Move all LodChunk generation code to the LodBuilder object
This commit is contained in:
@@ -1,17 +1,25 @@
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package com.backsun.lod.builders;
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import java.awt.Color;
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import java.util.concurrent.ExecutorService;
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import java.util.concurrent.Executors;
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import com.backsun.lod.enums.ColorDirection;
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import com.backsun.lod.enums.LodLocation;
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import com.backsun.lod.handlers.LodDimensionFileHandler;
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import com.backsun.lod.objects.LodChunk;
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import com.backsun.lod.objects.LodDimension;
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import com.backsun.lod.objects.LodWorld;
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import com.backsun.lod.util.LodUtils;
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import net.minecraft.block.Blocks;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.color.BlockColors;
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import net.minecraft.world.DimensionType;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.ChunkSection;
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import net.minecraft.world.chunk.IChunk;
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import net.minecraft.world.gen.Heightmap;
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import net.minecraft.world.server.ServerWorld;
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/**
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@@ -30,6 +38,20 @@ public class LodBuilder
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/** Default size of any LOD regions we use */
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public int regionWidth = 5;
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public static final int CHUNK_DATA_WIDTH = LodChunk.WIDTH;
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public static final int CHUNK_DATA_HEIGHT = LodChunk.WIDTH;
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/**
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* This is how many blocks are
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* required at a specific y-value
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* to constitute a LOD point
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*/
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private final int LOD_BLOCK_REQ = 16;
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// the max number of blocks per layer = 64 (8*8)
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// since each layer is 1/4 the chunk
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public LodBuilder()
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{
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@@ -56,7 +78,7 @@ public class LodBuilder
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// given a valid chunk object
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// (Minecraft often gives back empty
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// or null chunks in this method)
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if (chunk == null || !hasBlockData(chunk))
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if (chunk == null || !LodUtils.chunkHasBlockData(chunk))
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return lodWorld;
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ServerWorld world = LodUtils.getServerWorldFromDimension(dim);
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@@ -69,7 +91,7 @@ public class LodBuilder
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{
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try
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{
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LodChunk lod = new LodChunk(chunk, world);
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LodChunk lod = generateLodFromChunk(chunk, world);
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LodDimension lodDim;
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@@ -106,22 +128,568 @@ public class LodBuilder
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/**
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* Return whether the given chunk
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* has any data in it.
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* Creates a LodChunk for a chunk in the given world. <br>
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* Note: The world is required to determine each block's color
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*
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* @throws IllegalArgumentException
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* thrown if either the chunk or world is null.
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*/
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public boolean hasBlockData(IChunk chunk)
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public LodChunk generateLodFromChunk(IChunk chunk, World world) throws IllegalArgumentException
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{
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ChunkSection[] blockStorage = chunk.getSections();
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for(ChunkSection section : blockStorage)
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if(chunk == null)
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{
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if(section != null && !section.isEmpty())
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throw new IllegalArgumentException("generateLodFromChunk given a null chunk");
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}
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if(world == null)
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{
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throw new IllegalArgumentException("generateLodFromChunk given a null world");
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}
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short[] top = new short[4];
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short[] bottom = new short[4];
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Color[] colors = new Color[6];
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// generate the top and bottom points of this LOD
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for(LodLocation loc : LodLocation.values())
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{
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top[loc.value] = generateLodCorner(chunk, SectionGenerationMode.GENERATE_TOP, loc);
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bottom[loc.value] = generateLodCorner(chunk, SectionGenerationMode.GENERATE_BOTTOM, loc);
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}
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// determine the average color for each direction
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for(ColorDirection dir : ColorDirection.values())
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{
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colors[dir.value] = generateLodColorForDirection(chunk, world, dir);
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}
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return new LodChunk(chunk.getPos(), top, bottom, colors);
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}
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//=====================//
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// constructor helpers //
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//=====================//
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/** GENERATE_TOP, GENERATE_BOTTOM */
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private enum SectionGenerationMode
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{
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GENERATE_TOP,
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GENERATE_BOTTOM;
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}
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/**
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* Generate the height for the given LodLocation, either the top or bottom.
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* <br><br>
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* If invalid/null/empty chunks are given
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* crashes may occur.
