reversed logic in mergeMultiData to improve performance of initial compression to maxVerticalData

This commit is contained in:
cola98765
2021-10-09 17:07:38 +02:00
parent 2ebbb6f591
commit 627327140e
@@ -5,6 +5,7 @@ import com.seibel.lod.enums.DistanceGenerationMode;
import net.minecraft.client.renderer.texture.NativeImage;
import javax.xml.crypto.Data;
import java.util.Arrays;
public class DataPointUtil
{
@@ -371,12 +372,12 @@ public class DataPointUtil
boolean topExtend = false;
for (i = 0; i < count; i++)
{
if (depth >= heightAndDepth[i * 2] && depth <= heightAndDepth[i * 2 + 1])
if (depth <= heightAndDepth[i * 2] && depth >= heightAndDepth[i * 2 + 1])
{
botPos = i;
break;
}
else if (((i + 1 < count && depth < heightAndDepth[(i + 1) * 2]) || i + 1 == count) && depth > heightAndDepth[i * 2 + 1])
else if (depth < heightAndDepth[i * 2 + 1] && ((i + 1 < count && depth > heightAndDepth[(i + 1) * 2]) || i + 1 == count))
{
botPos = i;
botExtend = true;
@@ -385,75 +386,75 @@ public class DataPointUtil
}
for (i = 0; i < count; i++)
{
if (height >= heightAndDepth[i * 2] && height <= heightAndDepth[i * 2 + 1])
if (height <= heightAndDepth[i * 2] && height >= heightAndDepth[i * 2 + 1])
{
topPos = i;
break;
}
else if (((i + 1 < count && height < heightAndDepth[(i + 1) * 2]) || i + 1 == count) && height > heightAndDepth[i * 2 + 1])
else if (height < heightAndDepth[i * 2 + 1] && ((i + 1 < count && height > heightAndDepth[(i + 1) * 2]) || i + 1 == count))
{
topPos = i;
topExtend = true;
break;
}
}
if (botPos == -1)
if (topPos == -1)
{
if (topPos == -1)
if (botPos == -1)
{
//whole block falls below
//whole block falls above
extendArray(heightAndDepth, 2, 0, 1, count);
heightAndDepth[0] = depth;
heightAndDepth[1] = height;
heightAndDepth[0] = height;
heightAndDepth[1] = depth;
count++;
}
else if (!topExtend)
else if (!botExtend)
{
//only bottom falls below extending it there, while top is inside existing
shrinkArray(heightAndDepth, 2, 0, topPos, count);
heightAndDepth[0] = depth;
count -= topPos;
//only top falls above extending it there, while bottom is inside existing
shrinkArray(heightAndDepth, 2, 0, botPos, count);
heightAndDepth[0] = height;
count -= botPos;
}
else
{
//top falls between some blocks, extending those as well
shrinkArray(heightAndDepth, 2, 0, topPos, count);
heightAndDepth[0] = depth;
heightAndDepth[1] = height;
count -= topPos;
shrinkArray(heightAndDepth, 2, 0, botPos, count);
heightAndDepth[0] = height;
heightAndDepth[1] = depth;
count -= botPos;
}
}
else if (!botExtend)
else if (!topExtend)
{
if (!topExtend)
if (!botExtend)
//both top and bottom are within some exiting blocks, possibly merging them
heightAndDepth[botPos * 2 + 1] = heightAndDepth[topPos * 2 + 1];
heightAndDepth[topPos * 2 + 1] = heightAndDepth[botPos * 2 + 1];
else
//top falls between some blocks, extending it there
heightAndDepth[botPos * 2 + 1] = height;
shrinkArray(heightAndDepth, 2, botPos + 1, topPos - botPos, count);
count -= topPos - botPos;
heightAndDepth[topPos * 2 + 1] = depth;
shrinkArray(heightAndDepth, 2, topPos + 1, botPos - topPos, count);
count -= botPos - topPos;
}
else
{
