/*
* This file is part of the LOD Mod, licensed under the GNU GPL v3 License.
*
* Copyright (C) 2020 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see
*
* Coordinate Standard:
* Coordinate called posX or posZ are relative LevelPos coordinates
* unless stated otherwise.
* @author Leonardo Amato
* @author James Seibel
* @version 10-10-2021
*/
public class LodDimension
{
public final DimensionType dimension;
/** measured in regions */
private volatile int width;
/** measured in regions */
private volatile int halfWidth;
// these three variables are private to force use of the getWidth() method
// which is a safer way to get the width then directly asking the arrays
/** stores all the regions in this dimension */
public volatile LodRegion[][] regions;
/** stores if the region at the given x and z index needs to be saved to disk */
private volatile boolean[][] isRegionDirty;
/** stores if the region at the given x and z index needs to be regenerated */
private volatile boolean[][] regenRegionBuffer;
/** stores if the buffer size at the given x and z index needs to be changed */
private volatile boolean[][] recreateRegionBuffer;
/**
* if true that means there are regions in this dimension
* that need to have their buffers rebuilt.
*/
public volatile boolean regenDimensionBuffers = false;
private LodDimensionFileHandler fileHandler;
private final RegionPos center;
/** prevents the cutAndExpandThread from expanding at the same location multiple times */
private volatile ChunkPos lastExpandedChunk;
/** prevents the cutAndExpandThread from cutting at the same location multiple times */
private volatile ChunkPos lastCutChunk;
private final ExecutorService cutAndExpandThread = Executors.newSingleThreadExecutor(new LodThreadFactory(this.getClass().getSimpleName() + " - Cut and Expand"));
/**
* Creates the dimension centered at (0,0)
* @param newWidth in regions
*/
public LodDimension(DimensionType newDimension, LodWorld lodWorld, int newWidth)
{
lastCutChunk = null;
lastExpandedChunk = null;
dimension = newDimension;
width = newWidth;
halfWidth = width / 2;
MinecraftWrapper mc = MinecraftWrapper.INSTANCE;
if (newDimension != null && lodWorld != null)
{
try
{
File saveDir;
if (mc.hasSinglePlayerServer())
{
// local world
ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(newDimension);
// provider needs a separate variable to prevent
// the compiler from complaining
ServerChunkProvider provider = serverWorld.getChunkSource();
saveDir = new File(provider.dataStorage.dataFolder.getCanonicalFile().getPath() + File.separatorChar + "lod");
}
else
{
// connected to server
saveDir = new File(mc.getGameDirectory().getCanonicalFile().getPath() +
File.separatorChar + "lod server data" + File.separatorChar + mc.getCurrentDimensionId());
}
fileHandler = new LodDimensionFileHandler(saveDir, this);
}
catch (IOException e)
{
// the file handler wasn't able to be created
// we won't be able to read or write any files
}
}
regions = new LodRegion[width][width];
isRegionDirty = new boolean[width][width];
regenRegionBuffer = new boolean[width][width];
recreateRegionBuffer = new boolean[width][width];
center = new RegionPos(0, 0);
}
/**
* Move the center of this LodDimension and move all owned
* regions over by the given x and z offset.
*
* Synchronized to prevent multiple moves happening on top of each other.
