643 lines
24 KiB
Java
643 lines
24 KiB
Java
package com.seibel.lod.objects;
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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.util.LodUtil;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.ChunkPos;
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import java.awt.*;
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import java.io.Serializable;
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import java.util.*;
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import java.util.List;
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import java.util.stream.Collectors;
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/**
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* STANDARD TO FOLLOW
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* every coordinate called posX or posZ is a relative coordinate and not and absolute coordinate
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* if an array contain coordinate the order is the following
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* 0 for x, 1 for z in 2D
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* 0 for x, 1 for y, 2 for z in 3D
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*/
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public class LodRegion implements Serializable
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{
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//x coord,
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private byte minDetailLevel;
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private static final byte POSSIBLE_LOD = 10;
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private int numberOfPoints;
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//For each of the following field the first slot is for the level of detail
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//Important: byte have a [-128, 127] range. When converting from or to int a 128 should be added or removed
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//If there is a bug with color then it's probably caused by this.
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//in the future other fields like transparency and light level could be added
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private byte[][][][] colors;
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private short[][][] height;
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private short[][][] depth;
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//a new node will have 0 as generationType
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//a node with 1 is node
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private byte[][][] generationType;
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private boolean[][][] dataExistence;
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public final int regionPosX;
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public final int regionPosZ;
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public LodRegion(LevelContainer levelContainer, RegionPos regionPos)
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{
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this.regionPosX = regionPos.x;
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this.regionPosZ = regionPos.z;
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this.minDetailLevel = levelContainer.detailLevel;
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//Array of matrices of arrays
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colors = new byte[POSSIBLE_LOD][][][];
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//Arrays of matrices
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height = new short[POSSIBLE_LOD][][];
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depth = new short[POSSIBLE_LOD][][];
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generationType = new byte[POSSIBLE_LOD][][];
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dataExistence = new boolean[POSSIBLE_LOD][][];
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colors[minDetailLevel] = levelContainer.colors;
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height[minDetailLevel] = levelContainer.height;
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depth[minDetailLevel] = levelContainer.depth;
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generationType[minDetailLevel] = levelContainer.generationType;
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dataExistence[minDetailLevel] = levelContainer.dataExistence;
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//Initialize all the different matrices
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for (byte lod = (byte) (minDetailLevel + 1); lod <= LodUtil.REGION_DETAIL_LEVEL; lod++)
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{
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int size = (short) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - lod);
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colors[lod] = new byte[size][size][3];
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height[lod] = new short[size][size];
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depth[lod] = new short[size][size];
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generationType[lod] = new byte[size][size];
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dataExistence[lod] = new boolean[size][size];
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}
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int sizeDiff;
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LevelPos levelPos;
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for (byte tempLod = (byte) (minDetailLevel + 1); tempLod <= LodUtil.REGION_DETAIL_LEVEL; tempLod++)
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{
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sizeDiff = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - tempLod);
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for (int x = 0; x < sizeDiff; x++)
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{
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for (int z = 0; z < sizeDiff; z++)
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{
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levelPos = new LevelPos(tempLod, x, z);
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update(levelPos);
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}
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}
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}
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}
