Several chages to converto to quadTree + first fix for negative coordinate
This commit is contained in:
@@ -1,5 +1,6 @@
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package com.seibel.lod.builders;
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import com.seibel.lod.builders.worldGeneration.LodChunkGenWorker;
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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.LodDimension;
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@@ -134,16 +135,18 @@ public class LodNodeBufferBuilder
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buildableFarBuffer.begin(GL11.GL_QUADS, LodRenderer.LOD_VERTEX_FORMAT);
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List<LodNodeData> lodList = new ArrayList<>();
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lodList.addAll(lodDim.getNodeToRender((int) playerX,(int)playerZ,(byte) 9, 100000,8000));
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lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 8, 8000,4000));
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lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 7, 4000,2000));
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lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 6, 2000,1000));
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lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 5, 1000,500));
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lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 4, 500,250));
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lodList.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 3, 250,0));
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for(LodNodeData data : lodList){
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List<LodNodeData> lodToRender = new ArrayList<>();
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lodToRender.addAll(lodDim.getNodeToRender((int) playerX,(int)playerZ,(byte) 0, 100000,0));
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/*
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lodToRender.addAll(lodDim.getNodeToRender((int) playerX,(int)playerZ,(byte) 9, 100000,8000));
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lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 8, 8000,4000));
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lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 7, 4000,2000));
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lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 6, 2000,1000));
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lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 5, 1000,500));
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lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 4, 500,250));
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lodToRender.addAll(lodDim.getNodeToRender((int)playerX,(int)playerZ,(byte) 3, 250,0));
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*/
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for(LodNodeData data : lodToRender){
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BufferBuilder currentBuffer = null;
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/*
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if (isCoordinateInNearFogArea(i, j, numbChunksWide / 2))
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@@ -156,6 +159,8 @@ public class LodNodeBufferBuilder
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// get the desired LodTemplate and
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// add this LOD to the buffer
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}
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// x axis
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// finish the buffer building
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buildableNearBuffer.end();
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@@ -0,0 +1,38 @@
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package com.seibel.lod.builders.lodNodeTemplates;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.objects.LodChunk;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.quadTree.LodNodeData;
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import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
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import net.minecraft.client.renderer.BufferBuilder;
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/**
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* This is the abstract class used to create different
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* BufferBuilders.
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*
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* @author James Seibel
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* @version 06-16-2021
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*/
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public abstract class AbstractLodNodeTemplate
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{
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public abstract void addLodToBuffer(BufferBuilder buffer,
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LodQuadTreeDimension lodDim, LodNodeData lod,
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double xOffset, double yOffset, double zOffset,
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boolean debugging);
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/** add the given position and color to the buffer */
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protected void addPosAndColor(BufferBuilder buffer,
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double x, double y, double z,
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int red, int green, int blue, int alpha)
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{
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buffer.vertex(x, y, z).color(red, green, blue, alpha).endVertex();
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}
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/** Returns in bytes how much buffer memory is required
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* for one LOD object */
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public abstract int getBufferMemoryForSingleLod();
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}
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@@ -0,0 +1,155 @@
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package com.seibel.lod.builders.lodNodeTemplates;
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import com.seibel.lod.enums.ColorDirection;
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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.LodDimension;
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import com.seibel.lod.objects.quadTree.LodNodeData;
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import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.util.math.AxisAlignedBB;
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import java.awt.*;
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/**
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* Builds LODs as rectangular prisms.
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*
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* @author James Seibel
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* @version 06-16-2021
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*/
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public class CubicLodNodeTemplate extends AbstractLodNodeTemplate {
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public CubicLodNodeTemplate() {
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}
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@Override
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public void addLodToBuffer(BufferBuilder buffer,
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LodQuadTreeDimension lodDim, LodNodeData lod,
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double xOffset, double yOffset, double zOffset,
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boolean debugging) {
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AxisAlignedBB bbox;
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// Add this LOD to the BufferBuilder
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// using the quality setting set by the config
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LodDetail detail = LodConfig.CLIENT.lodDetail.get();
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int halfWidth = lod.width / 2;
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int startX = lod.startX;
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int startZ = lod.startZ;
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int endX = lod.startX + lod.width;
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int endZ = lod.startZ + lod.width;
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// returns null if the lod is empty at the given location
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bbox = generateBoundingBox(
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lod.height,
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lod.height,
