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@@ -25,7 +25,6 @@ import java.util.concurrent.Executors;
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import com.seibel.lod.enums.DistanceGenerationMode;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.handlers.LodConfig;
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import com.seibel.lod.objects.LodChunk;
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import com.seibel.lod.objects.LodDataPoint;
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import com.seibel.lod.objects.LodQuadTreeDimension;
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@@ -49,447 +48,494 @@ import net.minecraft.world.chunk.IChunk;
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import net.minecraft.world.gen.Heightmap;
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/**
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* This object is in charge of creating Lod
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* related objects.
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* (specifically: Lod World, Dimension, Region, and Chunk objects)
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* This object is in charge of creating Lod related objects. (specifically: Lod
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* World, Dimension, Region, and Chunk objects)
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*
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* @author James Seibel
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* @version 8-9-2021
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* @version 8-10-2021
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*/
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public class LodNodeBuilder {
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private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
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public static final int CHUNK_DATA_WIDTH = LodQuadTreeNode.CHUNK_WIDTH;
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public static final int CHUNK_SECTION_HEIGHT = CHUNK_DATA_WIDTH;
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public static final Heightmap.Type DEFAULT_HEIGHTMAP = Heightmap.Type.WORLD_SURFACE_WG;
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/**
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* Default size of any LOD regions we use
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*/
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public int regionWidth = 5;
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public LodNodeBuilder() {
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}
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public void generateLodNodeAsync(IChunk chunk, LodQuadTreeWorld lodWorld, IWorld world) {
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if (lodWorld == null || !lodWorld.getIsWorldLoaded())
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return;
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// don't try to create an LOD object
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// if for some reason we aren't
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// given a valid chunk object
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if (chunk == null)
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return;
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Thread thread = new Thread(() ->
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{
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try {
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DimensionType dim = world.dimensionType();
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List<LodQuadTreeNode> nodeList = generateLodNodeFromChunk(chunk);
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LodQuadTreeDimension lodDim;
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if (lodWorld.getLodDimension(dim) == null) {
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lodDim = new LodQuadTreeDimension(dim, lodWorld, regionWidth);
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lodWorld.addLodDimension(lodDim);
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} else {
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lodDim = lodWorld.getLodDimension(dim);
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}
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for (LodQuadTreeNode node : nodeList) {
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lodDim.addNode(node);
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}
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} catch (IllegalArgumentException | NullPointerException e) {
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e.printStackTrace();
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// if the world changes while LODs are being generated
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// they will throw errors as they try to access things that no longer
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// exist.
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}
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});
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lodGenThreadPool.execute(thread);
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return;
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}
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/**
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* Creates a LodChunk for a chunk in the given world.
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*
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* @throws IllegalArgumentException thrown if either the chunk or world is null.
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*/
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public List<LodQuadTreeNode> generateLodNodeFromChunk(IChunk chunk) throws IllegalArgumentException {
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return generateLodNodeFromChunk(chunk, new LodBuilderConfig());
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}
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/**
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* Creates a LodChunk for a chunk in the given world.
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*
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* @return
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* @throws IllegalArgumentException thrown if either the chunk or world is null.
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*/
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public List<LodQuadTreeNode> generateLodNodeFromChunk(IChunk chunk, LodBuilderConfig config) throws IllegalArgumentException {
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LodDetail detail = LodDetail.QUAD;
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List<LodQuadTreeNode> lodNodeList = new ArrayList<>();
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if (chunk == null)
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throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
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for (int i = 0; i < detail.dataPointLengthCount*detail.dataPointLengthCount; i++) {
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int startX = detail.startX[i];
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int startZ = detail.startZ[i];
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int endX = detail.endX[i];
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int endZ = detail.endZ[i];
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// TODO startX/Z and endX/Z are relative coordinates
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// getMin/Max appear to return world block coordinates
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Color color = generateLodColorForArea(chunk, config, startX, startZ, endX, endZ);
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short height;
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short depth;
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if (!config.useHeightmap) {
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height = determineHeightPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
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depth = determineBottomPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
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} else {
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height = determineHeightPoint(chunk.getOrCreateHeightmapUnprimed(LodChunk.DEFAULT_HEIGHTMAP), startX, startZ, endX, endZ);
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depth = 0;
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}
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lodNodeList.add(new LodQuadTreeNode((byte) detail.detailLevel,
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LodUtil.convertLevelPos(chunk.getPos().getMinBlockX() + startX, 0, detail.detailLevel),
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LodUtil.convertLevelPos(chunk.getPos().getMinBlockZ() + startZ, 0, detail.detailLevel),
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new LodDataPoint(height, depth, color), DistanceGenerationMode.SERVER));
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}
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return lodNodeList;
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}
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//=====================//
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// constructor helpers //
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//=====================//
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/**
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* Find the lowest valid point from the bottom.
