fixed far and near generation, fixed holes in the rendering in near gen
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@@ -123,22 +123,6 @@ public class LevelPosUtil
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return convert(detailLevel,pos, LodUtil.CHUNK_DETAIL_LEVEL);
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}
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public static int getChunkPosX(int[] levelPos)
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{
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levelPos = convert(levelPos, LodUtil.CHUNK_DETAIL_LEVEL);
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return getPosX(levelPos);
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}
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public static int getChunkPosZ(int[] levelPos)
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{
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levelPos = convert(levelPos, LodUtil.CHUNK_DETAIL_LEVEL);
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return getPosZ(levelPos);
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}
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public static int maxDistance(int[] levelPos, int playerPosX, int playerPosZ)
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{
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return maxDistance(getDetailLevel(levelPos), getPosX(levelPos), getPosZ(levelPos), playerPosX, playerPosZ);
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}
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public static int maxDistance(byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ)
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{
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@@ -175,11 +159,6 @@ public class LevelPosUtil
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}
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public static int minDistance(int[] levelPos, int playerPosX, int playerPosZ)
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{
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return minDistance(getDetailLevel(levelPos), getPosX(levelPos), getPosZ(levelPos), playerPosX, playerPosZ);
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}
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public static int minDistance(byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ)
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{
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int width = 1 << detailLevel;
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@@ -216,6 +195,42 @@ public class LevelPosUtil
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}
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}
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public static int minDistance(byte detailLevel, int posX, int posZ, int playerPosX, int playerPosZ, int xRegion, int zRegion)
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{
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int width = 1 << detailLevel;
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int startPosX = xRegion * 512 + posX * width;
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int startPosZ = zRegion * 512 + posZ * width;
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int endPosX = startPosX + width;
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int endPosZ = startPosZ + width;
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boolean inXArea = playerPosX >= startPosX && playerPosX <= endPosX;
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boolean inZArea = playerPosZ >= startPosZ && playerPosZ <= endPosZ;
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if (inXArea && inZArea)
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{
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return 0;
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} else if (inXArea)
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{
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return Math.min(
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Math.abs(playerPosZ - startPosZ),
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Math.abs(playerPosZ - endPosZ)
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);
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} else if (inZArea)
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{
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return Math.min(
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Math.abs(playerPosX - startPosX),
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Math.abs(playerPosX - endPosX)
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);
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} else
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{
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int minDistance = (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - startPosZ, 2));
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minDistance = Math.min(minDistance, (int) Math.sqrt(Math.pow(playerPosX - startPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
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minDistance = Math.min(minDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - startPosZ, 2)));
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minDistance = Math.min(minDistance, (int) Math.sqrt(Math.pow(playerPosX - endPosX, 2) + Math.pow(playerPosZ - endPosZ, 2)));
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return minDistance;
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}
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}
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public static int compareDistance(int firstDistance, int secondDistance)
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{
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return Integer.compare(
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