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detail.dataPointWidth,
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xOffset - (halfWidth / 2) + startX,
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yOffset,
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zOffset - (halfWidth / 2) + startZ);
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if (bbox != null) {
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addBoundingBoxToBuffer(buffer, bbox, lod.color);
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}
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}
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private AxisAlignedBB generateBoundingBox(int height, int depth, int width, double xOffset, double yOffset, double zOffset) {
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// don't add an LOD if it is empty
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if (height == -1 && depth == -1)
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return null;
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if (depth == height) {
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// if the top and bottom points are at the same height
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// render this LOD as 1 block thick
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height++;
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}
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return new AxisAlignedBB(0, depth, 0, width, height, width).move(xOffset, yOffset, zOffset);
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}
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private void addBoundingBoxToBuffer(BufferBuilder buffer, AxisAlignedBB bb, Color c) {
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// top (facing up)
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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// bottom (facing down)
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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// south (facing -Z)
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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// north (facing +Z)
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addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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// west (facing -X)
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addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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// east (facing +X)
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha());
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}
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@SuppressWarnings("unused")
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private void addBoundingBoxToBuffer(BufferBuilder buffer, AxisAlignedBB bb, Color[] c) {
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// top (facing up)
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.TOP.value].getRed(), c[ColorDirection.TOP.value].getGreen(), c[ColorDirection.TOP.value].getBlue(), c[ColorDirection.TOP.value].getAlpha());
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// bottom (facing down)
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.BOTTOM.value].getRed(), c[ColorDirection.BOTTOM.value].getGreen(), c[ColorDirection.BOTTOM.value].getBlue(), c[ColorDirection.BOTTOM.value].getAlpha());
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// south (facing -Z)
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.SOUTH.value].getRed(), c[ColorDirection.SOUTH.value].getGreen(), c[ColorDirection.SOUTH.value].getBlue(), c[ColorDirection.SOUTH.value].getAlpha());
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// north (facing +Z)
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addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.NORTH.value].getRed(), c[ColorDirection.NORTH.value].getGreen(), c[ColorDirection.NORTH.value].getBlue(), c[ColorDirection.NORTH.value].getAlpha());
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// west (facing -X)
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addPosAndColor(buffer, bb.minX, bb.minY, bb.minZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.minY, bb.maxZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.maxZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
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addPosAndColor(buffer, bb.minX, bb.maxY, bb.minZ, c[ColorDirection.WEST.value].getRed(), c[ColorDirection.WEST.value].getGreen(), c[ColorDirection.WEST.value].getBlue(), c[ColorDirection.WEST.value].getAlpha());
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// east (facing +X)
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.minZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.maxY, bb.maxZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.maxZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
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addPosAndColor(buffer, bb.maxX, bb.minY, bb.minZ, c[ColorDirection.EAST.value].getRed(), c[ColorDirection.EAST.value].getGreen(), c[ColorDirection.EAST.value].getBlue(), c[ColorDirection.EAST.value].getAlpha());
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}
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@Override
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public int getBufferMemoryForSingleLod() {
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// (sidesOnACube * pointsInASquare * (positionPoints + colorPoints))) * howManyPointsPerLodChunk
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return (6 * 4 * (3 + 4));
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}
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}
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@@ -0,0 +1,35 @@
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package com.seibel.lod.builders.lodNodeTemplates;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.objects.LodChunk;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.quadTree.LodNodeData;
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import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
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import net.minecraft.client.renderer.BufferBuilder;
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/**
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* TODO DynamicLodTemplate
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* Chunks smoothly transition between
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* each other, unless a neighboring chunk
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* is at a significantly different height.
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*
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* @author James Seibel
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* @version 06-16-2021
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*/
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public class DynamicLodNodeTemplate extends AbstractLodNodeTemplate
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{
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@Override
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public void addLodToBuffer(BufferBuilder buffer,
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LodQuadTreeDimension lodDim, LodNodeData lod,
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double xOffset, double yOffset, double zOffset,
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boolean debugging)
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{
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System.err.println("DynamicLodTemplate not implemented!");
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}
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@Override
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public int getBufferMemoryForSingleLod() {
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// TODO Auto-generated method stub
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return 0;
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}
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}
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@@ -0,0 +1,33 @@
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package com.seibel.lod.builders.lodNodeTemplates;
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import com.seibel.lod.enums.LodDetail;
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import com.seibel.lod.objects.LodChunk;
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import com.seibel.lod.objects.LodDimension;
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import com.seibel.lod.objects.quadTree.LodNodeData;
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import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
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import net.minecraft.client.renderer.BufferBuilder;
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/**
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* TODO #21 TriangularLodTemplate
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* Builds each LOD chunk as a singular rectangular prism.