*/
public synchronized void move(RegionPos regionOffset)
{
int xOffset = regionOffset.x;
int zOffset = regionOffset.z;
// if the x or z offset is equal to or greater than
// the total width, just delete the current data
// and update the centerX and/or centerZ
if (Math.abs(xOffset) >= width || Math.abs(zOffset) >= width)
{
for (int x = 0; x < width; x++)
for (int z = 0; z < width; z++)
regions[x][z] = null;
// update the new center
center.x += xOffset;
center.z += zOffset;
return;
}
// X
if (xOffset > 0)
{
// move everything over to the left (as the center moves to the right)
for (int x = 0; x < width; x++)
{
for (int z = 0; z < width; z++)
{
if (x + xOffset < width)
regions[x][z] = regions[x + xOffset][z];
else
regions[x][z] = null;
}
}
}
else
{
// move everything over to the right (as the center moves to the left)
for (int x = width - 1; x >= 0; x--)
{
for (int z = 0; z < width; z++)
{
if (x + xOffset >= 0)
regions[x][z] = regions[x + xOffset][z];
else
regions[x][z] = null;
}
}
}
// Z
if (zOffset > 0)
{
// move everything up (as the center moves down)
for (int x = 0; x < width; x++)
{
for (int z = 0; z < width; z++)
{
if (z + zOffset < width)
regions[x][z] = regions[x][z + zOffset];
else
regions[x][z] = null;
}
}
}
else
{
// move everything down (as the center moves up)
for (int x = 0; x < width; x++)
{
for (int z = width - 1; z >= 0; z--)
{
if (z + zOffset >= 0)
regions[x][z] = regions[x][z + zOffset];
else
regions[x][z] = null;
}
}
}
// update the new center
center.x += xOffset;
center.z += zOffset;
}
/**
* Gets the region at the given LevelPos
*
* Returns null if the region doesn't exist
* or is outside the loaded area.
*/
public LodRegion getRegion(byte detailLevel, int levelPosX, int levelPosZ)
{
int xRegion = LevelPosUtil.getRegion(detailLevel, levelPosX);
int zRegion = LevelPosUtil.getRegion(detailLevel, levelPosZ);
int xIndex = (xRegion - center.x) + halfWidth;
int zIndex = (zRegion - center.z) + halfWidth;
if (!regionIsInRange(xRegion, zRegion))
return null;
// throw new ArrayIndexOutOfBoundsException("Region for level pos " + LevelPosUtil.toString(detailLevel, posX, posZ) + " out of range");
else if (regions[xIndex][zIndex] == null)
return null;
else if (regions[xIndex][zIndex].getMinDetailLevel() > detailLevel)
return null;
//throw new InvalidParameterException("Region for level pos " + LevelPosUtil.toString(detailLevel, posX, posZ) + " currently only reach level " + regions[xIndex][zIndex].getMinDetailLevel());
return regions[xIndex][zIndex];
}
/**
* Gets the region at the given X and Z
*
* Returns null if the region doesn't exist
* or is outside the loaded area.
*/
public LodRegion getRegion(int regionPosX, int regionPosZ)
{
int xIndex = (regionPosX - center.x) + halfWidth;
int zIndex = (regionPosZ - center.z) + halfWidth;
if (!regionIsInRange(regionPosX, regionPosZ))
return null;
//throw new ArrayIndexOutOfBoundsException("Region " + regionPosX + " " + regionPosZ + " out of range");
return regions[xIndex][zIndex];
}
/** Useful when iterating over every region. */
public LodRegion getRegionByArrayIndex(int xIndex, int zIndex)
{
return regions[xIndex][zIndex];
}
/**
* Overwrite the LodRegion at the location of newRegion with newRegion.
* @throws ArrayIndexOutOfBoundsException if newRegion is outside what can be stored in this LodDimension.
*/
public synchronized void addOrOverwriteRegion(LodRegion newRegion) throws ArrayIndexOutOfBoundsException
{
int xIndex = (newRegion.regionPosX - center.x) + halfWidth;
int zIndex = (newRegion.regionPosZ - center.z) + halfWidth;
if (!regionIsInRange(newRegion.regionPosX, newRegion.regionPosZ))
// out of range
throw new ArrayIndexOutOfBoundsException("Region " + newRegion.regionPosX + ", " + newRegion.regionPosZ + " out of range");
regions[xIndex][zIndex] = newRegion;
}
/**
* Deletes nodes that are a higher detail then necessary, freeing
* up memory.