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*/
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public short generateLodCorner(IChunk chunk, SectionGenerationMode sectionGenMode, LodLocation lodLoc)
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{
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int startX = 0;
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int endX = 0;
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int startZ = 0;
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int endZ = 0;
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// determine where we should look in this
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// chunk
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switch(lodLoc)
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{
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case NE:
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// -N
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startZ = 0;
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endZ = (CHUNK_DATA_WIDTH / 2) - 1;
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// +E
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startX = CHUNK_DATA_WIDTH / 2;
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endX = CHUNK_DATA_WIDTH - 1;
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break;
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case SE:
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// +S
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startZ = CHUNK_DATA_WIDTH / 2;
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endZ = CHUNK_DATA_WIDTH;
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// +E
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startX = CHUNK_DATA_WIDTH / 2;
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endX = CHUNK_DATA_WIDTH;
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break;
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case SW:
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// +S
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startZ = CHUNK_DATA_WIDTH / 2;
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endZ = CHUNK_DATA_WIDTH;
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// -W
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startX = 0;
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endX = (CHUNK_DATA_WIDTH / 2) - 1;
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break;
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case NW:
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// -N
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startZ = 0;
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endZ = CHUNK_DATA_WIDTH / 2;
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// -W
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startX = 0;
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endX = CHUNK_DATA_WIDTH / 2;
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break;
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}
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// should have a length of 16
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// (each storage is 16x16x16 and the
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// world height is 256)
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ChunkSection[] chunkSections = chunk.getSections();
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if(sectionGenMode == SectionGenerationMode.GENERATE_TOP)
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return determineTopPoint(chunkSections, startX, endX, startZ, endZ);
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else
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return determineBottomPoint(chunkSections, startX, endX, startZ, endZ);
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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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private short determineBottomPoint(ChunkSection[] chunkSections, int startX, int endX, int startZ, int endZ)
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{
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// search from the bottom up
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for(int i = 0; i < CHUNK_DATA_WIDTH; i++)
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{
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for(int y = 0; y < CHUNK_DATA_HEIGHT; y++)
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{
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return true;
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if(isLayerValidLodPoint(chunkSections, startX, endX, startZ, endZ, i, y))
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{
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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 + (i * CHUNK_DATA_HEIGHT));
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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, int startX, int endX, int startZ, int endZ)
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{
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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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private short determineTopPoint(ChunkSection[] chunkSections, int startX, int endX, int startZ, int endZ)
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{
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// search from the top down
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for(int i = chunkSections.length - 1; i >= 0; i--)
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{
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for(int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--)
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{
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if(isLayerValidLodPoint(chunkSections, startX, endX, startZ, endZ, i, y))
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{
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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 + (i * CHUNK_DATA_HEIGHT));
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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 valid point from the Top
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*/
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@SuppressWarnings("unused")
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private short determineTopPoint(Heightmap heightmap, int startX, int endX, int startZ, int endZ)
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{
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short highest = 0;
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for(int x = startX; x < endX; x++)
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{
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for(int z = startZ; z < endZ; z++)
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{
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short newHeight = (short) heightmap.getHeight(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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* 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 startX, int endX,
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int startZ, int endZ,
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int sectionIndex, int y)
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{
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// search through this layer
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int layerBlocks = 0;
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for(int x = startX; x < endX; x++)
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{
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for(int z = startZ; z < endZ; z++)
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{
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if(chunkSections[sectionIndex] == null)
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{
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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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}
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else
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{
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if(chunkSections[sectionIndex].getBlockState(x, y, z) != null && chunkSections[sectionIndex].getBlockState(x, y, z).getBlock() != Blocks.AIR)
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{
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// we found a valid block in
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// in this layer
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layerBlocks++;
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if(layerBlocks >= LOD_BLOCK_REQ)
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{
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return true;
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}
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}
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}
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} // z
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} // x
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return false;
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}
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/**
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* Generate the color of the given ColorDirection at the given chunk
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* in the given world.
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*/
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private Color generateLodColorForDirection(IChunk chunk, World world, ColorDirection colorDir)
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{
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Minecraft mc = Minecraft.getInstance();
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BlockColors bc = mc.getBlockColors();
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switch (colorDir)
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{
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case TOP:
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return generateLodColorVertical(chunk, colorDir, world, bc);
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case BOTTOM:
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return generateLodColorVertical(chunk, colorDir, world, bc);
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case N:
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return generateLodColorHorizontal(chunk, colorDir, world, bc);
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case S:
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return generateLodColorHorizontal(chunk, colorDir, world, bc);
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case E:
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return generateLodColorHorizontal(chunk, colorDir, world, bc);
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case W:
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return generateLodColorHorizontal(chunk, colorDir, world, bc);
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}
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return new Color(0, 0, 0, 0);
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}
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/**
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* Generates the color of the top or bottom of a given chunk in the given world.