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*
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* @author James Seibel
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* @version 06-16-2021
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*/
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public class TriangularLodNodeTemplate extends AbstractLodNodeTemplate
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{
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@Override
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public void addLodToBuffer(BufferBuilder buffer,
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LodQuadTreeDimension lodDim, LodNodeData lod,
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double xOffset, double yOffset, double zOffset,
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boolean debugging)
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{
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System.err.println("DynamicLodTemplate not implemented!");
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}
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@Override
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public int getBufferMemoryForSingleLod() {
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// TODO Auto-generated method stub
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return 0;
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}
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}
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@@ -0,0 +1,574 @@
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package com.seibel.lod.builders.worldGeneration;
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import com.seibel.lod.builders.*;
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import com.seibel.lod.enums.DistanceGenerationMode;
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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.LodDimension;
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import com.seibel.lod.objects.LodRegion;
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import com.seibel.lod.objects.quadTree.LodNodeData;
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import com.seibel.lod.objects.quadTree.LodQuadTreeDimension;
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import com.seibel.lod.proxy.ClientProxy;
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import com.seibel.lod.render.LodNodeRenderer;
|
||||
import com.seibel.lod.render.LodRenderer;
|
||||
import net.minecraft.block.Block;
|
||||
import net.minecraft.block.BlockState;
|
||||
import net.minecraft.util.WeightedList.Entry;
|
||||
import net.minecraft.util.math.ChunkPos;
|
||||
import net.minecraft.util.palette.UpgradeData;
|
||||
import net.minecraft.world.biome.Biome;
|
||||
import net.minecraft.world.biome.BiomeContainer;
|
||||
import net.minecraft.world.chunk.ChunkPrimer;
|
||||
import net.minecraft.world.chunk.ChunkStatus;
|
||||
import net.minecraft.world.chunk.IChunk;
|
||||
import net.minecraft.world.gen.ChunkGenerator;
|
||||
import net.minecraft.world.gen.Heightmap;
|
||||
import net.minecraft.world.gen.blockstateprovider.WeightedBlockStateProvider;
|
||||
import net.minecraft.world.gen.feature.*;
|
||||
import net.minecraft.world.gen.placement.ConfiguredPlacement;
|
||||
import net.minecraft.world.gen.placement.DecoratedPlacementConfig;
|
||||
import net.minecraft.world.gen.placement.IPlacementConfig;
|
||||
import net.minecraft.world.gen.placement.NoiseDependant;
|
||||
import net.minecraft.world.server.ServerChunkProvider;
|
||||
import net.minecraft.world.server.ServerWorld;
|
||||
import net.minecraft.world.server.ServerWorldLightManager;
|
||||
import net.minecraftforge.common.WorldWorkerManager.IWorker;
|
||||
|
||||
import java.util.ConcurrentModificationException;
|
||||
import java.util.HashSet;
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.concurrent.ConcurrentHashMap;
|
||||
import java.util.concurrent.ExecutorService;
|
||||
import java.util.concurrent.Executors;
|
||||
import java.util.function.Supplier;
|
||||
|
||||
/**
|
||||
* This is used to generate a LodChunk at a given ChunkPos.
|
||||
*
|
||||
* @author James Seibel
|
||||
* @version 7-4-2021
|
||||
*/
|
||||
public class LodNodeGenWorker implements IWorker
|
||||
{
|
||||
public static final ExecutorService genThreads = Executors.newFixedThreadPool(Runtime.getRuntime().availableProcessors());
|
||||
|
||||
private boolean threadStarted = false;
|
||||
private LodChunkGenThread thread;
|
||||
|
||||
/** If a configured feature fails for whatever reason,
|
||||
* add it to this list, this is to hopefully remove any
|
||||
* features that could cause issues down the line. */
|
||||
private static ConcurrentHashMap<Integer, ConfiguredFeature<?, ?>> configuredFeaturesToAvoid = new ConcurrentHashMap<>();
|
||||
|
||||
|
||||
|
||||
public LodNodeGenWorker(ChunkPos newPos, LodNodeRenderer newLodRenderer,
|
||||
LodNodeBuilder newLodBuilder, LodNodeBufferBuilder newLodBufferBuilder,
|
||||
LodQuadTreeDimension newLodDimension, ServerWorld newServerWorld,
|
||||
BiomeContainer newBiomeContainer)
|
||||
{
|
||||
if (newServerWorld == null)
|
||||
throw new IllegalArgumentException("LodChunkGenWorker must have a non-null ServerWorld");
|
||||
|
||||
thread = new LodChunkGenThread(newPos, newLodRenderer,
|
||||
newLodBuilder, newLodBufferBuilder,
|
||||
newLodDimension, newServerWorld);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean doWork()
|
||||
{
|
||||
if (!threadStarted)
|
||||
{
|
||||
// make sure we don't generate this chunk again
|
||||
thread.lodDim.addNode(new LodNodeData(LodNodeData.CHUNK_LEVEL,thread.pos.x, thread.pos.z));
|
||||
|
||||