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public LodRegion(byte minDetailLevel, RegionPos regionPos)
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{
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this.minDetailLevel = minDetailLevel;
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this.regionPosX = regionPos.x;
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this.regionPosZ = regionPos.z;
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//Array of matrices of arrays
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colors = new byte[POSSIBLE_LOD][][][];
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//Arrays of matrices
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height = new short[POSSIBLE_LOD][][];
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depth = new short[POSSIBLE_LOD][][];
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generationType = new byte[POSSIBLE_LOD][][];
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dataExistence = new boolean[POSSIBLE_LOD][][];
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//Initialize all the different matrices
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for (byte lod = minDetailLevel; lod <= LodUtil.REGION_DETAIL_LEVEL; lod++)
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{
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int size = (short) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - lod);
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colors[lod] = new byte[size][size][3];
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height[lod] = new short[size][size];
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depth[lod] = new short[size][size];
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generationType[lod] = new byte[size][size];
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dataExistence[lod] = new boolean[size][size];
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}
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}
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/**
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* This method can be used to insert data into the LodRegion
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*
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* @param levelPos
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* @param dataPoint
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* @param generationType
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* @param update
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* @return
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*/
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public boolean setData(LevelPos levelPos, LodDataPoint dataPoint, byte generationType, boolean update)
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{
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levelPos = levelPos.regionModule();
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if ((this.generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ] == 0) || (generationType >= this.generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ]))
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{
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//update the number of node present
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if (this.dataExistence[levelPos.detailLevel][levelPos.posX][levelPos.posZ]) numberOfPoints++;
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//add the node data
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this.colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][0] = (byte) (dataPoint.color.getRed() - 128);
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this.colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][1] = (byte) (dataPoint.color.getGreen() - 128);
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this.colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][2] = (byte) (dataPoint.color.getBlue() - 128);
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this.height[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = dataPoint.height;
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this.depth[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = dataPoint.depth;
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this.generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = generationType;
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this.dataExistence[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = true;
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//update could be stopped and a single big update could be done at the end
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LevelPos tempLevelPos = levelPos;
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if (update)
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{
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for (byte tempLod = (byte) (levelPos.detailLevel + 1); tempLod <= LodUtil.REGION_DETAIL_LEVEL; tempLod++)
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{
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tempLevelPos = tempLevelPos.convert(tempLod);
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update(tempLevelPos);
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}
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}
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return true;
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} else
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{
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return false;
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}
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}
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public LodDataPoint getData(ChunkPos chunkPos)
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{
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return getData(new LevelPos(LodUtil.CHUNK_DETAIL_LEVEL, chunkPos.x, chunkPos.z));
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}
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/**
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* This method will return the data in the position relative to the level of detail
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*
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* @param lod
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* @return the data at the relative pos and level
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*/
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public LodDataPoint getData(byte lod, BlockPos blockPos)