if (!topExtend)
if (!botExtend)
{
//only top is within some exiting block, extending it
botPos++; //to make it easier
heightAndDepth[botPos * 2] = depth;
heightAndDepth[botPos * 2 + 1] = heightAndDepth[topPos * 2 + 1];
shrinkArray(heightAndDepth, 2, botPos + 1, topPos - botPos, count);
count -= topPos - botPos;
topPos++; //to make it easier
heightAndDepth[topPos * 2] = height;
heightAndDepth[topPos * 2 + 1] = heightAndDepth[botPos * 2 + 1];
shrinkArray(heightAndDepth, 2, topPos + 1, botPos - topPos, count);
count -= botPos - topPos;
}
else
{
//both top and bottom are outside existing blocks
shrinkArray(heightAndDepth, 2, botPos + 1, topPos - botPos, count);
count -= topPos - botPos;
extendArray(heightAndDepth, 2, botPos + 1, 1, count);
shrinkArray(heightAndDepth, 2, topPos + 1, botPos - topPos, count);
count -= botPos - topPos;
extendArray(heightAndDepth, 2, topPos + 1, 1, count);
count++;
heightAndDepth[botPos * 2 + 2] = depth;
heightAndDepth[botPos * 2 + 3] = height;
heightAndDepth[topPos * 2 + 2] = height;
heightAndDepth[topPos * 2 + 3] = depth;
}
}
}
@@ -473,6 +474,7 @@ public class DataPointUtil
dataPoint[0] = createVoidDataPoint(genMode);
return dataPoint;
}
//we limit the vertical portion to maxVerticalData
int j = 0;
while (count > maxVerticalData)
@@ -480,9 +482,9 @@ public class DataPointUtil
ii = worldHeight;
for (i = 0; i < count - 1; i++)
{
if (heightAndDepth[(i + 1) * 2] - heightAndDepth[i * 2 + 1] < ii)
if (heightAndDepth[i * 2 + 1] - heightAndDepth[(i + 1) * 2]< ii)
{
ii = heightAndDepth[(i + 1) * 2] - heightAndDepth[i * 2 + 1];
ii = heightAndDepth[i * 2 + 1] - heightAndDepth[(i + 1) * 2];
j = i;
}
}
@@ -492,20 +494,18 @@ public class DataPointUtil
heightAndDepth[i * 2] = heightAndDepth[(i + 1) * 2];
heightAndDepth[i * 2 + 1] = heightAndDepth[(i + 1) * 2 + 1];
}
//System.arraycopy(heightAndDepth,j + 1, heightAndDepth, j,count - j - 1);
//System.arraycopy(heightAndDepth, j + 1, heightAndDepth, j, count - j - 1);
count--;
}
//As standard the vertical lods are ordered from top to bottom
for (j = 0; j < count; j++)
for (j = count - 1; j >= 0; j--)
{
depth = heightAndDepth[j * 2];
height = heightAndDepth[j * 2 + 1];
height = heightAndDepth[j * 2];
depth = heightAndDepth[j * 2 + 1];
if ((depth == 0 && height == 0) || j >= heightAndDepth.length / 2)
break;
for (int k = 0; k < size; k++)
{
singleDataToMerge[k] = 0;
}
Arrays.fill(singleDataToMerge, 0);
for (int index = 0; index < size; index++)
{
for (dataIndex = 0; dataIndex < inputVerticalData; dataIndex++)
@@ -518,9 +518,7 @@ public class DataPointUtil
|| (depth <= getHeight(singleData) && getHeight(singleData) <= height))
{
if (getHeight(singleData) > getHeight(singleDataToMerge[index]))
{
singleDataToMerge[index] = singleData;
}
}
}
else
@@ -533,7 +531,7 @@ public class DataPointUtil
}
long data = mergeSingleData(singleDataToMerge);
dataPoint[count - j - 1] = createDataPoint(height, depth, getColor(data), getLightSky(data), getLightBlock(data), getGenerationMode(data));
dataPoint[j] = createDataPoint(height, depth, getColor(data), getLightSky(data), getLightBlock(data), getGenerationMode(data));
}
return dataPoint;
}