thread.lodBufferBuilder.numberOfChunksWaitingToGenerate--;
|
||||
|
||||
if (LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.SERVER)
|
||||
{
|
||||
// if we are using SERVER generation that has to be done
|
||||
// synchronously to prevent crashing and harmful
|
||||
// interactions with the normal world generator
|
||||
thread.run();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Every other method can
|
||||
// be done asynchronously
|
||||
genThreads.execute(thread);
|
||||
}
|
||||
|
||||
threadStarted = true;
|
||||
|
||||
// useful for debugging
|
||||
// ClientProxy.LOGGER.info(thread.lodDim.getNumberOfLods());
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean hasWork()
|
||||
{
|
||||
return !threadStarted;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
private class LodChunkGenThread implements Runnable
|
||||
{
|
||||
public final ServerWorld serverWorld;
|
||||
public final LodQuadTreeDimension lodDim;
|
||||
public final LodNodeBuilder lodChunkBuilder;
|
||||
public final LodNodeRenderer lodRenderer;
|
||||
private LodNodeBufferBuilder lodBufferBuilder;
|
||||
|
||||
private ChunkPos pos;
|
||||
|
||||
public LodChunkGenThread(ChunkPos newPos, LodNodeRenderer newLodRenderer,
|
||||
LodNodeBuilder newLodBuilder, LodNodeBufferBuilder newLodBufferBuilder,
|
||||
LodQuadTreeDimension newLodDimension, ServerWorld newServerWorld)
|
||||
{
|
||||
pos = newPos;
|
||||
lodRenderer = newLodRenderer;
|
||||
lodChunkBuilder = newLodBuilder;
|
||||
lodBufferBuilder = newLodBufferBuilder;
|
||||
lodDim = newLodDimension;
|
||||
serverWorld = newServerWorld;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void run()
|
||||
{
|
||||
// only generate LodChunks if they can
|
||||
// be added to the current LodDimension
|
||||
if (lodDim.regionIsInRange(pos.x / LodRegion.SIZE, pos.z / LodRegion.SIZE))
|
||||
{
|
||||
// long startTime = System.currentTimeMillis();
|
||||
|
||||
switch(LodConfig.CLIENT.distanceGenerationMode.get())
|
||||
{
|
||||
case BIOME_ONLY:
|
||||
case BIOME_ONLY_SIMULATE_HEIGHT:
|
||||
// fastest
|
||||
generateUsingBiomesOnly();
|
||||
break;
|
||||
case SURFACE:
|
||||
// faster
|
||||
generateUsingSurface();
|
||||
break;
|
||||
case FEATURES:
|
||||
// fast
|
||||
generateUsingFeatures();
|
||||
break;
|
||||
case SERVER:
|
||||
// very slow
|
||||
generateWithServer();
|
||||
break;
|
||||
}
|
||||
|
||||
lodRenderer.regenerateLODsNextFrame();
|
||||
|
||||
|
||||
// if (lodDim.getLodFromCoordinates(pos.x, pos.z) != null)
|
||||
// ClientProxy.LOGGER.info(pos.x + " " + pos.z + " Success!");
|
||||
// else
|
||||
// ClientProxy.LOGGER.info(pos.x + " " + pos.z);
|
||||
|
||||
// long endTime = System.currentTimeMillis();
|
||||
// System.out.println(endTime - startTime);
|
||||
|
||||
}// if in range
|
||||
|
||||
}// run
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* takes about 2-5 ms
|
||||
*/
|
||||
private void generateUsingBiomesOnly()
|
||||
{
|
||||
List<IChunk> chunkList = new LinkedList<>();
|
||||
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
|
||||
chunkList.add(chunk);
|
||||
|
||||
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
|
||||
ChunkGenerator chunkGen = chunkSource.generator;
|
||||
|
||||
|
||||
// generate the terrain (this is thread safe)
|
||||
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
// override the chunk status so we can run the next generator stage
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
|
||||
|
||||
// generate fake height data for this LOD
|
||||
int seaLevel = serverWorld.getSeaLevel();
|
||||
|
||||
boolean simulateHeight = LodConfig.CLIENT.distanceGenerationMode.get() == DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
|
||||
boolean inTheEnd = false;
|
||||
|
||||
// add fake heightmap data so our LODs aren't at height 0
|
||||
Heightmap heightmap = new Heightmap(chunk, LodChunk.DEFAULT_HEIGHTMAP);
|
||||
for(int x = 0; x < LodChunk.WIDTH && !inTheEnd; x++)
|
||||
{
|
||||
for(int z = 0; z < LodChunk.WIDTH && !inTheEnd; z++)
|
||||
{
|
||||
if (simulateHeight)
|
||||
{
|
||||
// TODO use the biomes around each block to smooth out the transition
|
||||
|
||||
// these heights are of course aren't super accurate,
|
||||
// they are just to simulate height data where there isn't any
|
||||
switch(chunk.getBiomes().getNoiseBiome(x, seaLevel, z).getBiomeCategory())
|
||||
{
|
||||
case NETHER:
|
||||
heightmap.setHeight(x, z, serverWorld.getHeight() / 2);
|
||||
break;
|
||||
|
||||
case EXTREME_HILLS:
|
||||
heightmap.setHeight(x, z, seaLevel + 30);
|
||||
break;
|
||||
case MESA:
|
||||
heightmap.setHeight(x, z, seaLevel + 20);
|
||||
break;
|
||||
case JUNGLE:
|
||||
heightmap.setHeight(x, z, seaLevel + 20);
|
||||
break;
|
||||
case BEACH:
|
||||
heightmap.setHeight(x, z, seaLevel + 5);
|
||||
break;
|
||||
case NONE:
|
||||
heightmap.setHeight(x, z, 0);
|
||||
break;
|
||||
|
||||
case OCEAN:
|
||||
case RIVER:
|
||||
heightmap.setHeight(x, z, seaLevel);
|
||||
break;
|
||||
|
||||
case THEEND:
|
||||
inTheEnd = true;
|
||||
break;
|
||||
|
||||
// DESERT
|
||||
// FOREST
|
||||
// ICY
|
||||
// MUSHROOM
|
||||
// SAVANNA
|
||||
// SWAMP
|
||||
// TAIGA
|
||||
// PLAINS
|
||||
default:
|
||||
heightmap.setHeight(x, z, seaLevel + 10);
|
||||
break;
|
||||
}// heightmap switch
|
||||
}
|
||||
else
|
||||
{
|
||||
// we aren't simulating height
|
||||
// always use sea level
|
||||
heightmap.setHeight(x, z, seaLevel);
|
||||
}
|
||||
}// z
|
||||
}// x
|
||||
|
||||
chunk.setHeightmap(LodChunk.DEFAULT_HEIGHTMAP, heightmap.getRawData());
|
||||
|
||||
|
||||
LodNodeData lod;
|
||||
if (!inTheEnd)
|
||||
{
|
||||
lod = lodChunkBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
|
||||
}
|
||||
else
|
||||
{
|
||||
// if we are in the end, don't generate any chunks.