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*
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* @param chunkSections
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* @param startX
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* @param startZ
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* @param endX
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* @param endZ
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*/
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private short determineBottomPointForArea(ChunkSection[] chunkSections,
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int startX, int startZ, int endX, int endZ) {
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int numberOfBlocksRequired = ((endX - startX) * (endZ - startZ) / 2);
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// search from the bottom up
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for (int section = 0; section < CHUNK_DATA_WIDTH; section++) {
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for (int y = 0; y < CHUNK_SECTION_HEIGHT; y++) {
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int numberOfBlocksFound = 0;
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for (int x = startX; x < endX; x++) {
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for (int z = startZ; z < endZ; z++) {
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if (isLayerValidLodPoint(chunkSections, section, y, x, z)) {
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numberOfBlocksFound++;
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if (numberOfBlocksFound >= numberOfBlocksRequired) {
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// we found
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// enough blocks in this
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// layer to count as an
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// LOD point
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return (short) (y + (section * CHUNK_SECTION_HEIGHT));
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}
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}
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}
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}
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}
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}
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// we never found a valid LOD point
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return -1;
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}
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/**
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* Find the lowest valid point from the bottom.
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*/
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@SuppressWarnings("unused")
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private short determineBottomPoint(Heightmap heightmap) {
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// the heightmap only shows how high the blocks go, it
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// doesn't have any info about how low they go
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return 0;
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}
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/**
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* Find the highest valid point from the Top
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*
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* @param chunkSections
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* @param startX
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* @param startZ
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* @param endX
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* @param endZ
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*/
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private short determineHeightPointForArea(ChunkSection[] chunkSections,
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int startX, int startZ, int endX, int endZ) {
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int numberOfBlocksRequired = ((endX - startX) * (endZ - startZ) / 2);
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// search from the top down
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for (int section = chunkSections.length - 1; section >= 0; section--) {
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for (int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--) {
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int numberOfBlocksFound = 0;
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for (int x = startX; x < endX; x++) {
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for (int z = startZ; z < endZ; z++) {
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if (isLayerValidLodPoint(chunkSections, section, y, x, z)) {
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numberOfBlocksFound++;
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if (numberOfBlocksFound >= numberOfBlocksRequired) {
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// we found
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// enough blocks in this
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// layer to count as an
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// LOD point
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return (short) (y + 1 + (section * CHUNK_SECTION_HEIGHT));
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}
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}
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}
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}
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}
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}
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// we never found a valid LOD point
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return -1;
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}
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/**
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* Find the highest point from the Top
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*/
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private short determineHeightPoint(Heightmap heightmap,
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int startX, int startZ, int endX, int endZ) {
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short highest = 0;
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for (int x = startX; x < endX; x++) {
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for (int z = startZ; z < endZ; z++) {
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short newHeight = (short) heightmap.getFirstAvailable(x, z);
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if (newHeight > highest)
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highest = newHeight;
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}
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}
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return highest;
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}
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/**
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* Generate the color for the given chunk using biome
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* water color, foliage color, and grass color.
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*
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* @param config_useSolidBlocksInColorGen <br>
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* If true we look down from the top of the <br>
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* chunk until we find a non-invisible block, and then use <br>
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* its color. If false we generate the color immediately for <br>
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* each x and z.