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{
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int posX = Math.floorMod(blockPos.getX(), (int) Math.pow(2, lod));
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int posZ = Math.floorMod(blockPos.getZ(), (int) Math.pow(2, lod));
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return getData(new LevelPos(lod, posX, posZ));
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}
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/**
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* This method will return the data in the position relative to the level of detail
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*
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* @param levelPos
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* @return the data at the relative pos and level
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*/
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public LodDataPoint getData(LevelPos levelPos)
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{
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levelPos = levelPos.regionModule();
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return new LodDataPoint(
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height[levelPos.detailLevel][levelPos.posX][levelPos.posZ],
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depth[levelPos.detailLevel][levelPos.posX][levelPos.posZ],
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new Color(colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][0] + 128,
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colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][1] + 128,
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colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][2] + 128
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)
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);
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}
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/**
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* This method will return all the levelPos that are renderable according to the requisite given in input
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*
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* @return
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*/
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public List<Map.Entry<LevelPos,Integer>> getDataToGenerate(int playerPosX, int playerPosZ, int start, int end, byte generation, byte detailLevel, int dataNumber)
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{
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LevelPos levelPos = new LevelPos(LodUtil.REGION_DETAIL_LEVEL, 0, 0);
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List<Map.Entry<LevelPos,Integer>> levelPosList = getDataToGenerate(levelPos, playerPosX, playerPosZ, start, end, generation, detailLevel);
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List<Map.Entry<LevelPos,Integer>> levelMinPosList = new ArrayList<>();
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dataNumber = Math.min(dataNumber, levelPosList.size());
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for(int i=0; i<dataNumber; i++)
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{
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Map.Entry<LevelPos,Integer> min = Collections.min(levelPosList, LevelPos.getPosComparator());
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levelPosList.remove(min);
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levelMinPosList.add(min);
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}
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return levelMinPosList;
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}
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private List<Map.Entry<LevelPos,Integer>> getDataToGenerate(LevelPos levelPos, int playerPosX, int playerPosZ, int start, int end, byte generation, byte detailLevel)
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{
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List<Map.Entry<LevelPos,Integer>> levelPosList = new ArrayList<>();
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int size = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - levelPos.detailLevel);
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int width = (int) Math.pow(2, levelPos.detailLevel);
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//here i calculate the the LevelPos is in range
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//This is important to avoid any kind of hole in the generation
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int maxDistance = levelPos.maxDistance(playerPosX,playerPosZ,regionPosX,regionPosZ);
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int minDistance = levelPos.minDistance(playerPosX,playerPosZ,regionPosX,regionPosZ);
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if (!(start <= maxDistance && minDistance < end) || levelPos.detailLevel < detailLevel)
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{
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return levelPosList;
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}
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int childPosX = levelPos.posX * 2;
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int childPosZ = levelPos.posZ * 2;
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LevelPos childPos;
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int childSize = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - levelPos.detailLevel + 1);
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//we have reached the target detail level
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if (detailLevel == levelPos.detailLevel)
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{
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if(generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ] < generation)
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{
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levelPosList.add(
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new AbstractMap.SimpleEntry<LevelPos, Integer>(
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new LevelPos(levelPos.detailLevel, levelPos.posX + regionPosX * size, levelPos.posZ + regionPosZ * size),
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minDistance));
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}
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} else
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{