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*
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* @throws IllegalArgumentException if given a ColorDirection other than TOP or BOTTOM
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*/
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private Color generateLodColorVertical(IChunk chunk, ColorDirection colorDir, World world, BlockColors bc)
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{
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if(colorDir != ColorDirection.TOP && colorDir != ColorDirection.BOTTOM)
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{
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throw new IllegalArgumentException("generateLodColorVertical only accepts the ColorDirection TOP or BOTTOM");
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}
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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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boolean goTopDown = (colorDir == ColorDirection.TOP);
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// either go top down or bottom up
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int dataStart = goTopDown? chunkSections.length - 1 : 0;
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int dataMax = chunkSections.length;
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int dataMin = 0;
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int dataIncrement = goTopDown? -1 : 1;
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int topStart = goTopDown? CHUNK_DATA_HEIGHT - 1 : 0;
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int topMax = CHUNK_DATA_HEIGHT;
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int topMin = 0;
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int topIncrement = goTopDown? -1 : 1;
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for(int x = 0; x < CHUNK_DATA_WIDTH; x++)
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{
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for(int z = 0; z < CHUNK_DATA_WIDTH; z++)
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{
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boolean foundBlock = false;
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for(int i = dataStart; !foundBlock && i >= dataMin && i < dataMax; i += dataIncrement)
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{
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if(!foundBlock && chunkSections[i] != null)
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{
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for(int y = topStart; !foundBlock && y >= topMin && y < topMax; y += topIncrement)
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{
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int ci;
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ci = chunkSections[i].getBlockState(x, y, z).materialColor.colorValue;
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if(ci == 0)
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{
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// skip air or invisible blocks
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continue;
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}
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Color c = intToColor(ci);
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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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* unused variation that can be used with only the heightmap,
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* although it just returns the foliage color, so it shouldn't
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* be used normally.
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Heightmap heightmap = chunk.getHeightmap(Heightmap.Type.WORLD_SURFACE_WG);
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int numbOfBlocks = CHUNK_DATA_WIDTH * CHUNK_DATA_WIDTH;
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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 = 0; x < CHUNK_DATA_WIDTH; x++)
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{
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for(int z = 0; z < CHUNK_DATA_WIDTH; z++)
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{
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Biome biome = chunk.getBiomes().getNoiseBiome(x,z, heightmap.getHeight(x, z));
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Color c = intToColor(biome.getFoliageColor());
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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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}
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}
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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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/**
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* Generates the color of the side of a given chunk in the given world for the given ColorDirection.
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*
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* @throws IllegalArgumentException if given a ColorDirection other than N, S, W, E (North, South, East, West)
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*/
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private Color generateLodColorHorizontal(IChunk chunk, ColorDirection colorDir, World world, BlockColors bc)
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{
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if(colorDir != ColorDirection.N && colorDir != ColorDirection.S && colorDir != ColorDirection.E && colorDir != ColorDirection.W)
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{
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throw new IllegalArgumentException("generateLodColorHorizontal only accepts the ColorDirection N (North), S (South), E (East), or W (West)");
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}
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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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// these don't change since the over direction doesn't matter
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int overStart = 0;
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int overIncrement = 1;
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// determine which direction is "in"
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int inStart = 0;
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int inIncrement = 1;
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switch (colorDir)
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{
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case N:
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inStart = 0;
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inIncrement = 1;
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break;
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case S:
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inStart = CHUNK_DATA_WIDTH - 1;
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inIncrement = -1;
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break;
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case E:
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inStart = 0;
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inIncrement = 1;
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break;
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case W:
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inStart = CHUNK_DATA_WIDTH - 1;
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inIncrement = -1;
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break;
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default:
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// we were given an invalid position, return invisible.