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* @param config_useBiomeColors <br>
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* If true use biome foliage, water, and grass colors, <br>
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* otherwise only use the block's material color
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*/
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private Color generateLodColorForArea(IChunk chunk, LodBuilderConfig config, int startX, int startZ, int endX, int endZ) {
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ChunkSection[] chunkSections = chunk.getSections();
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int numbOfBlocks = 0;
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int red = 0;
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int green = 0;
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int blue = 0;
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for (int x = startX; x < endX; x++) {
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for (int z = startZ; z < endZ; z++) {
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boolean foundBlock = false;
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// go top down
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for (int i = chunkSections.length - 1; !foundBlock && i >= 0; i--) {
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if (!foundBlock && (chunkSections[i] != null || !config.useSolidBlocksInColorGen)) {
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for (int y = CHUNK_SECTION_HEIGHT - 1; !foundBlock && y >= 0; y--) {
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int colorInt = 0;
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BlockState blockState = null;
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if (chunkSections[i] != null) {
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blockState = chunkSections[i].getBlockState(x, y, z);
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colorInt = blockState.materialColor.col;
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}
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if (colorInt == 0 && config.useSolidBlocksInColorGen) {
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// skip air or invisible blocks
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continue;
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}
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if (config.useBiomeColors) {
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// I have no idea why I need to bit shift to the right, but
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// if I don't the biomes don't show up correctly.
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Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + 1 * chunkSections.length >> 2, z >> 2);
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colorInt = getColorForBiome(x, z, biome);
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} else {
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// the bit shift is equivalent to dividing by 4
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Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + i * chunkSections.length >> 2, z >> 2);
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colorInt = getColorForBlock(x, z, blockState, biome);
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}
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Color c = LodUtil.intToColor(colorInt);
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red += c.getRed();
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green += c.getGreen();
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blue += c.getBlue();
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numbOfBlocks++;
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// we found a valid block, skip to the
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// next x and z
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foundBlock = true;
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}
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}
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}
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}
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}
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if (numbOfBlocks == 0)
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numbOfBlocks = 1;
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red /= numbOfBlocks;
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green /= numbOfBlocks;
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blue /= numbOfBlocks;
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return new Color(red, green, blue);
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}
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/**
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* Returns a color int for a given block.
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*/
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private int getColorForBlock(int x, int z, BlockState blockState, Biome biome) {
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int colorInt = 0;
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// block special cases
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if (blockState == Blocks.AIR.defaultBlockState()) {
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Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
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tmp = tmp.darker();
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colorInt = LodUtil.colorToInt(tmp);
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} else if (blockState == Blocks.MYCELIUM.defaultBlockState()) {
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colorInt = MaterialColor.COLOR_LIGHT_GRAY.col;
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}
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// plant life
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else if (blockState.getBlock() instanceof LeavesBlock) {
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Color leafColor = LodUtil.intToColor(biome.getFoliageColor()).darker();
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colorInt = LodUtil.colorToInt(leafColor);
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} else if (blockState.getBlock() instanceof GrassBlock ||
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blockState.getBlock() instanceof AbstractPlantBlock ||
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blockState.getBlock() instanceof BushBlock ||
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blockState.getBlock() instanceof IGrowable) {
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Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
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tmp = tmp.darker();
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colorInt = LodUtil.colorToInt(tmp);
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}
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// water
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else if (blockState.getBlock() == Blocks.WATER) {
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colorInt = biome.getWaterColor();
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}
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// everything else
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else {
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colorInt = blockState.materialColor.col;
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}
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return colorInt;
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}
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/**
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* Returns a color int for the given biome.
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*/
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private int getColorForBiome(int x, int z, Biome biome) {
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int colorInt = 0;
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switch (biome.getBiomeCategory()) {
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case NETHER:
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colorInt = Blocks.BEDROCK.defaultBlockState().materialColor.col;
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break;
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case THEEND:
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colorInt = Blocks.END_STONE.defaultBlockState().materialColor.col;
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break;
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case BEACH:
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case DESERT:
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colorInt = Blocks.SAND.defaultBlockState().materialColor.col;
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break;
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case EXTREME_HILLS:
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colorInt = Blocks.STONE.defaultMaterialColor().col;
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break;
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case MUSHROOM:
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colorInt = MaterialColor.COLOR_LIGHT_GRAY.col;
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break;
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case ICY:
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colorInt = Blocks.SNOW.defaultMaterialColor().col;
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break;
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case MESA:
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colorInt = Blocks.RED_SAND.defaultMaterialColor().col;
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break;
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case OCEAN:
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case RIVER:
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colorInt = biome.getWaterColor();
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break;
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case NONE:
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case FOREST:
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case TAIGA:
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case JUNGLE:
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case PLAINS:
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case SAVANNA:
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case SWAMP:
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default:
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Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
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tmp = tmp.darker();
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colorInt = LodUtil.colorToInt(tmp);
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break;
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}
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return colorInt;
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}
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/**
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* Is the layer between the given X, Z, and dataIndex
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* values a valid LOD point?