*/
public void cutRegionNodesAsync(int playerPosX, int playerPosZ)
{
ChunkPos newPlayerChunk = new ChunkPos(LevelPosUtil.getChunkPos((byte) 0, playerPosX), LevelPosUtil.getChunkPos((byte) 0, playerPosZ));
if (lastCutChunk == null)
lastCutChunk = new ChunkPos(newPlayerChunk.x + 1, newPlayerChunk.z - 1);
// don't run the tree cutter multiple times
// for the same location
if (newPlayerChunk.x != lastCutChunk.x || newPlayerChunk.z != lastCutChunk.z)
{
lastCutChunk = newPlayerChunk;
Thread thread = new Thread(() ->
{
int regionX;
int regionZ;
int minDistance;
byte detail;
byte minAllowedDetailLevel;
// go over every region in the dimension
for (int x = 0; x < regions.length; x++)
{
for (int z = 0; z < regions.length; z++)
{
regionX = (x + center.x) - halfWidth;
regionZ = (z + center.z) - halfWidth;
if (regions[x][z] != null)
{
// check what detail level this region should be
// and cut it if it is higher then that
minDistance = LevelPosUtil.minDistance(LodUtil.REGION_DETAIL_LEVEL, regionX, regionZ, playerPosX, playerPosZ);
detail = DetailDistanceUtil.getTreeCutDetailFromDistance(minDistance);
minAllowedDetailLevel = DetailDistanceUtil.getCutLodDetail(detail);
if (regions[x][z].getMinDetailLevel() > minAllowedDetailLevel)
{
regions[x][z].cutTree(minAllowedDetailLevel);
recreateRegionBuffer[x][z] = true;
}
}
}// region z
}// region z
});
cutAndExpandThread.execute(thread);
}
}
/** Either expands or loads all regions in the rendered LOD area */
public void expandOrLoadRegionsAsync(int playerPosX, int playerPosZ)
{
DistanceGenerationMode generationMode = LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get();
ChunkPos newPlayerChunk = new ChunkPos(LevelPosUtil.getChunkPos((byte) 0, playerPosX), LevelPosUtil.getChunkPos((byte) 0, playerPosZ));
VerticalQuality verticalQuality = LodConfig.CLIENT.graphics.qualityOption.verticalQuality.get();
if (lastExpandedChunk == null)
lastExpandedChunk = new ChunkPos(newPlayerChunk.x + 1, newPlayerChunk.z - 1);
// don't run the expander multiple times
// for the same location
if (newPlayerChunk.x != lastExpandedChunk.x || newPlayerChunk.z != lastExpandedChunk.z)
{
lastExpandedChunk = newPlayerChunk;
Thread thread = new Thread(() ->
{
int regionX;
int regionZ;
LodRegion region;
int minDistance;
byte detail;
byte levelToGen;
for (int x = 0; x < regions.length; x++)
{
for (int z = 0; z < regions.length; z++)
{
regionX = (x + center.x) - halfWidth;
regionZ = (z + center.z) - halfWidth;
final RegionPos regionPos = new RegionPos(regionX, regionZ);
region = regions[x][z];
minDistance = LevelPosUtil.minDistance(LodUtil.REGION_DETAIL_LEVEL, regionX, regionZ, playerPosX, playerPosZ);
detail = DetailDistanceUtil.getTreeGenDetailFromDistance(minDistance);
levelToGen = DetailDistanceUtil.getLodGenDetail(detail).detailLevel;
// check that the region isn't null and at least this detail level
if (region == null || region.getGenerationMode() != generationMode)
{
// First case, region has to be created
// try to get the region from file
regions[x][z] = getRegionFromFile(regionPos, levelToGen, generationMode, verticalQuality);
// if there is no region file create an empty region
if (regions[x][z] == null)
regions[x][z] = new LodRegion(levelToGen, regionPos, generationMode, verticalQuality);
regenRegionBuffer[x][z] = true;
regenDimensionBuffers = true;
recreateRegionBuffer[x][z] = true;
}
else if (region.getMinDetailLevel() > levelToGen)
{
// Second case, the region exists at a higher detail level.