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||||
// this shouldn't happen and is mostly here to make the
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// compiler happy
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||||
return new Color(0,0,0,0);
|
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}
|
||||
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||||
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||||
for (int i = 0; i < chunkSections.length; i++)
|
||||
{
|
||||
if (chunkSections[i] != null)
|
||||
{
|
||||
for (int y = 0; y < CHUNK_DATA_HEIGHT; y++)
|
||||
{
|
||||
boolean foundBlock = false;
|
||||
|
||||
// over moves "over" the side of the chunk
|
||||
// in moves "into" the chunk until it finds a block
|
||||
|
||||
for (int over = overStart; !foundBlock && over >= 0 && over < CHUNK_DATA_WIDTH; over += overIncrement)
|
||||
{
|
||||
for (int in = inStart; !foundBlock && in >= 0 && in < CHUNK_DATA_WIDTH; in += inIncrement)
|
||||
{
|
||||
int x = -1;
|
||||
int z = -1;
|
||||
|
||||
// determine which should be X and Z
|
||||
switch(colorDir)
|
||||
{
|
||||
case N:
|
||||
x = over;
|
||||
z = in;
|
||||
break;
|
||||
case S:
|
||||
x = over;
|
||||
z = in;
|
||||
break;
|
||||
case E:
|
||||
x = in;
|
||||
z = over;
|
||||
break;
|
||||
case W:
|
||||
x = in;
|
||||
z = over;
|
||||
break;
|
||||
default:
|
||||
// this will never happen, it would have
|
||||
// been caught by the switch before the loops
|
||||
break;
|
||||
}
|
||||
|
||||
int ci;
|
||||
ci = chunkSections[i].getBlockState(x, y, z).getMaterial().getColor().colorValue;
|
||||
|
||||
if (ci == 0) {
|
||||
// skip air or invisible blocks
|
||||
continue;
|
||||
}
|
||||
|
||||
Color c = intToColor(ci);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Convert a BlockColors int into a Color object.
|
||||
*/
|
||||
private Color intToColor(int num)
|
||||
{
|
||||
int filter = 0b11111111;
|
||||
|
||||
int red = (num >> 16 ) & filter;
|
||||
int green = (num >> 8 ) & filter;
|
||||
int blue = num & filter;
|
||||
|
||||
return new Color(red, green, blue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a Color into a BlockColors object.
|
||||
*/
|
||||
@SuppressWarnings("unused")
|
||||
private int colorToInt(Color color)
|
||||
{
|
||||
return color.getRGB();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -6,13 +6,7 @@ import com.backsun.lod.enums.ColorDirection;
|
||||
import com.backsun.lod.enums.LodCorner;
|
||||
import com.backsun.lod.enums.LodLocation;
|
||||
|
||||
import net.minecraft.block.Blocks;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.color.BlockColors;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraft.world.chunk.ChunkSection;
|
||||
import net.minecraft.world.chunk.IChunk;
|
||||
import net.minecraft.world.gen.Heightmap;
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
|
||||
/**
|
||||
* This object contains position
|
||||
@@ -31,18 +25,6 @@ public class LodChunk
|
||||
|
||||
public static final int WIDTH = 16;
|
||||
|
||||
private static final int CHUNK_DATA_WIDTH = WIDTH;
|
||||
private static final int CHUNK_DATA_HEIGHT = WIDTH;
|
||||
|
||||
/**
|
||||
* This is how many blocks are
|
||||
* required at a specific y-value
|
||||
* to constitute a LOD point
|
||||
*/
|
||||
private final int LOD_BLOCK_REQ = 16;
|
||||
// the max number of blocks per layer = 64 (8*8)
|
||||
// since each layer is 1/4 the chunk
|
||||
|
||||
|
||||
|
||||
/** The x coordinate of the chunk. */
|
||||
@@ -205,44 +187,18 @@ public class LodChunk
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a LodChunk for a chunk in the given world. <br>
|
||||
* Note: The world is required to determine each block's color
|
||||
*
|
||||
* @throws IllegalArgumentException
|
||||
* thrown if either the chunk or world is null.
|
||||
* Create a LodChunk from the given values.