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*/
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private boolean isLayerValidLodPoint(
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ChunkSection[] chunkSections,
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int sectionIndex, int y,
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int x, int z) {
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if (chunkSections[sectionIndex] == null) {
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// this section doesn't have any blocks,
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// it is not a valid section
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return false;
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} else {
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if (chunkSections[sectionIndex].getBlockState(x, y, z) != null &&
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chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.AIR) {
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return true;
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}
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}
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return false;
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}
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public class LodNodeBuilder
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{
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private ExecutorService lodGenThreadPool = Executors.newSingleThreadExecutor();
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public static final int CHUNK_DATA_WIDTH = LodQuadTreeNode.CHUNK_WIDTH;
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public static final int CHUNK_SECTION_HEIGHT = CHUNK_DATA_WIDTH;
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public static final Heightmap.Type DEFAULT_HEIGHTMAP = Heightmap.Type.WORLD_SURFACE_WG;
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/**
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* Default size of any LOD regions we use
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*/
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public int regionWidth = 5;
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public LodNodeBuilder()
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{
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}
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public void generateLodNodeAsync(IChunk chunk, LodQuadTreeWorld lodWorld, IWorld world)
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{
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if (lodWorld == null || !lodWorld.getIsWorldLoaded())
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return;
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||||
// don't try to create an LOD object
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||||
// if for some reason we aren't
|
||||
// given a valid chunk object
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||||
if (chunk == null)
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||||
return;
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Thread thread = new Thread(() ->
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{
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||||
try
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||||
{
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||||
DimensionType dim = world.dimensionType();
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||||
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||||
List<LodQuadTreeNode> nodeList = generateLodNodeFromChunk(chunk);
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LodQuadTreeDimension lodDim;
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if (lodWorld.getLodDimension(dim) == null)
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{
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||||
lodDim = new LodQuadTreeDimension(dim, lodWorld, regionWidth);
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||||
lodWorld.addLodDimension(lodDim);
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}
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else
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{
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lodDim = lodWorld.getLodDimension(dim);
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}
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||||
for (LodQuadTreeNode node : nodeList)
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{
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lodDim.addNode(node);
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||||
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||||
}
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}
|
||||
catch (IllegalArgumentException | NullPointerException e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
// if the world changes while LODs are being generated
|
||||
// they will throw errors as they try to access things that no longer
|
||||
// exist.
|
||||
}
|
||||
});
|
||||
lodGenThreadPool.execute(thread);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a LodChunk for a chunk in the given world.
|
||||
*
|
||||
* @throws IllegalArgumentException thrown if either the chunk or world is null.
|
||||
*/
|
||||
public List<LodQuadTreeNode> generateLodNodeFromChunk(IChunk chunk) throws IllegalArgumentException
|
||||
{
|
||||
return generateLodNodeFromChunk(chunk, new LodBuilderConfig());
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a LodChunk for a chunk in the given world.
|
||||
*
|
||||
* @return
|
||||
* @throws IllegalArgumentException thrown if either the chunk or world is null.