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//we want max a request per chunk. So for lod smaller than chunk we explore only the top rigth child
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if (levelPos.detailLevel > LodUtil.CHUNK_DETAIL_LEVEL)
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{
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//We take all the children that are not generated to at least the generation level taken in input
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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childPos = new LevelPos((byte) (levelPos.detailLevel - 1), childPosX + x, childPosZ + z);
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minDistance = childPos.minDistance(playerPosX,playerPosZ,regionPosX,regionPosZ);
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if (generationType[childPos.detailLevel][childPos.posX][childPos.posZ] < generation || !doesDataExist(childPos))
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{
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levelPosList.add(
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new AbstractMap.SimpleEntry<LevelPos, Integer>(
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new LevelPos(childPos.detailLevel, childPos.posX + regionPosX * childSize, childPos.posZ + regionPosZ * childSize),
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minDistance));
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}
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}
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}
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//only if all the children are correctly generated we go deeper
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if (levelPosList.isEmpty())
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{
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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childPos = new LevelPos((byte) (levelPos.detailLevel - 1), childPosX + x, childPosZ + z);
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levelPosList.addAll(getDataToGenerate(childPos, playerPosX, playerPosZ, start, end, generation, detailLevel));
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}
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}
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}
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} else
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{
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childPos = levelPos.convert((byte) (levelPos.detailLevel - 1));
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if (generationType[childPos.detailLevel][childPos.posX][childPos.posZ] < generation)
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{
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minDistance = childPos.minDistance(playerPosX,playerPosZ,regionPosX,regionPosZ);
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levelPosList.add(
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new AbstractMap.SimpleEntry<LevelPos, Integer>(
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new LevelPos(childPos.detailLevel, childPos.posX + regionPosX * childSize, childPos.posZ + regionPosZ * childSize),
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minDistance));
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} else
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{
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if (childPos.detailLevel != detailLevel)
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{
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levelPosList.addAll(getDataToGenerate(childPos, playerPosX, playerPosZ, start, end, generation, detailLevel));
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}
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}
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}
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}
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return levelPosList;
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}
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/**
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* @return
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*/
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public List<LevelPos> getDataToRender(int playerPosX, int playerPosZ, int start, int end, byte detailLevel)
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{
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LevelPos levelPos = new LevelPos(LodUtil.REGION_DETAIL_LEVEL, 0, 0);
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return getDataToRender(levelPos, playerPosX, playerPosZ, start, end, detailLevel);
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}
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/**
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* @return
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*/
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private List<LevelPos> getDataToRender(LevelPos levelPos, int playerPosX, int playerPosZ, int start, int end, byte detailLevel)
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{
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List<LevelPos> levelPosList = new ArrayList<>();
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int size = (int) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - levelPos.detailLevel);
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int width = (int) Math.pow(2, levelPos.detailLevel);
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//here i calculate the the LevelPos is in range
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//This is important to avoid any kind of hole in the rendering
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int maxDistance = levelPos.maxDistance(playerPosX,playerPosZ,regionPosX,regionPosZ);
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int minDistance = levelPos.minDistance(playerPosX,playerPosZ,regionPosX,regionPosZ);
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//To avoid z fighting: if the pos is touching the end radius at detailLevel + 1 then we stop
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//cause this area will be occupied by bigger block
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if(levelPos.detailLevel == detailLevel + 1 && end <= maxDistance && minDistance <= end){
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return levelPosList;
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}
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if (!(start <= maxDistance && minDistance < end) || levelPos.detailLevel < detailLevel)
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{