|
||||
*/
|
||||
public LodChunk(IChunk chunk, World world) throws IllegalArgumentException
|
||||
public LodChunk(ChunkPos pos, short[] newTop, short[] newBottom, Color[] newColors)
|
||||
{
|
||||
if(chunk == null)
|
||||
{
|
||||
throw new IllegalArgumentException("LodChunk constructor given a null chunk");
|
||||
}
|
||||
if(world == null)
|
||||
{
|
||||
throw new IllegalArgumentException("LodChunk constructor given a null world");
|
||||
}
|
||||
|
||||
emptyPlaceholder = false;
|
||||
|
||||
x = chunk.getPos().x;
|
||||
z = chunk.getPos().z;
|
||||
x = pos.x;
|
||||
z = pos.z;
|
||||
|
||||
top = new short[4];
|
||||
bottom = new short[4];
|
||||
colors = new Color[6];
|
||||
|
||||
// generate the top and bottom points of this LOD
|
||||
for(LodLocation loc : LodLocation.values())
|
||||
{
|
||||
top[loc.value] = generateLodCorner(chunk, SectionGenerationMode.GENERATE_TOP, loc);
|
||||
bottom[loc.value] = generateLodCorner(chunk, SectionGenerationMode.GENERATE_BOTTOM, loc);
|
||||
}
|
||||
|
||||
// determine the average color for each direction
|
||||
for(ColorDirection dir : ColorDirection.values())
|
||||
{
|
||||
colors[dir.value] = generateLodColorForDirection(chunk, world, dir);
|
||||
}
|
||||
top = newTop;
|
||||
bottom = newBottom;
|
||||
colors = newColors;
|
||||
}
|
||||
|
||||
|
||||
@@ -250,533 +206,6 @@ public class LodChunk
|
||||
|
||||
|
||||
|
||||
//=====================//
|
||||
// constructor helpers //
|
||||
//=====================//
|
||||
|
||||
/** GENERATE_TOP, GENERATE_BOTTOM */
|
||||
private enum SectionGenerationMode
|
||||
{
|
||||
GENERATE_TOP,
|
||||
GENERATE_BOTTOM;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate the height for the given LodLocation, either the top or bottom.
|
||||
* <br><br>
|
||||
* If invalid/null/empty chunks are given
|
||||
* crashes may occur.
|
||||
*/
|
||||
public short generateLodCorner(IChunk chunk, SectionGenerationMode sectionGenMode, LodLocation lodLoc)
|
||||
{
|
||||
// if this LodChunk was a empltyPlaceholder before
|
||||
// it will hold some data after this method's completion,
|
||||
// make sure it is handled like a normal LodChunk
|
||||
emptyPlaceholder = false;
|
||||
|
||||
|
||||
int startX = 0;
|
||||
int endX = 0;
|
||||
|
||||
int startZ = 0;
|
||||
int endZ = 0;
|
||||
|
||||
// determine where we should look in this
|
||||
// chunk
|
||||
switch(lodLoc)
|
||||
{
|
||||
case NE:
|
||||
// -N
|
||||
startZ = 0;
|
||||
endZ = (CHUNK_DATA_WIDTH / 2) - 1;
|
||||
// +E
|
||||
startX = CHUNK_DATA_WIDTH / 2;
|
||||
endX = CHUNK_DATA_WIDTH - 1;
|
||||
break;
|
||||
|
||||
case SE:
|
||||
// +S
|
||||
startZ = CHUNK_DATA_WIDTH / 2;
|
||||
endZ = CHUNK_DATA_WIDTH;
|
||||
// +E
|
||||
startX = CHUNK_DATA_WIDTH / 2;
|
||||
endX = CHUNK_DATA_WIDTH;
|
||||
break;
|
||||
|
||||
case SW:
|
||||
// +S
|
||||
startZ = CHUNK_DATA_WIDTH / 2;
|
||||
endZ = CHUNK_DATA_WIDTH;
|
||||
// -W
|
||||
startX = 0;
|
||||
endX = (CHUNK_DATA_WIDTH / 2) - 1;
|
||||
break;
|
||||
|
||||
case NW:
|
||||
// -N
|
||||
startZ = 0;
|
||||
endZ = CHUNK_DATA_WIDTH / 2;
|
||||
// -W
|
||||
startX = 0;
|
||||
endX = CHUNK_DATA_WIDTH / 2;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
// should have a length of 16
|
||||
// (each storage is 16x16x16 and the
|
||||
// world height is 256)
|
||||
ChunkSection[] chunkSections = chunk.getSections();
|
||||
|
||||
|
||||
if(sectionGenMode == SectionGenerationMode.GENERATE_TOP)
|
||||
return determineTopPoint(chunkSections, startX, endX, startZ, endZ);
|
||||
else
|
||||
return determineBottomPoint(chunkSections, startX, endX, startZ, endZ);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Find the lowest valid point from the bottom.