|
||||
*/
|
||||
public List<LodQuadTreeNode> generateLodNodeFromChunk(IChunk chunk, LodBuilderConfig config)
|
||||
throws IllegalArgumentException
|
||||
{
|
||||
LodDetail detail = LodDetail.FULL;
|
||||
List<LodQuadTreeNode> lodNodeList = new ArrayList<>();
|
||||
if (chunk == null)
|
||||
throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
|
||||
for (int i = 0; i < detail.dataPointLengthCount * detail.dataPointLengthCount; i++)
|
||||
{
|
||||
int startX = detail.startX[i];
|
||||
int startZ = detail.startZ[i];
|
||||
int endX = detail.endX[i];
|
||||
int endZ = detail.endZ[i];
|
||||
|
||||
// TODO startX/Z and endX/Z are relative coordinates
|
||||
// getMin/Max appear to return world block coordinates
|
||||
|
||||
Color color = generateLodColorForArea(chunk, config, startX, startZ, endX, endZ);
|
||||
|
||||
short height;
|
||||
short depth;
|
||||
|
||||
if (!config.useHeightmap)
|
||||
{
|
||||
height = determineHeightPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
|
||||
depth = determineBottomPointForArea(chunk.getSections(), startX, startZ, endX, endZ);
|
||||
}
|
||||
else
|
||||
{
|
||||
height = determineHeightPoint(chunk.getOrCreateHeightmapUnprimed(LodChunk.DEFAULT_HEIGHTMAP), startX,
|
||||
startZ, endX, endZ);
|
||||
depth = 0;
|
||||
}
|
||||
lodNodeList.add(new LodQuadTreeNode((byte) detail.detailLevel,
|
||||
LodUtil.convertLevelPos(chunk.getPos().getMinBlockX() + startX, 0, detail.detailLevel),
|
||||
LodUtil.convertLevelPos(chunk.getPos().getMinBlockZ() + startZ, 0, detail.detailLevel),
|
||||
new LodDataPoint(height, depth, color), DistanceGenerationMode.SERVER));
|
||||
|
||||
}
|
||||
|
||||
return lodNodeList;
|
||||
}
|
||||
|
||||
// =====================//
|
||||
// constructor helpers //
|
||||
// =====================//
|
||||
|
||||
/**
|
||||
* Find the lowest valid point from the bottom.
|
||||
*
|
||||
* @param chunkSections
|
||||
* @param startX
|
||||
* @param startZ
|
||||
* @param endX
|
||||
* @param endZ
|
||||
*/
|
||||
private short determineBottomPointForArea(ChunkSection[] chunkSections, int startX, int startZ, int endX, int endZ)
|
||||
{
|
||||
int numberOfBlocksRequired = ((endX - startX) * (endZ - startZ) / 2);
|
||||
|
||||
// search from the bottom up
|
||||
for (int section = 0; section < CHUNK_DATA_WIDTH; section++)
|
||||
{
|
||||
for (int y = 0; y < CHUNK_SECTION_HEIGHT; y++)
|
||||
{
|
||||
int numberOfBlocksFound = 0;
|
||||
|
||||
for (int x = startX; x < endX; x++)
|
||||
{
|
||||
for (int z = startZ; z < endZ; z++)
|
||||
{
|
||||
if (isLayerValidLodPoint(chunkSections, section, y, x, z))
|
||||
{
|
||||
numberOfBlocksFound++;
|
||||
|
||||
if (numberOfBlocksFound >= numberOfBlocksRequired)
|
||||
{
|
||||
// we found
|
||||
// enough blocks in this
|
||||
// layer to count as an
|
||||
// LOD point
|
||||
return (short) (y + (section * CHUNK_SECTION_HEIGHT));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// we never found a valid LOD point
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the lowest valid point from the bottom.
|
||||
*/
|
||||
@SuppressWarnings("unused")
|
||||
private short determineBottomPoint(Heightmap heightmap)
|
||||
{
|
||||
// the heightmap only shows how high the blocks go, it
|
||||
// doesn't have any info about how low they go
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the highest valid point from the Top
|
||||
*
|
||||
* @param chunkSections
|
||||
* @param startX
|
||||
* @param startZ
|
||||
* @param endX
|
||||
* @param endZ
|
||||
*/
|
||||
private short determineHeightPointForArea(ChunkSection[] chunkSections, int startX, int startZ, int endX, int endZ)
|
||||
{
|
||||
int numberOfBlocksRequired = ((endX - startX) * (endZ - startZ) / 2);
|
||||
// search from the top down
|
||||
for (int section = chunkSections.length - 1; section >= 0; section--)
|
||||
{
|
||||
for (int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--)
|
||||
{
|
||||
int numberOfBlocksFound = 0;
|
||||
|
||||
for (int x = startX; x < endX; x++)
|
||||
{
|
||||
for (int z = startZ; z < endZ; z++)
|
||||
{
|
||||
if (isLayerValidLodPoint(chunkSections, section, y, x, z))
|
||||
{
|
||||
numberOfBlocksFound++;
|
||||
|
||||
if (numberOfBlocksFound >= numberOfBlocksRequired)
|
||||
{
|
||||
// we found
|
||||
// enough blocks in this
|
||||
// layer to count as an
|
||||
// LOD point
|
||||
return (short) (y + 1 + (section * CHUNK_SECTION_HEIGHT));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// we never found a valid LOD point
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the highest point from the Top
|
||||
*/
|
||||
private short determineHeightPoint(Heightmap heightmap, int startX, int startZ, int endX, int endZ)
|
||||
{
|
||||
short highest = 0;
|
||||
for (int x = startX; x < endX; x++)
|
||||
{
|
||||
for (int z = startZ; z < endZ; z++)
|
||||
{
|
||||
short newHeight = (short) heightmap.getFirstAvailable(x, z);
|
||||
if (newHeight > highest)
|
||||
highest = newHeight;
|
||||
}
|
||||
}
|
||||
|
||||
return highest;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate the color for the given chunk using biome water color, foliage
|
||||
* color, and grass color.
