getDataToGenerate should work correctly
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@@ -1,12 +1,15 @@
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package com.seibel.lod.objects;
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import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.util.LodUtil;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.ChunkPos;
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import java.awt.*;
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import java.io.Serializable;
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import java.util.ArrayList;
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import java.util.List;
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/**
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* STANDARD TO FOLLOW
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@@ -203,23 +206,99 @@ public class LodRegion implements Serializable
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/**
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* @return
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*/
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/*
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public List<LevelPos> getDataToGenerate(int playerPosX, int playerPosZ, int start, int end, byte generetion, byte detailLevel)
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public List<LevelPos> getDataToGenerate(int playerPosX, int playerPosZ, int start, int end, byte generation, byte detailLevel)
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{
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if (detailLevel < minDetailLevel) detailLevel = minDetailLevel;
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LevelPos levelPos;
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int size;
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int width;
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int posX;
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int posZ;
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int distance;
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size = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - tempLod);
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width = (int) Math.pow(2, tempLod);
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posX = regionPosX * 512 + width / 2;
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posZ = regionPosZ * 512 + width / 2;
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distance = (int) Math.sqrt(Math.pow(playerPosX - posX, 2) + Math.pow(playerPosZ - posZ, 2))
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LevelPos levelPos = new LevelPos(LodUtil.REGION_DETAIL_LEVEL, 0, 0);
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return getDataToGenerate(levelPos, playerPosX, playerPosZ, start, end, generation, detailLevel);
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}
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public List<LevelPos> getDataToGenerate(LevelPos levelPos, int playerPosX, int playerPosZ, int start, int end, byte generation, byte detailLevel)
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{
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List<LevelPos> levelPosList = new ArrayList<>();
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int size = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - levelPos.detailLevel);
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int width = (int) Math.pow(2, levelPos.detailLevel);
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//here i calculate the the LevelPos is in range
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//This is important to avoid any kind of hole in the generation
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int posX = regionPosX * 512 + playerPosX * width + width / 2;
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int posZ = regionPosZ * 512 + playerPosZ * width + width / 2;
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int distance = (int) Math.sqrt(Math.pow(playerPosX - posX, 2) + Math.pow(playerPosZ - posZ, 2));
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int maxDistance = distance;
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int minDistance = distance;
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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posX = regionPosX * 512 + playerPosX * width + width*x;
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posZ = regionPosZ * 512 + playerPosZ * width + width*z;
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distance = (int) Math.sqrt(Math.pow(playerPosX - posX, 2) + Math.pow(playerPosZ - posZ, 2));
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minDistance = Math.min(minDistance, distance);
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maxDistance = Math.max(maxDistance, distance);
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}
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}
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if (minDistance < start || distance > maxDistance || levelPos.detailLevel < detailLevel)
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{
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return levelPosList;
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}
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int childPosX = levelPos.posX * 2;
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int childPosZ = levelPos.posZ * 2;
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LevelPos childPos;
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int childSize = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - levelPos.detailLevel + 1);
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//we have reached the target detail level
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if (detailLevel == levelPos.detailLevel || generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ] < generation)
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{
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levelPosList.add(new LevelPos(levelPos.detailLevel, levelPos.posX + regionPosX * size, levelPos.posZ + regionPosZ * size));
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} else
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{
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//we want max a request per chunk. So for lod smaller than chunk we explore only the top rigth child
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if (levelPos.detailLevel > LodUtil.CHUNK_DETAIL_LEVEL)
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{
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//We take all the children that are not generated to at least the generation level taken in input
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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childPos = new LevelPos((byte) (levelPos.detailLevel - 1), childPosX + x, childPosZ + z);
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if (generationType[childPos.detailLevel][childPos.posX][childPos.posZ] < generation)
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{
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levelPosList.add(new LevelPos(childPos.detailLevel, childPos.posX + regionPosX * childSize, childPos.posZ + regionPosZ * childSize));
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}
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}
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}
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//only if all the children are correctly generated we go deeper
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if (levelPosList.isEmpty())
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{
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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childPos = new LevelPos((byte) (levelPos.detailLevel - 1), childPosX + x, childPosZ + z);
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levelPosList.addAll(getDataToGenerate(childPos, playerPosX, playerPosZ, start, end, generation, detailLevel));
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}
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}
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}
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} else
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{
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childPos = levelPos.convert((byte) (levelPos.detailLevel - 1));
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if (generationType[childPos.detailLevel][childPos.posX][childPos.posZ] < generation)
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{
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levelPosList.add(new LevelPos(childPos.detailLevel, childPos.posX + regionPosX * childSize, childPos.posZ + regionPosZ * childSize));
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}else
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{
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if(childPos.detailLevel != detailLevel){
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levelPosList.addAll(getDataToGenerate(childPos, playerPosX, playerPosZ, start, end, generation, detailLevel));
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}
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}
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}
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}
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return levelPosList;
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}
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*/
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/**
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* @return
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@@ -288,7 +367,6 @@ public class LodRegion implements Serializable
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{
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levelPos = levelPos.regionModule();
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boolean[][] children = getChildren(levelPos);
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int numberOfChildren = 0;
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/**TODO add the ability to change how the heigth and depth are determinated (for example min or max)**/
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