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return levelPosList;
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}
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//we have reached the target detail level
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if (detailLevel == levelPos.detailLevel)
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{
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levelPosList.add(new LevelPos(levelPos.detailLevel, levelPos.posX + regionPosX * size, levelPos.posZ + regionPosZ * size));
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} else
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{
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int childPosX = levelPos.posX * 2;
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int childPosZ = levelPos.posZ * 2;
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LevelPos childPos;
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int childrenCount = 0;
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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childPos = new LevelPos((byte) (levelPos.detailLevel - 1), childPosX + x, childPosZ + z);
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if(doesDataExist(childPos)) childrenCount++;
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}
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}
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//If all the four children exist we go deeper
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if (childrenCount == 4)
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{
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levelPosList.clear();
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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childPos = new LevelPos((byte) (levelPos.detailLevel - 1), childPosX + x, childPosZ + z);
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levelPosList.addAll(getDataToRender(childPos, playerPosX, playerPosZ, start, end, detailLevel));
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}
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}
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}else{
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levelPosList.add(new LevelPos(levelPos.detailLevel, levelPos.posX + regionPosX * size, levelPos.posZ + regionPosZ * size));
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}
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}
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return levelPosList;
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}
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/**
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* @param levelPos
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*/
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public void updateArea(LevelPos levelPos)
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{
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LevelPos tempLevelPos;
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int sizeDiff;
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int startX;
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int startZ;
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for(byte bottom = (byte) (minDetailLevel + 1); bottom < levelPos.detailLevel ; bottom++){
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tempLevelPos = levelPos.convert(bottom);
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startX = tempLevelPos.posX;
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startZ = tempLevelPos.posZ;
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sizeDiff = (int) Math.pow(2, levelPos.detailLevel - bottom);
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for(int x = 0; x < sizeDiff; x++){
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for(int z = 0; z < sizeDiff; z++) {
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update(new LevelPos(bottom, startX+x, startZ+z));
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}
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}
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}
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for (byte tempLod = levelPos.detailLevel; tempLod <= LodUtil.REGION_DETAIL_LEVEL; tempLod++) {
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tempLevelPos = levelPos.convert(tempLod);
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update(tempLevelPos);
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}
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}
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/**
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* @param levelPos
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*/
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private void update(LevelPos levelPos)
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{
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levelPos = levelPos.regionModule();
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int numberOfChildren = 0;
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/**TODO add the ability to change how the heigth and depth are determinated (for example min or max)**/
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byte minGenerationType = 5;
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int tempRed = 0;
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int tempGreen = 0;
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int tempBlue = 0;
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int tempHeight = 0;
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int tempDepth = 0;
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int newPosX;
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int newPosZ;
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byte newLod;
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LevelPos childPos;
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for (int x = 0; x <= 1; x++)
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{
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for (int z = 0; z <= 1; z++)
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{
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newPosX = 2 * levelPos.posX + x;
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newPosZ = 2 * levelPos.posZ + z;
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newLod = (byte) (levelPos.detailLevel - 1);
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childPos = new LevelPos(newLod, newPosX, newPosZ);
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if (hasDataBeenGenerated(childPos))