// Expand the region by introducing the missing layer
region.growTree(levelToGen);
regions[x][z] = getRegionFromFile(regionPos, levelToGen, generationMode, verticalQuality);
recreateRegionBuffer[x][z] = true;
}
}
}
});
cutAndExpandThread.execute(thread);
}
}
/**
* Add the given LOD to this dimension at the coordinate
* stored in the LOD. If an LOD already exists at the given
* coordinate it will be overwritten.
*/
public Boolean addData(byte detailLevel, int posX, int posZ, int verticalIndex, long data, boolean dontSave)
{
int regionPosX = LevelPosUtil.getRegion(detailLevel, posX);
int regionPosZ = LevelPosUtil.getRegion(detailLevel, posZ);
// don't continue if the region can't be saved
LodRegion region = getRegion(regionPosX, regionPosZ);
if (region == null)
return false;
boolean nodeAdded = region.addData(detailLevel, posX, posZ, verticalIndex, data);
// only save valid LODs to disk
if (!dontSave && fileHandler != null)
{
try
{
// mark the region as dirty, so it will be saved to disk
int xIndex = (regionPosX - center.x) + halfWidth;
int zIndex = (regionPosZ - center.z) + halfWidth;
isRegionDirty[xIndex][zIndex] = true;
regenRegionBuffer[xIndex][zIndex] = true;
regenDimensionBuffers = true;
}
catch (ArrayIndexOutOfBoundsException e)
{
e.printStackTrace();
// If this happens, the method was probably
// called when the dimension was changing size.
// Hopefully this shouldn't be an issue.
}
}
return nodeAdded;
}
/**
* Add whole column of LODs to this dimension at the coordinate
* stored in the LOD. If an LOD already exists at the given
* coordinate it will be overwritten.
*/
public Boolean addVerticalData(byte detailLevel, int posX, int posZ, long[] data, boolean dontSave)
{
int regionPosX = LevelPosUtil.getRegion(detailLevel, posX);
int regionPosZ = LevelPosUtil.getRegion(detailLevel, posZ);
// don't continue if the region can't be saved
LodRegion region = getRegion(regionPosX, regionPosZ);
if (region == null)
return false;
boolean nodeAdded = region.addVerticalData(detailLevel, posX, posZ, data);
// only save valid LODs to disk
if (!dontSave && fileHandler != null)
{
try
{
// mark the region as dirty, so it will be saved to disk
int xIndex = (regionPosX - center.x) + halfWidth;
int zIndex = (regionPosZ - center.z) + halfWidth;
isRegionDirty[xIndex][zIndex] = true;
regenRegionBuffer[xIndex][zIndex] = true;
regenDimensionBuffers = true;
}
catch (ArrayIndexOutOfBoundsException e)
{
e.printStackTrace();
// If this happens, the method was probably
// called when the dimension was changing size.
// Hopefully this shouldn't be an issue.