|
||||
// Since we don't know where the islands are, everything
|
||||
// generates the same and it looks really bad.
|
||||
lod = new LodNodeData(LodNodeData.CHUNK_LEVEL,chunk.getPos().x, chunk.getPos().z);
|
||||
}
|
||||
lodDim.addNode(lod);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* takes about 10 - 20 ms
|
||||
*/
|
||||
private void generateUsingSurface()
|
||||
{
|
||||
List<IChunk> chunkList = new LinkedList<>();
|
||||
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
|
||||
chunkList.add(chunk);
|
||||
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
|
||||
|
||||
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
|
||||
ChunkGenerator chunkGen = chunkSource.generator;
|
||||
|
||||
|
||||
// generate the terrain (this is thread safe)
|
||||
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
// override the chunk status so we can run the next generator stage
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
|
||||
// this feature has proved to be thread safe
|
||||
// so we will add it
|
||||
IceAndSnowFeature snowFeature = new IceAndSnowFeature(NoFeatureConfig.CODEC);
|
||||
snowFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition(), null);
|
||||
|
||||
LodNodeData lod = lodChunkBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
|
||||
lodDim.addNode(lod);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* takes about 15 - 20 ms
|
||||
*
|
||||
* Causes concurrentModification Exceptions,
|
||||
* which could cause instability or world generation bugs
|
||||
*/
|
||||
private void generateUsingFeatures()
|
||||
{
|
||||
List<IChunk> chunkList = new LinkedList<>();
|
||||
ChunkPrimer chunk = new ChunkPrimer(pos, UpgradeData.EMPTY);
|
||||
chunkList.add(chunk);
|
||||
LodServerWorld lodServerWorld = new LodServerWorld(serverWorld, chunk);
|
||||
|
||||
ServerChunkProvider chunkSource = serverWorld.getChunkSource();
|
||||
ChunkGenerator chunkGen = chunkSource.generator;
|
||||
|
||||
|
||||
// generate the terrain (this is thread safe)
|
||||
ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
// override the chunk status so we can run the next generator stage
|
||||
chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
|
||||
ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
|
||||
|
||||
|
||||
// get all the biomes in the chunk
|
||||
HashSet<Biome> biomes = new HashSet<>();
|
||||
for (int x = 0; x < LodChunk.WIDTH; x++)
|
||||
{
|
||||
for (int z = 0; z < LodChunk.WIDTH; z++)
|
||||
{
|
||||
Biome biome = chunk.getBiomes().getNoiseBiome(x, serverWorld.getSeaLevel(), z);
|
||||
|
||||
// Issue #35
|
||||
// For some reason Jungle biomes cause incredible lag
|
||||
// the features here must be interacting with each other
|
||||
// in unpredictable ways (specifically tree feature generation).
|
||||
// When generating Features my CPU usage generally hovers around 30 - 40%
|
||||
// when generating Jungles it spikes to 100%.
|
||||
if (biome.getBiomeCategory() != Biome.Category.JUNGLE)
|
||||
{
|
||||
// should probably use the heightmap here instead of seaLevel,
|
||||
// but this seems to get the job done well enough
|
||||
biomes.add(biome);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// generate all the features related to this chunk.
|
||||
// this may or may not be thread safe
|
||||
for (Biome biome : biomes)
|
||||
{
|
||||
List<List<Supplier<ConfiguredFeature<?, ?>>>> featuresForState = biome.generationSettings.features();
|
||||
|
||||
for(int featureStateToGenerate = 0; featureStateToGenerate < featuresForState.size(); featureStateToGenerate++)
|
||||
{
|
||||
for(Supplier<ConfiguredFeature<?, ?>> featureSupplier : featuresForState.get(featureStateToGenerate))
|
||||
{
|
||||
ConfiguredFeature<?, ?> configuredFeature = featureSupplier.get();
|
||||
|
||||
if (configuredFeaturesToAvoid.containsKey(configuredFeature.hashCode()))
|
||||
continue;
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
configuredFeature.place(lodServerWorld, chunkGen, serverWorld.random, chunk.getPos().getWorldPosition());
|
||||
}
|
||||
catch(ConcurrentModificationException e)
|
||||
{
|
||||
// This will happen. I'm not sure what to do about it
|
||||
// except pray that it doesn't effect the normal world generation
|
||||
// in any harmful way
|
||||
|
||||
// Issue #35
|
||||
// I tried cloning the config for each feature, but that
|
||||
// path was blocked since I can't clone lambda methods.
