNK_HEIGHT - 2.0f);
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}
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}
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}
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// THE BULLDOZER: Carve the terrain
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if (minDist <= roadRadius) {
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finalHeight = closestRoadElevation; // Flatten it completely!
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isRoad = true;
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} else if (minDist <= shoulderRadius) {
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// Smoothly interpolate from the flat road up/down to the natural mountain height
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float t = (minDist - roadRadius) / (shoulderRadius - roadRadius);
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t = t * t * (3f - 2f * t); // SmoothStep equation for a beautiful curved slope
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finalHeight = Mathf.Lerp(closestRoadElevation, baseHeight, t);
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}
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return finalHeight;
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}
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// Pass the boolean out for the main voxel so we can paint it!
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bool isMainRoad = false;
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float exactSurfaceY = GetExactSurface(globalX, globalZ, out isMainRoad);
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// We discard the 'out' variable for the normals using an underscore '_'
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float surfaceRight = GetExactSurface(globalX + 1, globalZ, out _);
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float surfaceFwd = GetExactSurface(globalX, globalZ + 1, out _);
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Biome columnBiome = _blueprint.BiomeMap[globalX, globalZ];
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// Hand the renderer the TRUE surface height for this column, plus the
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// biome and road flag that go with it. The BlockIDs below still use the
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// rounded height (unchanged) — but the colour no longer has to.
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newChunk.SurfaceHeights[x, z] = exactSurfaceY;
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newChunk.ColumnBiomes[x, z] = columnBiome;
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newChunk.ColumnIsRoad[x, z] = isMainRoad;
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float hRight = surfaceRight - exactSurfaceY;
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float hFwd = surfaceFwd - exactSurfaceY;
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float slopeX = hRight / Constants.VOXEL_SCALE;
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float slopeZ = hFwd / Constants.VOXEL_SCALE;
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float len = Mathf.Sqrt(slopeX * slopeX + 1.0f + slopeZ * slopeZ);
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for (int y = 0; y <= Constants.CHUNK_HEIGHT; y++)
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{
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float verticalDist = y - exactSurfaceY;
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float density = verticalDist / len;
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newChunk.Densities[x, y, z] = density;
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int blockY = Mathf.RoundToInt(exactSurfaceY);
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// THE PAINT: Pass isMainRoad into the Biome Palette!
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newChunk.BlockIDs[x, y, z] = BiomePalette.GetVoxelID(columnBiome, blockY, y, isMainRoad);
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}
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} // End of Z loop
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} // End of X loop
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_activeChunks.Add(chunkCoord, newChunk);
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var renderer = new IslaApocalypse.Client.ChunkRenderer();
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AddChild(renderer);
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renderer.RenderChunk(newChunk);
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}
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/// <summary>
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/// Calculates the shortest distance from a point to a line segment defined by v and w.
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/// </summary>
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private float DistanceToLineSegment(Vector2 point, Vector2 v, Vector2 w)
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{
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float l2 = v.DistanceSquaredTo(w);
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if (l2 == 0) return point.DistanceTo(v); // v == w case
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// Consider the line extending the segment, parameterized as v + t (w - v).
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// We find projection of point p onto the line.
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// It falls where t = [(p-v) . (w-v)] / |w-v|^2
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float t = Mathf.Max(0, Mathf.Min(1, (point - v).Dot(w - v) / l2));
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// Projection falls on the segment
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Vector2 projection = v + t * (w - v);
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return point.DistanceTo(projection);
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}
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}
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}
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