}
}
return nodeAdded;
}
/** marks the region at the given region position to have its buffer rebuilt */
public void markRegionBufferToRegen(int xRegion, int zRegion)
{
int xIndex = (xRegion - center.x) + halfWidth;
int zIndex = (zRegion - center.z) + halfWidth;
regenRegionBuffer[xIndex][zIndex] = true;
}
/**
* Returns every position that need to be generated based on the position of the player
*/
public PosToGenerateContainer getPosToGenerate(int maxDataToGenerate, int playerBlockPosX, int playerBlockPosZ)
{
PosToGenerateContainer posToGenerate;
LodRegion lodRegion;
// all the following values are used for the spiral matrix visit
// x and z are the matrix coord
// dx and dz is the next move on the coordinate in the range -1 0 +1
int x, z, dx, dz, t;
x = 0;
z = 0;
dx = 0;
dz = -1;
// We can use two type of generation scheduling
switch (LodConfig.CLIENT.worldGenerator.generationPriority.get())
{
default:
case NEAR_FIRST:
//in the NEAR_FIRST generation scheduling we prioritize the nearest un-generated position to the player
//the chunk position to generate will be stored in a posToGenerate object
posToGenerate = new PosToGenerateContainer((byte) 10, maxDataToGenerate, playerBlockPosX, playerBlockPosZ);
int playerChunkX = LevelPosUtil.getChunkPos(LodUtil.BLOCK_DETAIL_LEVEL, playerBlockPosX);
int playerChunkZ = LevelPosUtil.getChunkPos(LodUtil.BLOCK_DETAIL_LEVEL, playerBlockPosZ);
int complexity;
int xChunkToCheck;
int zChunkToCheck;
byte detailLevel;
int posX;
int posZ;
long data;
int numbChunksWide = (width) * 32;
int circleLimit = Integer.MAX_VALUE;
//posToGenerate is using an insertion sort algorithm which can become really fast if the
//original data order is almost ordered. For this reason we explore the matrix of the position to generate
//with a spiral matrix visit (a square spiral is almost ordered in the "nearest to farthest" order)
for (int i = 0; i < numbChunksWide * numbChunksWide; i++)
{
//Firstly we check if the posToGenerate has been filled
if (maxDataToGenerate == 0)
{
maxDataToGenerate--;
//if it has been filled then we set a stop distance
//the stop distance will be current distance (generically x) per square root of 2
//this would guarantee a circular generation since (Math.abs(x) * 1.41f) is the
//radius of a circle that inscribe a square
circleLimit = (int) (Math.abs(x) * 1.41f);
}
//This second if check if we reached the circleLimit decided in the previous if
//if so we stop
else if (maxDataToGenerate < 0)
{
if (circleLimit < Math.abs(x) && circleLimit < Math.abs(z))
break;
}
xChunkToCheck = x + playerChunkX;
zChunkToCheck = z + playerChunkZ;
//we get the lod region in which the chunk is present
lodRegion = getRegion(LodUtil.CHUNK_DETAIL_LEVEL, xChunkToCheck, zChunkToCheck);
if (lodRegion == null)
continue;
//Now we check if the current chunk has been generated with the correct complexity
//if(lodRegion.isChunkPreGenerated(xChunkToCheck,zChunkToCheck))
// complexity = DistanceGenerationMode.SERVER.complexity;
//else
complexity = LodConfig.CLIENT.worldGenerator.distanceGenerationMode.get().complexity;
//we create the level position info of the chunk
detailLevel = lodRegion.getMinDetailLevel();
posX = LevelPosUtil.convert(LodUtil.CHUNK_DETAIL_LEVEL, xChunkToCheck, detailLevel);
posZ = LevelPosUtil.convert(LodUtil.CHUNK_DETAIL_LEVEL, zChunkToCheck, detailLevel);
data = getSingleData(detailLevel, posX, posZ);
//we will generate the position only if the current generation complexity is lower than the target one.
//an un-generated area will always have 0 generation
if (DataPointUtil.getGenerationMode(data) < complexity)
{
posToGenerate.addPosToGenerate(detailLevel, posX, posZ);
if (maxDataToGenerate >= 0)
maxDataToGenerate--;
}
//with this code section we find the next chunk to check
if ((x == z) || ((x < 0) && (x == -z)) || ((x > 0) && (x == 1 - z)))
{
t = dx;
dx = -dz;
dz = t;
}
x += dx;
z += dz;
}
break;
case FAR_FIRST:
//in the FAR_FIRST generation we dedicate part of the generation process to the far region with really
//low detail quality.
