Added GUIDE to Readme.txt
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package com.seibel.lod.enums;
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/**
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* NE, SE, SW, NW
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*
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* @author James Seibel
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* @version 1-20-2020
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*/
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public enum LodCorner
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{
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/** -Z, +X */
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NE(0),
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/** +Z, +X */
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SE(1),
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/** +Z, -X */
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SW(2),
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/** -Z, -X */
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NW(3);
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public final int value;
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private LodCorner(int newValue)
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{
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value = newValue;
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}
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}
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@@ -1,29 +1 @@
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This are the file that you should use
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DistanceGenerationMode (added NONE)
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LodQuadTreeDimensionFileHandler
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LodDataPoint (added hash and equal function)
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LodQuadTreeNode
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LodQuadTree
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LodQuadTreeDimension
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LodQuadTreeWorld (this is identical to LodWorld but uses LodQuadTreeDimension)
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HOW IT WORK
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I've tried to make this classes as similar at yours. This way you could even do the same stuff that you are doing now
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like using all the Lod with the same quality. LodDetail is not used anywhere and is replaced by a level value in
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LodQuadTreeNode.
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A LodQuadTree has a quad tree structure. So it has 4 children of the same type and a LodQuadTreeNode that contain all
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the information of the node such as position, level (the level is the depth of the quad tree) and the LodDataPoint.
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If in the future you want to add multiple LodDataPoint per position (maybe you want to show floating island) you could still
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do it by transforming the lodDataPoint variable in a LodDataPoint array.
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The two most important factor of a Node is the level and the level position. At level 9 you find the region (of width 2^9=512)
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at level 4 you find the chunk (of width 2^4=16) and at level 0 you find the blocks (of width 2^0=1). The pos is like the
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region pos and the chunk pos but for every level.
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The complexity of a node indicate how the node was built, so i've used the DistanceGenerationMode enum. The complexity is
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ordered by the order in the enum (NONE -> BIOME_ONLY -> BIOME_ONLY_SIMULATE_HEIGHT -> SURFACE -> FEATURES -> SERVER). The idea
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is that you cannot override a node with a node that is less complex. This way you could use different type of generation based
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on the distance.
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HOW TO USE
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