|
||||
*/
|
||||
private short determineBottomPoint(ChunkSection[] chunkSections, int startX, int endX, int startZ, int endZ)
|
||||
{
|
||||
// search from the bottom up
|
||||
for(int i = 0; i < CHUNK_DATA_WIDTH; i++)
|
||||
{
|
||||
for(int y = 0; y < CHUNK_DATA_HEIGHT; y++)
|
||||
{
|
||||
|
||||
if(isLayerValidLodPoint(chunkSections, startX, endX, startZ, endZ, i, y))
|
||||
{
|
||||
// we found
|
||||
// enough blocks in this
|
||||
// layer to count as an
|
||||
// LOD point
|
||||
return (short) (y + (i * CHUNK_DATA_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, int startX, int endX, int startZ, int endZ)
|
||||
{
|
||||
// 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
|
||||
*/
|
||||
private short determineTopPoint(ChunkSection[] chunkSections, int startX, int endX, int startZ, int endZ)
|
||||
{
|
||||
// search from the top down
|
||||
for(int i = chunkSections.length - 1; i >= 0; i--)
|
||||
{
|
||||
for(int y = CHUNK_DATA_WIDTH - 1; y >= 0; y--)
|
||||
{
|
||||
if(isLayerValidLodPoint(chunkSections, startX, endX, startZ, endZ, i, y))
|
||||
{
|
||||
// we found
|
||||
// enough blocks in this
|
||||
// layer to count as an
|
||||
// LOD point
|
||||
return (short) (y + (i * CHUNK_DATA_HEIGHT));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// we never found a valid LOD point
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the highest valid point from the Top
|
||||
*/
|
||||
@SuppressWarnings("unused")
|
||||
private short determineTopPoint(Heightmap heightmap, int startX, int endX, int startZ, int endZ)
|
||||
{
|
||||
short highest = 0;
|
||||
for(int x = startX; x < endX; x++)
|
||||
{
|
||||
for(int z = startZ; z < endZ; z++)
|
||||
{
|
||||
short newHeight = (short) heightmap.getHeight(x, z);
|
||||
if (newHeight > highest)
|
||||
highest = newHeight;
|
||||
}
|
||||
}
|
||||
|
||||
return highest;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Is the layer between the given X, Z, and dataIndex
|
||||
* values a valid LOD point?
|
||||
*/
|
||||
private boolean isLayerValidLodPoint(
|
||||
ChunkSection[] chunkSections,
|
||||
int startX, int endX,
|
||||
int startZ, int endZ,
|
||||
int sectionIndex, int y)
|
||||
{
|
||||
// search through this layer
|
||||
int layerBlocks = 0;
|
||||
|
||||
for(int x = startX; x < endX; x++)
|
||||
{
|
||||
for(int z = startZ; z < endZ; 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)
|
||||
{
|
||||
// we found a valid block in
|
||||
// in this layer
|
||||
layerBlocks++;
|
||||
|
||||
if(layerBlocks >= LOD_BLOCK_REQ)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // z
|
||||
} // x
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate the color of the given ColorDirection at the given chunk
|
||||
* in the given world.
|
||||
*/
|
||||
private Color generateLodColorForDirection(IChunk chunk, World world, ColorDirection colorDir)
|
||||
{
|
||||
Minecraft mc = Minecraft.getInstance();
|
||||
BlockColors bc = mc.getBlockColors();
|
||||
|
||||
switch (colorDir)
|
||||
{
|
||||
case TOP:
|
||||
return generateLodColorVertical(chunk, colorDir, world, bc);
|
||||
case BOTTOM:
|
||||
return generateLodColorVertical(chunk, colorDir, world, bc);
|
||||
|
||||
case N:
|
||||
return generateLodColorHorizontal(chunk, colorDir, world, bc);
|
||||
case S:
|
||||
return generateLodColorHorizontal(chunk, colorDir, world, bc);
|
||||
|
||||
case E:
|
||||
return generateLodColorHorizontal(chunk, colorDir, world, bc);
|
||||
case W:
|
||||
return generateLodColorHorizontal(chunk, colorDir, world, bc);
|
||||
}
|
||||
|
||||
return new Color(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the color of the top or bottom of a given chunk in the given world.