posToGenerate = new PosToGenerateContainer((byte) 8, maxDataToGenerate, playerBlockPosX, playerBlockPosZ);
int xRegion;
int zRegion;
for (int i = 0; i < width * width; i++)
{
xRegion = x + center.x;
zRegion = z + center.z;
//All of this is handled directly by the region, which scan every pos from top to bottom of the quad tree
lodRegion = getRegion(xRegion, zRegion);
if (lodRegion != null)
lodRegion.getPosToGenerate(posToGenerate, playerBlockPosX, playerBlockPosZ);
//with this code section we find the next chunk to check
if ((x == z) || ((x < 0) && (x == -z)) || ((x > 0) && (x == 1 - z)))
{
t = dx;
dx = -dz;
dz = t;
}
x += dx;
z += dz;
}
break;
}
return posToGenerate;
}
/**
* Fills the posToRender with the position to render for the regionPos given in input
*/
public void getPosToRender(PosToRenderContainer posToRender, RegionPos regionPos, int playerPosX,
int playerPosZ)
{
LodRegion region = getRegion(regionPos.x, regionPos.z);
if (region != null)
region.getPosToRender(posToRender, playerPosX, playerPosZ, LodConfig.CLIENT.worldGenerator.generationPriority.get() == GenerationPriority.NEAR_FIRST);
}
/**
* Determines how many vertical LODs could be used
* for the given region at the given detail level
*/
public int getMaxVerticalData(byte detailLevel, int posX, int posZ)
{
if (detailLevel > LodUtil.REGION_DETAIL_LEVEL)
throw new IllegalArgumentException("getMaxVerticalData given a level of [" + detailLevel + "] when [" + LodUtil.REGION_DETAIL_LEVEL + "] is the max.");
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
return 0;
return region.getMaxVerticalData(detailLevel);
}
/**
* Get the data point at the given X and Z coordinates
* in this dimension.
*
* Returns null if the LodChunk doesn't exist or
* is outside the loaded area.
*/
public long getData(byte detailLevel, int posX, int posZ, int verticalIndex)
{
if (detailLevel > LodUtil.REGION_DETAIL_LEVEL)
throw new IllegalArgumentException("getLodFromCoordinates given a level of \"" + detailLevel + "\" when \"" + LodUtil.REGION_DETAIL_LEVEL + "\" is the max.");
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
return DataPointUtil.EMPTY_DATA;
return region.getData(detailLevel, posX, posZ, verticalIndex);
}
/**
* Get the data point at the given X and Z coordinates
* in this dimension.
*
* Returns null if the LodChunk doesn't exist or
* is outside the loaded area.
*/
public long getSingleData(byte detailLevel, int posX, int posZ)
{
if (detailLevel > LodUtil.REGION_DETAIL_LEVEL)
throw new IllegalArgumentException("getLodFromCoordinates given a level of \"" + detailLevel + "\" when \"" + LodUtil.REGION_DETAIL_LEVEL + "\" is the max.");
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
return DataPointUtil.EMPTY_DATA;
return region.getSingleData(detailLevel, posX, posZ);
}
/** Clears the given region */
public void clear(byte detailLevel, int posX, int posZ)
{
if (detailLevel > LodUtil.REGION_DETAIL_LEVEL)
throw new IllegalArgumentException("getLodFromCoordinates given a level of \"" + detailLevel + "\" when \"" + LodUtil.REGION_DETAIL_LEVEL + "\" is the max.");
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
return;
region.clear(detailLevel, posX, posZ);
}
/**
* Returns if the buffer at the given array index needs
* to have its buffer regenerated.
*/
public boolean doesRegionNeedBufferRegen(int xIndex, int zIndex)
{
return regenRegionBuffer[xIndex][zIndex];
}
/**
* Sets if the buffer at the given array index needs
* to have its buffer regenerated.