|
||||
*
|
||||
* @param config_useSolidBlocksInColorGen <br>
|
||||
* If true we look down from the top of
|
||||
* the <br>
|
||||
* chunk until we find a non-invisible
|
||||
* block, and then use <br>
|
||||
* its color. If false we generate the
|
||||
* color immediately for <br>
|
||||
* each x and z.
|
||||
* @param config_useBiomeColors <br>
|
||||
* If true use biome foliage, water, and
|
||||
* grass colors, <br>
|
||||
* otherwise only use the block's
|
||||
* material color
|
||||
*/
|
||||
private Color generateLodColorForArea(IChunk chunk, LodBuilderConfig config, int startX, int startZ, int endX,
|
||||
int endZ)
|
||||
{
|
||||
ChunkSection[] chunkSections = chunk.getSections();
|
||||
|
||||
int numbOfBlocks = 0;
|
||||
int red = 0;
|
||||
int green = 0;
|
||||
int blue = 0;
|
||||
|
||||
for (int x = startX; x < endX; x++)
|
||||
{
|
||||
for (int z = startZ; z < endZ; z++)
|
||||
{
|
||||
boolean foundBlock = false;
|
||||
|
||||
// go top down
|
||||
for (int i = chunkSections.length - 1; !foundBlock && i >= 0; i--)
|
||||
{
|
||||
if (!foundBlock && (chunkSections[i] != null || !config.useSolidBlocksInColorGen))
|
||||
{
|
||||
for (int y = CHUNK_SECTION_HEIGHT - 1; !foundBlock && y >= 0; y--)
|
||||
{
|
||||
int colorInt = 0;
|
||||
BlockState blockState = null;
|
||||
|
||||
if (chunkSections[i] != null)
|
||||
{
|
||||
blockState = chunkSections[i].getBlockState(x, y, z);
|
||||
colorInt = blockState.materialColor.col;
|
||||
}
|
||||
|
||||
if (colorInt == 0 && config.useSolidBlocksInColorGen)
|
||||
{
|
||||
// skip air or invisible blocks
|
||||
continue;
|
||||
}
|
||||
|
||||
if (config.useBiomeColors)
|
||||
{
|
||||
// I have no idea why I need to bit shift to the right, but
|
||||
// if I don't the biomes don't show up correctly.
|
||||
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + 1 * chunkSections.length >> 2,
|
||||
z >> 2);
|
||||
colorInt = getColorForBiome(x, z, biome);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
// the bit shift is equivalent to dividing by 4
|
||||
Biome biome = chunk.getBiomes().getNoiseBiome(x >> 2, y + i * chunkSections.length >> 2,
|
||||
z >> 2);
|
||||
colorInt = getColorForBlock(x, z, blockState, biome);
|
||||
}
|
||||
|
||||
Color c = LodUtil.intToColor(colorInt);
|
||||
|
||||
red += c.getRed();
|
||||
green += c.getGreen();
|
||||
blue += c.getBlue();
|
||||
|
||||
numbOfBlocks++;
|
||||
|
||||
// we found a valid block, skip to the
|
||||
// next x and z
|
||||
foundBlock = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (numbOfBlocks == 0)
|
||||
numbOfBlocks = 1;
|
||||
|
||||
red /= numbOfBlocks;
|
||||
green /= numbOfBlocks;
|
||||
blue /= numbOfBlocks;
|
||||
|
||||
return new Color(red, green, blue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a color int for a given block.
