changed how the distance generation mode is determined and added
zFix boolean in node to render to disable the zFighting fix
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@@ -36,7 +36,6 @@ import net.minecraft.util.math.ChunkPos;
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import net.minecraft.world.DimensionType;
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import net.minecraft.world.server.ServerChunkProvider;
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import net.minecraft.world.server.ServerWorld;
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import org.lwjgl.system.CallbackI;
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/**
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* This object holds all loaded LOD regions
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@@ -324,10 +323,10 @@ public class LodDimension
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//we start checking from the first circle. If the whole region is in the circle
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//we proceed to cut all the level lower than the level of circle 1 and we break
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//if this is not the case w
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for(byte index = LodUtil.BLOCK_DETAIL_LEVEL; index <= LodUtil.REGION_DETAIL_LEVEL; index++){
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if(DetailDistanceUtil.getDistanceCut(index + 1) > levelPos.minDistance(playerPosX, playerPosZ)){
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for(byte index = LodUtil.BLOCK_DETAIL_LEVEL; index <= LodUtil.DETAIL_OPTIONS; index++){
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if(DetailDistanceUtil.getDistanceTreeCut(index + 1) > levelPos.minDistance(playerPosX, playerPosZ)){
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byte cutDetailLevel = DetailDistanceUtil.getCutLodDetail(index).detailLevel;
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byte cutDetailLevel = DetailDistanceUtil.getCutLodDetail(index);
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if(regions[x][z] != null)
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{
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@@ -365,7 +364,7 @@ public class LodDimension
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for(byte index = LodUtil.BLOCK_DETAIL_LEVEL; index <= LodUtil.REGION_DETAIL_LEVEL; index++){
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//As soon as we find in which circle the region should be we analyze it
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if(DetailDistanceUtil.getDistanceGeneration(index + 1) > levelPos.minDistance(playerPosX, playerPosZ)){
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if(DetailDistanceUtil.getDistanceTreeGen(index + 1) > levelPos.minDistance(playerPosX, playerPosZ)){
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region = regions[x][z];
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//We require that the region we are checking is loaded with at least this level
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@@ -502,46 +501,7 @@ public class LodDimension
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*
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* @return list of nodes
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*/
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public List<LevelPos> getDataToRender(int playerPosX, int playerPosZ, int start, int end, byte detailLevel)
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{
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int n = regions.length;
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List<LevelPos> listOfData = new ArrayList<>();
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int xIndex;
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int zIndex;
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LodRegion region;
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RegionPos regionPos;
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LevelPos regionLevelPos;
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for (int xRegion = 0; xRegion < n; xRegion++)
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{
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for (int zRegion = 0; zRegion < n; zRegion++)
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{
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try
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{
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xIndex = (xRegion + center.x) - halfWidth;
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zIndex = (zRegion + center.z) - halfWidth;
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regionPos = new RegionPos(xIndex, zIndex);
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regionLevelPos = new LevelPos(LodUtil.REGION_DETAIL_LEVEL, regionPos.x, regionPos.z);
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if (end >= regionLevelPos.minDistance(playerPosX, playerPosZ) &&
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start <= regionLevelPos.maxDistance(playerPosX, playerPosZ))
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{
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region = getRegion(new LevelPos(LodUtil.REGION_DETAIL_LEVEL, regionPos.x, regionPos.z).convert(detailLevel));
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listOfData.addAll(region.getDataToRender(playerPosX, playerPosZ, start, end, detailLevel));
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}
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}catch (Exception e)
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{
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//e.printStackTrace();
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}
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}
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}
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return listOfData;
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}
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/**
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* method to get all the nodes that have to be rendered based on the position of the player
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*
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* @return list of nodes
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*/
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public List<LevelPos> getDataToRender(RegionPos regionPos, int playerPosX, int playerPosZ, int start, int end, byte detailLevel)
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public List<LevelPos> getDataToRender(RegionPos regionPos, int playerPosX, int playerPosZ, int start, int end, byte detailLevel, boolean zFix)
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{
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List<LevelPos> listOfData = new ArrayList<>();
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LevelPos regionLevelPos = new LevelPos(LodUtil.REGION_DETAIL_LEVEL, regionPos.x, regionPos.z);
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@@ -551,7 +511,7 @@ public class LodDimension
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start <= regionLevelPos.maxDistance(playerPosX, playerPosZ))
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{
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LodRegion region = getRegion(new LevelPos(LodUtil.REGION_DETAIL_LEVEL, regionPos.x, regionPos.z).convert(detailLevel));
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listOfData.addAll(region.getDataToRender(playerPosX, playerPosZ, start, end, detailLevel));
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listOfData.addAll(region.getDataToRender(playerPosX, playerPosZ, start, end, detailLevel,zFix));
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}
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}catch (Exception e){
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//e.printStackTrace();
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