*/
public void setRegenRegionBufferByArrayIndex(int xIndex, int zIndex, boolean newRegen)
{
regenRegionBuffer[xIndex][zIndex] = newRegen;
}
/**
* Get the data point at the given LevelPos
* in this dimension.
*
* Returns null if the LodChunk doesn't exist or
* is outside the loaded area.
*/
public void updateData(byte detailLevel, int posX, int posZ)
{
if (detailLevel > LodUtil.REGION_DETAIL_LEVEL)
throw new IllegalArgumentException("getLodFromCoordinates given a level of \"" + detailLevel + "\" when \"" + LodUtil.REGION_DETAIL_LEVEL + "\" is the max.");
LodRegion region = getRegion(detailLevel, posX, posZ);
if (region == null)
return;
region.updateArea(detailLevel, posX, posZ);
}
/**
* Returns true if a region exists at the given LevelPos
*/
public boolean doesDataExist(byte detailLevel, int posX, int posZ)
{
LodRegion region = getRegion(detailLevel, posX, posZ);
return region != null && region.doesDataExist(detailLevel, posX, posZ);
}
/**
* Loads the region at the given RegionPos from file,
* if a file exists for that region.
*/
public LodRegion getRegionFromFile(RegionPos regionPos, byte detailLevel,
DistanceGenerationMode generationMode, VerticalQuality verticalQuality)
{
return fileHandler != null ? fileHandler.loadRegionFromFile(detailLevel, regionPos, generationMode, verticalQuality) : null;
}
/**
* Save all dirty regions in this LodDimension to file.
*/
public void saveDirtyRegionsToFileAsync()
{
fileHandler.saveDirtyRegionsToFileAsync();
}
/**
* Return true if the chunk has been pregenerated in game
*/
//public boolean isChunkPreGenerated(int xChunkPos, int zChunkPos)
//{
//
// LodRegion region = getRegion(LodUtil.CHUNK_DETAIL_LEVEL, xChunkPos, zChunkPos);
// if (region == null)
// return false;
//
// return region.isChunkPreGenerated(xChunkPos, zChunkPos);
//}
/**
* Returns whether the region at the given RegionPos
* is within the loaded range.
*/
public boolean regionIsInRange(int regionX, int regionZ)
{
int xIndex = (regionX - center.x) + halfWidth;
int zIndex = (regionZ - center.z) + halfWidth;
return xIndex >= 0 && xIndex < width && zIndex >= 0 && zIndex < width;
}
/** Returns the dimension's center region position X value */
public int getCenterRegionPosX()
{
return center.x;
}
/** Returns the dimension's center region position Z value */
public int getCenterRegionPosZ()
{
return center.z;
}
/**
* returns the width of the dimension in regions
*/
public int getWidth()
{
// we want to get the length directly from the
// source to make sure it is in sync with region
// and isRegionDirty
return regions != null ? regions.length : width;
}
/** Update the width of this dimension, in regions */
public void setRegionWidth(int newWidth)
{
width = newWidth;
halfWidth = Math.floorDiv(width, 2);
regions = new LodRegion[width][width];
isRegionDirty = new boolean[width][width];
regenRegionBuffer = new boolean[width][width];
recreateRegionBuffer = new boolean[width][width];
// populate isRegionDirty
for (int i = 0; i < width; i++)
for (int j = 0; j < width; j++)
isRegionDirty[i][j] = false;
}
@Override
public String toString()
{
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.append("Dimension : \n");
for (LodRegion[] lodRegions : regions)
{
for (LodRegion region : lodRegions)
{
if (region == null)
stringBuilder.append("n");
else
stringBuilder.append(region.getMinDetailLevel());
stringBuilder.append("\t");
}
stringBuilder.append("\n");
}
return stringBuilder.toString();
}
public boolean GetIsRegionDirty(int i, int j)
{
return isRegionDirty[i][j];
}
public void SetIsRegionDirty(int i, int j, boolean val)
{
isRegionDirty[i][j] = val;
}
}