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{
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numberOfChildren++;
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tempRed += colors[newLod][newPosX][newPosZ][0];
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tempGreen += colors[newLod][newPosX][newPosZ][1];
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tempBlue += colors[newLod][newPosX][newPosZ][2];
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tempHeight += height[newLod][newPosX][newPosZ];
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tempDepth += depth[newLod][newPosX][newPosZ];
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minGenerationType = (byte) Math.min(minGenerationType, generationType[newLod][newPosX][newPosZ]);
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}
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}
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}
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if (numberOfChildren > 0)
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{
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colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][0] = (byte) (tempRed / numberOfChildren);
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colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][1] = (byte) (tempGreen / numberOfChildren);
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colors[levelPos.detailLevel][levelPos.posX][levelPos.posZ][2] = (byte) (tempBlue / numberOfChildren);
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height[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = (short) (tempHeight / numberOfChildren);
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depth[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = (short) (tempDepth / numberOfChildren);
|
|
generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = minGenerationType;
|
|
dataExistence[levelPos.detailLevel][levelPos.posX][levelPos.posZ] = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param levelPos
|
|
* @return
|
|
*/
|
|
private boolean[][] getChildren(LevelPos levelPos)
|
|
{
|
|
levelPos = levelPos.regionModule();
|
|
boolean[][] children = new boolean[2][2];
|
|
int numberOfChild = 0;
|
|
if (minDetailLevel == levelPos.detailLevel)
|
|
{
|
|
return children;
|
|
}
|
|
for (int x = 0; x <= 1; x++)
|
|
{
|
|
for (int z = 0; z <= 1; z++)
|
|
{
|
|
children[x][z] = (dataExistence[levelPos.detailLevel - 1][2 * levelPos.posX + x][2 * levelPos.posZ + z]);
|
|
}
|
|
}
|
|
return children;
|
|
}
|
|
|
|
/**
|
|
* @param chunkPos
|
|
* @return
|
|
*/
|
|
public boolean doesDataExist(ChunkPos chunkPos)
|
|
{
|
|
return doesDataExist(new LevelPos(LodUtil.CHUNK_DETAIL_LEVEL, chunkPos.x, chunkPos.z));
|
|
}
|
|
|
|
/**
|
|
* @param levelPos
|
|
* @return
|
|
*/
|
|
public boolean doesDataExist(LevelPos levelPos)
|
|
{
|
|
levelPos = levelPos.regionModule();
|
|
return dataExistence[levelPos.detailLevel][levelPos.posX][levelPos.posZ];
|
|
}
|
|
|
|
/**
|
|
* @param levelPos
|
|
* @return
|
|
*/
|
|
public DistanceGenerationMode getGenerationMode(LevelPos levelPos)
|
|
{
|
|
levelPos = levelPos.regionModule();
|
|
DistanceGenerationMode generationMode = DistanceGenerationMode.NONE;
|
|
switch (generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ])
|
|
{
|
|
case 0:
|
|
generationMode = DistanceGenerationMode.NONE;
|
|
break;
|
|
case 1:
|
|
generationMode = DistanceGenerationMode.BIOME_ONLY;
|
|
break;
|
|
case 2:
|
|
generationMode = DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT;
|
|
break;
|
|
case 3:
|
|
generationMode = DistanceGenerationMode.SURFACE;
|
|
break;
|
|
case 4:
|
|
generationMode = DistanceGenerationMode.FEATURES;
|
|
break;
|
|
case 5:
|
|
generationMode = DistanceGenerationMode.SERVER;
|
|
break;
|
|
default:
|
|
generationMode = DistanceGenerationMode.NONE;
|
|
break;
|
|
|
|
}
|
|
return generationMode;
|
|
}
|
|
|
|
/**
|
|
* @param levelPos
|
|
* @return
|
|
*/
|
|
public boolean hasDataBeenGenerated(LevelPos levelPos)
|
|
{
|
|
levelPos = levelPos.regionModule();
|
|
return (generationType[levelPos.detailLevel][levelPos.posX][levelPos.posZ] != 0);
|
|
}
|
|
|
|
public byte getMinDetailLevel()
|
|
{
|
|
return minDetailLevel;
|
|
}
|
|
|
|
/**
|
|
* This will be used to save a level
|
|
*
|
|
* @param detailLevel
|
|
* @return
|
|
*/
|
|
public LevelContainer getLevel(byte detailLevel)
|
|
{
|
|
if(detailLevel < minDetailLevel){
|
|
throw new IllegalArgumentException("getLevel asked for a level that does not exist: minimum " + minDetailLevel + " level requested " + detailLevel);
|
|
}
|
|
return new LevelContainer(detailLevel, colors[detailLevel], height[detailLevel], depth[detailLevel], generationType[detailLevel], dataExistence[detailLevel]);
|
|
}
|
|
|
|
/**
|
|
* @param levelContainer
|
|
*/
|
|
public void addLevel(LevelContainer levelContainer)
|
|
{
|
|
if (levelContainer.detailLevel < minDetailLevel - 1)
|
|
{
|
|
throw new IllegalArgumentException("addLevel requires a level that is at least the minimum level of the region -1 ");
|
|
}
|
|
if (levelContainer.detailLevel == minDetailLevel - 1) minDetailLevel = levelContainer.detailLevel;
|
|
colors[levelContainer.detailLevel] = levelContainer.colors;
|
|
height[levelContainer.detailLevel] = levelContainer.height;
|
|
depth[levelContainer.detailLevel] = levelContainer.depth;
|
|
generationType[levelContainer.detailLevel] = levelContainer.generationType;
|
|
dataExistence[levelContainer.detailLevel] = levelContainer.dataExistence;
|
|
|
|
}
|
|
|
|
/**
|
|
* @param detailLevel
|
|
*/
|
|
public void cuteTree(byte detailLevel)
|
|
{
|
|
if(minDetailLevel < detailLevel)
|
|
{
|
|
for (byte tempLod = 0; tempLod < detailLevel; tempLod++)
|
|
{
|
|
colors[tempLod] = new byte[0][0][0];
|
|
height[tempLod] = new short[0][0];
|
|
depth[tempLod] = new short[0][0];
|
|
generationType[tempLod] = new byte[0][0];
|
|
dataExistence[tempLod] = new boolean[0][0];
|
|
}
|
|
minDetailLevel = detailLevel;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param detailLevel
|
|
*/
|
|
public void expand(byte detailLevel)
|
|
{
|
|
if(detailLevel < minDetailLevel){
|
|
for(byte tempLod = detailLevel; tempLod < minDetailLevel; tempLod++){
|
|
int size = (short) Math.pow(2, LodUtil.REGION_DETAIL_LEVEL - tempLod);
|
|
colors[tempLod] = new byte[size][size][3];
|
|
height[tempLod] = new short[size][size];
|
|
depth[tempLod] = new short[size][size];
|
|
generationType[tempLod] = new byte[size][size];
|
|
dataExistence[tempLod] = new boolean[size][size];
|
|
}
|
|
}
|
|
}
|
|
|
|
public String toString()
|
|
{
|
|
return getLevel(LodUtil.REGION_DETAIL_LEVEL).toString();
|
|
}
|
|
}
|