|
||||
// I tried using a deep cloning library and discovered
|
||||
// the problem there.
|
||||
// ( https://github.com/kostaskougios/cloning )
|
||||
|
||||
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
|
||||
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
|
||||
}
|
||||
catch(UnsupportedOperationException e)
|
||||
{
|
||||
// This will happen when the LodServerWorld
|
||||
// isn't able to return something that a feature
|
||||
// generator needs
|
||||
|
||||
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
|
||||
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
// I'm not sure what happened, print to the log
|
||||
|
||||
System.out.println();
|
||||
System.out.println();
|
||||
e.printStackTrace();
|
||||
System.out.println();
|
||||
//ClientProxy.LOGGER.error("error class: \"" + configuredfeature.config.getClass() + "\"");
|
||||
System.out.println();
|
||||
|
||||
configuredFeaturesToAvoid.put(configuredFeature.hashCode(), configuredFeature);
|
||||
// ClientProxy.LOGGER.info(configuredFeaturesToAvoid.mappingCount());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// generate a Lod like normal
|
||||
|
||||
LodNodeData lod = lodChunkBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
|
||||
lodDim.addNode(lod);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* on pre generated chunks 0 - 1 ms
|
||||
* on un generated chunks 0 - 50 ms
|
||||
* with the median seeming to hover around 15 - 30 ms
|
||||
* and outliers in the 100 - 200 ms range
|
||||
*
|
||||
* Note this should not be multithreaded and does cause server/simulation lag
|
||||
* (Higher lag for generating than loading)
|
||||
*/
|
||||
private void generateWithServer() {
|
||||
//lodChunkBuilder.generateLodNodeAsync(serverWorld.getChunk(pos.x, pos.z, ChunkStatus.FEATURES), ClientProxy.getLodWorld(), serverWorld);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//================//
|
||||
// Unused methods //
|
||||
//================//
|
||||
|
||||
// Sadly I wasn't able to get these to work,
|
||||
// they are here for documentation purposes
|
||||
|
||||
@SuppressWarnings({ "rawtypes", "unchecked", "unused" })
|
||||
private DecoratedFeatureConfig cloneDecoratedFeatureConfig(DecoratedFeatureConfig config)
|
||||
{
|
||||
IPlacementConfig placementConfig = null;
|
||||
|
||||
Class oldConfigClass = config.decorator.config().getClass();
|
||||
|
||||
if (oldConfigClass == FeatureSpreadConfig.class)
|
||||
{
|
||||
FeatureSpreadConfig oldPlacementConfig = (FeatureSpreadConfig) config.decorator.config();
|
||||
FeatureSpread oldSpread = oldPlacementConfig.count();
|
||||
|
||||
placementConfig = new FeatureSpreadConfig(oldSpread);
|
||||
}
|
||||
else if(oldConfigClass == DecoratedPlacementConfig.class)
|
||||
{
|
||||
DecoratedPlacementConfig oldPlacementConfig = (DecoratedPlacementConfig) config.decorator.config();
|
||||
placementConfig = new DecoratedPlacementConfig(oldPlacementConfig.inner(), oldPlacementConfig.outer());
|
||||
}
|
||||
else if(oldConfigClass == NoiseDependant.class)
|
||||
{
|
||||
NoiseDependant oldPlacementConfig = (NoiseDependant) config.decorator.config();
|
||||
placementConfig = new NoiseDependant(oldPlacementConfig.noiseLevel, oldPlacementConfig.belowNoise, oldPlacementConfig.aboveNoise);
|
||||
}
|
||||
else
|
||||
{
|
||||
// ClientProxy.LOGGER.debug("unkown decorated placement config: \"" + config.decorator.config().getClass() + "\"");
|
||||
return config;
|
||||
}
|
||||
|
||||
|
||||
ConfiguredPlacement<?> newPlacement = new ConfiguredPlacement(config.decorator.decorator, placementConfig);
|
||||
return new DecoratedFeatureConfig(config.feature, newPlacement);
|
||||
}
|
||||
|
||||
|
||||
@SuppressWarnings("unused")
|
||||
private BlockClusterFeatureConfig cloneBlockClusterFeatureConfig(BlockClusterFeatureConfig config)
|
||||
{
|
||||
WeightedBlockStateProvider provider = new WeightedBlockStateProvider();