|
||||
*/
|
||||
private int getColorForBlock(int x, int z, BlockState blockState, Biome biome)
|
||||
{
|
||||
int colorInt = 0;
|
||||
|
||||
// block special cases
|
||||
if (blockState == Blocks.AIR.defaultBlockState())
|
||||
{
|
||||
Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
|
||||
tmp = tmp.darker();
|
||||
colorInt = LodUtil.colorToInt(tmp);
|
||||
}
|
||||
else if (blockState == Blocks.MYCELIUM.defaultBlockState())
|
||||
{
|
||||
colorInt = MaterialColor.COLOR_LIGHT_GRAY.col;
|
||||
}
|
||||
|
||||
// plant life
|
||||
else if (blockState.getBlock() instanceof LeavesBlock)
|
||||
{
|
||||
Color leafColor = LodUtil.intToColor(biome.getFoliageColor()).darker();
|
||||
colorInt = LodUtil.colorToInt(leafColor);
|
||||
}
|
||||
else if (blockState.getBlock() instanceof GrassBlock || blockState.getBlock() instanceof AbstractPlantBlock
|
||||
|| blockState.getBlock() instanceof BushBlock || blockState.getBlock() instanceof IGrowable)
|
||||
{
|
||||
Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
|
||||
tmp = tmp.darker();
|
||||
colorInt = LodUtil.colorToInt(tmp);
|
||||
}
|
||||
|
||||
// water
|
||||
else if (blockState.getBlock() == Blocks.WATER)
|
||||
{
|
||||
colorInt = biome.getWaterColor();
|
||||
}
|
||||
|
||||
// everything else
|
||||
else
|
||||
{
|
||||
colorInt = blockState.materialColor.col;
|
||||
}
|
||||
|
||||
return colorInt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a color int for the given biome.
|
||||
*/
|
||||
private int getColorForBiome(int x, int z, Biome biome)
|
||||
{
|
||||
int colorInt = 0;
|
||||
|
||||
switch (biome.getBiomeCategory())
|
||||
{
|
||||
|
||||
case NETHER:
|
||||
colorInt = Blocks.BEDROCK.defaultBlockState().materialColor.col;
|
||||
break;
|
||||
|
||||
case THEEND:
|
||||
colorInt = Blocks.END_STONE.defaultBlockState().materialColor.col;
|
||||
break;
|
||||
|
||||
case BEACH:
|
||||
case DESERT:
|
||||
colorInt = Blocks.SAND.defaultBlockState().materialColor.col;
|
||||
break;
|
||||
|
||||
case EXTREME_HILLS:
|
||||
colorInt = Blocks.STONE.defaultMaterialColor().col;
|
||||
break;
|
||||
|
||||
case MUSHROOM:
|
||||
colorInt = MaterialColor.COLOR_LIGHT_GRAY.col;
|
||||
break;
|
||||
|
||||
case ICY:
|
||||
colorInt = Blocks.SNOW.defaultMaterialColor().col;
|
||||
break;
|
||||
|
||||
case MESA:
|
||||
colorInt = Blocks.RED_SAND.defaultMaterialColor().col;
|
||||
break;
|
||||
|
||||
case OCEAN:
|
||||
case RIVER:
|
||||
colorInt = biome.getWaterColor();
|
||||
break;
|
||||
|
||||
case NONE:
|
||||
case FOREST:
|
||||
case TAIGA:
|
||||
case JUNGLE:
|
||||
case PLAINS:
|
||||
case SAVANNA:
|
||||
case SWAMP:
|
||||
default:
|
||||
Color tmp = LodUtil.intToColor(biome.getGrassColor(x, z));
|
||||
tmp = tmp.darker();
|
||||
colorInt = LodUtil.colorToInt(tmp);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
return colorInt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Is the layer between the given X, Z, and dataIndex values a valid LOD point?
|
||||
*/
|
||||
private boolean isLayerValidLodPoint(ChunkSection[] chunkSections, int sectionIndex, int y, int x, int z)
|
||||
{
|
||||
if (chunkSections[sectionIndex] == null)
|
||||
{
|
||||
// this section doesn't have any blocks,
|
||||
// it is not a valid section
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (chunkSections[sectionIndex].getBlockState(x, y, z) != null
|
||||
&& chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.AIR)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user