|
||||
*
|
||||
* @throws IllegalArgumentException if given a ColorDirection other than TOP or BOTTOM
|
||||
*/
|
||||
private Color generateLodColorVertical(IChunk chunk, ColorDirection colorDir, World world, BlockColors bc)
|
||||
{
|
||||
if(colorDir != ColorDirection.TOP && colorDir != ColorDirection.BOTTOM)
|
||||
{
|
||||
throw new IllegalArgumentException("generateLodColorVertical only accepts the ColorDirection TOP or BOTTOM");
|
||||
}
|
||||
|
||||
|
||||
|
||||
ChunkSection[] chunkSections = chunk.getSections();
|
||||
|
||||
int numbOfBlocks = 0;
|
||||
int red = 0;
|
||||
int green = 0;
|
||||
int blue = 0;
|
||||
|
||||
boolean goTopDown = (colorDir == ColorDirection.TOP);
|
||||
|
||||
|
||||
// either go top down or bottom up
|
||||
int dataStart = goTopDown? chunkSections.length - 1 : 0;
|
||||
int dataMax = chunkSections.length;
|
||||
int dataMin = 0;
|
||||
int dataIncrement = goTopDown? -1 : 1;
|
||||
|
||||
int topStart = goTopDown? CHUNK_DATA_HEIGHT - 1 : 0;
|
||||
int topMax = CHUNK_DATA_HEIGHT;
|
||||
int topMin = 0;
|
||||
int topIncrement = goTopDown? -1 : 1;
|
||||
|
||||
for(int x = 0; x < CHUNK_DATA_WIDTH; x++)
|
||||
{
|
||||
for(int z = 0; z < CHUNK_DATA_WIDTH; z++)
|
||||
{
|
||||
boolean foundBlock = false;
|
||||
|
||||
for(int i = dataStart; !foundBlock && i >= dataMin && i < dataMax; i += dataIncrement)
|
||||
{
|
||||
if(!foundBlock && chunkSections[i] != null)
|
||||
{
|
||||
for(int y = topStart; !foundBlock && y >= topMin && y < topMax; y += topIncrement)
|
||||
{
|
||||
int ci;
|
||||
ci = chunkSections[i].getBlockState(x, y, z).materialColor.colorValue;
|
||||
|
||||
if(ci == 0)
|
||||
{
|
||||
// skip air or invisible blocks
|
||||
continue;
|
||||
}
|
||||
|
||||
Color c = intToColor(ci);
|
||||
|
||||
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);
|
||||
|
||||
/*
|
||||
* unused variation that can be used with only the heightmap,
|
||||
* although it just returns the foliage color, so it shouldn't
|
||||
* be used normally.
|
||||
|
||||
Heightmap heightmap = chunk.getHeightmap(Heightmap.Type.WORLD_SURFACE_WG);
|
||||
|
||||
int numbOfBlocks = CHUNK_DATA_WIDTH * CHUNK_DATA_WIDTH;
|
||||
int red = 0;
|
||||
int green = 0;
|
||||
int blue = 0;
|
||||
|
||||
for(int x = 0; x < CHUNK_DATA_WIDTH; x++)
|
||||
{
|
||||
for(int z = 0; z < CHUNK_DATA_WIDTH; z++)
|
||||
{
|
||||
Biome biome = chunk.getBiomes().getNoiseBiome(x,z, heightmap.getHeight(x, z));
|
||||
Color c = intToColor(biome.getFoliageColor());
|
||||
|
||||
red += c.getRed();
|
||||
green += c.getGreen();
|
||||
blue += c.getBlue();
|
||||
}
|
||||
}
|
||||
|
||||
red /= numbOfBlocks;
|
||||
green /= numbOfBlocks;
|
||||
blue /= numbOfBlocks;
|
||||
|
||||
return new Color(red, green, blue);
|
||||
*/
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the color of the side of a given chunk in the given world for the given ColorDirection.
|
||||
*
|
||||
* @throws IllegalArgumentException if given a ColorDirection other than N, S, W, E (North, South, East, West)
|
||||
*/
|
||||
private Color generateLodColorHorizontal(IChunk chunk, ColorDirection colorDir, World world, BlockColors bc)
|
||||
{
|
||||
if(colorDir != ColorDirection.N && colorDir != ColorDirection.S && colorDir != ColorDirection.E && colorDir != ColorDirection.W)
|
||||
{
|
||||
throw new IllegalArgumentException("generateLodColorHorizontal only accepts the ColorDirection N (North), S (South), E (East), or W (West)");
|
||||
}
|
||||
|
||||
ChunkSection[] chunkSections = chunk.getSections();
|
||||
|
||||
int numbOfBlocks = 0;
|
||||
int red = 0;
|
||||
int green = 0;
|
||||
int blue = 0;
|
||||
|
||||
|
||||
// these don't change since the over direction doesn't matter
|
||||
int overStart = 0;
|
||||
int overIncrement = 1;
|
||||
|
||||
// determine which direction is "in"
|
||||
int inStart = 0;
|
||||
int inIncrement = 1;
|
||||
switch (colorDir)
|
||||
{
|
||||
case N:
|
||||
inStart = 0;
|
||||
inIncrement = 1;
|
||||
break;
|
||||
case S:
|
||||
inStart = CHUNK_DATA_WIDTH - 1;
|
||||
inIncrement = -1;
|
||||
break;
|
||||
case E:
|
||||
inStart = 0;
|
||||
inIncrement = 1;
|
||||
break;
|
||||
case W:
|
||||
inStart = CHUNK_DATA_WIDTH - 1;
|
||||
inIncrement = -1;
|
||||
break;
|
||||
default:
|
||||
// we were given an invalid position, return invisible.