|
||||
for(Entry<BlockState> state : ((WeightedBlockStateProvider) config.stateProvider).weightedList.entries)
|
||||
provider.weightedList.entries.add(state);
|
||||
|
||||
HashSet<Block> whitelist = new HashSet<>();
|
||||
for(Block block : config.whitelist)
|
||||
whitelist.add(block);
|
||||
|
||||
HashSet<BlockState> blacklist = new HashSet<>();
|
||||
for(BlockState state : config.blacklist)
|
||||
blacklist.add(state);
|
||||
|
||||
|
||||
BlockClusterFeatureConfig.Builder builder = new BlockClusterFeatureConfig.Builder(provider, config.blockPlacer);
|
||||
builder.whitelist(whitelist);
|
||||
builder.blacklist(blacklist);
|
||||
builder.xspread(config.xspread);
|
||||
builder.yspread(config.yspread);
|
||||
builder.zspread(config.zspread);
|
||||
if(config.canReplace) { builder.canReplace(); }
|
||||
if(config.needWater) { builder.needWater(); }
|
||||
if(config.project) { builder.noProjection(); }
|
||||
builder.tries(config.tries);
|
||||
|
||||
|
||||
return builder.build();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* performance/generation tests related to
|
||||
* serverWorld.getChunk(x, z, ChunkStatus. *** )
|
||||
|
||||
true/false is whether they generated blocks or not
|
||||
the time is how long it took to generate
|
||||
|
||||
ChunkStatus.EMPTY 0 - 1 ms false (empty, what did you expect? :P)
|
||||
ChunkStatus.STRUCTURE_REFERENCES 1 - 2 ms false (no height, only generates some chunks)
|
||||
ChunkStatus.BIOMES 1 - 10 ms false (no height)
|
||||
ChunkStatus.NOISE 4 - 15 ms true (all blocks are stone)
|
||||
ChunkStatus.LIQUID_CARVERS 6 - 12 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.SURFACE 5 - 15 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.CARVERS 5 - 30 ms true (no snow/trees, just grass)
|
||||
ChunkStatus.FEATURES 7 - 25 ms true
|
||||
ChunkStatus.HEIGHTMAPS 20 - 40 ms true
|
||||
ChunkStatus.LIGHT 20 - 40 ms true
|
||||
ChunkStatus.FULL 30 - 50 ms true
|
||||
ChunkStatus.SPAWN 50 - 80 ms true
|
||||
|
||||
|
||||
At this point I would suggest using FEATURES, as it generates snow and trees
|
||||
(and any other object that is needed to make biomes distinct)
|
||||
|
||||
Otherwise if snow/trees aren't necessary SURFACE is the next fastest (although not by much)
|
||||
*/
|
||||
}
|
||||
@@ -133,11 +133,11 @@ public class LodQuadTree {
|
||||
byte targetLevel = newLodNodeData.level;
|
||||
byte currentLevel = lodNodeData.level;
|
||||
if (targetLevel < currentLevel) {
|
||||
int posX = newLodNodeData.posX;
|
||||
int posZ = newLodNodeData.posZ;
|
||||
int posX = Math.abs(newLodNodeData.posX);
|
||||
int posZ = Math.abs(newLodNodeData.posZ);
|
||||
short widthRatio = (short) (lodNodeData.width / (2 * newLodNodeData.width));
|
||||
int NS = Math.abs((posX / widthRatio) % 2);
|
||||
int WE = Math.abs((posZ / widthRatio) % 2);
|
||||
int WE = Math.abs((posX / widthRatio) % 2);
|
||||
int NS = Math.abs((posZ / widthRatio) % 2);
|
||||
if (getChild(NS, WE) == null) {
|
||||
setChild(NS, WE);
|
||||
}
|
||||
@@ -171,8 +171,8 @@ public class LodQuadTree {
|
||||
return lodNodeData;
|
||||
} else if (targetLevel < currentLevel) {
|
||||
short widthRatio = (short) (lodNodeData.width / Math.pow(2, level));
|
||||
int NS = Math.abs((posX / widthRatio) % lodNodeData.posX);
|
||||
int WE = Math.abs((posZ / widthRatio) % lodNodeData.posZ);
|
||||
int WE = Math.abs((posX / widthRatio) % lodNodeData.posX);
|
||||
int NS = Math.abs((posZ / widthRatio) % lodNodeData.posZ);
|
||||
if (getChild(NS, WE) == null) {
|
||||
return null;
|
||||
}
|
||||
@@ -209,8 +209,8 @@ public class LodQuadTree {
|
||||
*/
|
||||
public void setChild(LodNodeData newLodNodeData) {
|
||||
if (newLodNodeData.level == lodNodeData.level - 1) {
|
||||
int NS = newLodNodeData.posX % lodNodeData.posX;
|
||||
int WE = newLodNodeData.posZ % lodNodeData.posZ;
|
||||
int WE = newLodNodeData.posX % lodNodeData.posX;
|
||||
int NS = newLodNodeData.posZ % lodNodeData.posZ;
|
||||
children[NS][WE] = new LodQuadTree(this, lodNodeData);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,7 +200,7 @@ public class LodQuadTreeDimension {
|
||||
regions[xIndex][zIndex] = getRegionFromFile(regionX, regionZ);
|
||||
if (regions[xIndex][zIndex] == null)
|
||||
{
|
||||
regions[xIndex][zIndex] = new LodQuadTree(regionZ, regionX);
|
||||
regions[xIndex][zIndex] = new LodQuadTree(regionX, regionZ);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -240,7 +240,7 @@ public class LodQuadTreeDimension {
|
||||
if (region == null)
|
||||
{
|
||||
// if no region exists, create it
|
||||
region = new LodQuadTree(zIndex, xIndex);
|
||||
region = new LodQuadTree(xIndex, zIndex);
|
||||
setRegion(region);
|
||||
}
|
||||
}
|
||||
@@ -271,7 +271,7 @@ public class LodQuadTreeDimension {
|
||||
if (region == null)
|
||||
{
|
||||
// if no region exists, create it
|
||||
region = new LodQuadTree(pos.z, pos.x);
|
||||
region = new LodQuadTree(pos.x, pos.z);
|
||||
setRegion(region);
|
||||
}
|
||||
boolean coorectlyAdded = region.setNodeAtLowerLevel(lodNodeData, true);
|
||||
@@ -344,7 +344,7 @@ public class LodQuadTreeDimension {
|
||||
zIndex = (zRegion + centerZ) - halfWidth;
|
||||
region = getRegion(xIndex,zIndex);
|
||||
if (region == null){
|
||||
region = new LodQuadTree(zIndex, xIndex);
|
||||
region = new LodQuadTree(xIndex, zIndex);
|
||||
setRegion(region);
|
||||
}
|
||||
listOfQuadTree.addAll(region.getLevelToGenerate(x,z,level,maxDistance,minDistance));
|
||||
|
||||
@@ -75,9 +75,9 @@ public class QuadTreeImage extends JPanel {
|
||||
}
|
||||
|
||||
private static void createAndShowGui() {
|
||||
int playerX = 32*512;
|
||||
int playerZ = (32*512);
|
||||
LodQuadTreeDimension dim = new LodQuadTreeDimension(null, null, 64);
|
||||
int playerX =-0*511;
|
||||
int playerZ =-0*511;
|
||||
LodQuadTreeDimension dim = new LodQuadTreeDimension(null, null, 16);
|
||||
System.out.println(dim.getRegion(0, 0));
|
||||
dim.move(playerX/512,playerZ/512);
|
||||
System.out.println(dim.getCenterX());
|
||||
@@ -105,6 +105,7 @@ public class QuadTreeImage extends JPanel {
|
||||
dist = 32;
|
||||
}
|
||||
List<LodQuadTree> levelToGenerate = dim.getNodeToGenerate(playerX, playerZ, (byte) (9 - i), distances[i], 0);
|
||||
System.out.println(levelToGenerate);
|
||||
for (LodQuadTree level : levelToGenerate) {
|
||||
Color color;
|
||||
int startX = level.getLodNodeData().startX;
|
||||
@@ -131,8 +132,9 @@ public class QuadTreeImage extends JPanel {
|
||||
|
||||
for (Integer posXI : posXs) {
|
||||
for (Integer posZI : posZs) {
|
||||
int posZ = posXI.intValue();
|
||||
int posX = posZI.intValue();
|
||||
int posX = posXI.intValue();
|
||||
int posZ = posZI.intValue();
|
||||
//System.out.println(posX + " " + posZ);
|
||||
color = BiomeColorsUtils.getColorFromBiomeManual(biomeSource.getBiome(posZ, 0, posX));
|
||||
//color = BiomeColorsUtils.getColorFromIdCB(biomeSource.getBiome(posZ, 0, posX).getId());
|
||||
LodNodeData node = new LodNodeData(otherLevel, posX, posZ, 0, 0, color, true);
|
||||
@@ -159,6 +161,7 @@ public class QuadTreeImage extends JPanel {
|
||||
}
|
||||
|
||||
|
||||
System.out.println(listOfList);
|
||||
int timerDelay = 0;
|
||||
System.out.println("STARTING");
|
||||
System.out.println(dim.getWidth());
|
||||
@@ -177,10 +180,9 @@ public class QuadTreeImage extends JPanel {
|
||||
} else {
|
||||
if(drawCount==0) quadTreeImage.clearAll();
|
||||
final List<MyDrawable> myDrawables = new ArrayList<>();
|
||||
double amp = 0.025;
|
||||
double amp = 0.1;
|
||||
Collection<LodNodeData> lodList = listOfList.get(drawCount);
|
||||
for (LodNodeData data : lodList) {
|
||||
System.out.println();
|
||||
myDrawables.add(new MyDrawable(new Rectangle2D.Double(
|
||||
((data.startX - xOffset ) * amp),
|
||||
((data.startZ - zOffset) * amp),
|
||||
|
||||
Reference in New Issue
Block a user