|
||||
// this shouldn't happen and is mostly here to make the
|
||||
// compiler happy
|
||||
return new Color(0,0,0,0);
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < chunkSections.length; i++)
|
||||
{
|
||||
if (chunkSections[i] != null)
|
||||
{
|
||||
for (int y = 0; y < CHUNK_DATA_HEIGHT; y++)
|
||||
{
|
||||
boolean foundBlock = false;
|
||||
|
||||
// over moves "over" the side of the chunk
|
||||
// in moves "into" the chunk until it finds a block
|
||||
|
||||
for (int over = overStart; !foundBlock && over >= 0 && over < CHUNK_DATA_WIDTH; over += overIncrement)
|
||||
{
|
||||
for (int in = inStart; !foundBlock && in >= 0 && in < CHUNK_DATA_WIDTH; in += inIncrement)
|
||||
{
|
||||
int x = -1;
|
||||
int z = -1;
|
||||
|
||||
// determine which should be X and Z
|
||||
switch(colorDir)
|
||||
{
|
||||
case N:
|
||||
x = over;
|
||||
z = in;
|
||||
break;
|
||||
case S:
|
||||
x = over;
|
||||
z = in;
|
||||
break;
|
||||
case E:
|
||||
x = in;
|
||||
z = over;
|
||||
break;
|
||||
case W:
|
||||
x = in;
|
||||
z = over;
|
||||
break;
|
||||
default:
|
||||
// this will never happen, it would have
|
||||
// been caught by the switch before the loops
|
||||
break;
|
||||
}
|
||||
|
||||
int ci;
|
||||
ci = chunkSections[i].getBlockState(x, y, z).getMaterial().getColor().colorValue;
|
||||
|
||||
if (ci == 0) {
|
||||
// skip air or invisible blocks
|
||||
continue;
|
||||
}
|
||||
|
||||
Color c = intToColor(ci);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Convert a BlockColors int into a Color object.
|
||||
*/
|
||||
private Color intToColor(int num)
|
||||
{
|
||||
int filter = 0b11111111;
|
||||
|
||||
int red = (num >> 16 ) & filter;
|
||||
int green = (num >> 8 ) & filter;
|
||||
int blue = num & filter;
|
||||
|
||||
return new Color(red, green, blue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a Color into a BlockColors object.
|
||||
*/
|
||||
@SuppressWarnings("unused")
|
||||
private int colorToInt(Color color)
|
||||
{
|
||||
return color.getRGB();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//================//
|
||||
// misc functions //
|
||||
//================//
|
||||
|
||||
@@ -7,13 +7,15 @@ import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.server.integrated.IntegratedServer;
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
import net.minecraft.world.DimensionType;
|
||||
import net.minecraft.world.chunk.ChunkSection;
|
||||
import net.minecraft.world.chunk.IChunk;
|
||||
import net.minecraft.world.server.ServerWorld;
|
||||
|
||||
/**
|
||||
* This class holds methods that may be used in multiple places.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 03-19-2021
|
||||
* @version 03-24-2021
|
||||
*/
|
||||
public class LodUtils
|
||||
{
|
||||
@@ -86,4 +88,23 @@ public class LodUtils
|
||||
|
||||
return rPos;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return whether the given chunk
|
||||
* has any data in it.
|
||||
*/
|
||||
public static boolean chunkHasBlockData(IChunk chunk)
|
||||
{
|
||||
ChunkSection[] blockStorage = chunk.getSections();
|
||||
|
||||
for(ChunkSection section : blockStorage)
|
||||
{
|
||||
if(section != null && !section.isEmpty())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user