Ejemplo n.º 1
0
        private void ProcessNode(IBlockAccess level, ChunkColumn chunk, BlockCoordinates coordinates, Queue <BlockCoordinates> lightBfsQueue, HashSet <BlockCoordinates> lightBfSet)
        {
            //if (section.IsAllAir())

            byte currentSkyLight = GetSkyLight(coordinates, chunk);

            int          sectionIdx = coordinates.Y >> 4;
            ChunkSection subChunk   = (ChunkSection)chunk.GetSection(coordinates.Y);

            byte maxSkyLight = currentSkyLight;

            if (coordinates.Y < 255)
            {
                var up = coordinates.BlockUp();
                maxSkyLight = Math.Max(maxSkyLight, SetLightLevel(level, chunk, subChunk, sectionIdx, lightBfsQueue, lightBfSet, up, currentSkyLight, up: true));
            }

            if (coordinates.Y > 0)
            {
                var down = coordinates.BlockDown();
                maxSkyLight = Math.Max(maxSkyLight, SetLightLevel(level, chunk, subChunk, sectionIdx, lightBfsQueue, lightBfSet, down, currentSkyLight, down: true));
            }

            var west = coordinates.BlockWest();

            maxSkyLight = Math.Max(maxSkyLight, SetLightLevel(level, chunk, subChunk, sectionIdx, lightBfsQueue, lightBfSet, west, currentSkyLight));


            var east = coordinates.BlockEast();

            maxSkyLight = Math.Max(maxSkyLight, SetLightLevel(level, chunk, subChunk, sectionIdx, lightBfsQueue, lightBfSet, east, currentSkyLight));


            var south = coordinates.BlockSouth();

            maxSkyLight = Math.Max(maxSkyLight, SetLightLevel(level, chunk, subChunk, sectionIdx, lightBfsQueue, lightBfSet, south, currentSkyLight));

            var north = coordinates.BlockNorth();

            maxSkyLight = Math.Max(maxSkyLight, SetLightLevel(level, chunk, subChunk, sectionIdx, lightBfsQueue, lightBfSet, north, currentSkyLight));

            if (IsTransparent(coordinates, subChunk) && currentSkyLight != 15)
            {
                int diffuseLevel = GetDiffuseLevel(coordinates, subChunk);
                maxSkyLight = (byte)Math.Max(currentSkyLight, maxSkyLight - diffuseLevel);

                if (maxSkyLight > currentSkyLight)
                {
                    level.SetSkyLight(coordinates, maxSkyLight);

                    if (!lightBfSet.Contains(coordinates))
                    {
                        lightBfsQueue.Enqueue(coordinates);
                        lightBfSet.Add(coordinates);
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public void ResetLight(World level, Queue <BlockCoordinates> resetQueue, Queue <BlockCoordinates> sourceQueue, BlockCoordinates coordinates)
        {
            int currentLight = level.GetSkyLight(coordinates);

            if (coordinates.Y < 255)
            {
                TestForSource(level, resetQueue, sourceQueue, coordinates.BlockUp(), currentLight);
            }
            if (coordinates.Y > 0)
            {
                TestForSource(level, resetQueue, sourceQueue, coordinates.BlockDown(), currentLight, true);
            }
            TestForSource(level, resetQueue, sourceQueue, coordinates.BlockWest(), currentLight);
            TestForSource(level, resetQueue, sourceQueue, coordinates.BlockEast(), currentLight);
            TestForSource(level, resetQueue, sourceQueue, coordinates.BlockNorth(), currentLight);
            TestForSource(level, resetQueue, sourceQueue, coordinates.BlockSouth(), currentLight);
        }
Ejemplo n.º 3
0
        public void Calculate(World level, BlockCoordinates coordinates)
        {
            int currentLight = level.GetSkyLight(coordinates);

            var         cc     = new ChunkCoordinates(coordinates);
            ChunkColumn chunk  = (ChunkColumn)level.GetChunkColumn(cc.X, cc.Z);
            var         height = chunk.GetRecalculatedHeight(coordinates.X & 0x0f, coordinates.Z & 0x0f);

            Queue <BlockCoordinates> sourceQueue = new Queue <BlockCoordinates>();

            sourceQueue.Enqueue(coordinates);
            if (currentLight != 0)
            {
                Queue <BlockCoordinates>   resetQueue = new Queue <BlockCoordinates>();
                HashSet <BlockCoordinates> visits     = new HashSet <BlockCoordinates>();

                // Reset all lights that potentially derive from this
                resetQueue.Enqueue(coordinates);

                Queue <BlockCoordinates> deleteQueue = new Queue <BlockCoordinates>();
                while (resetQueue.Count > 0)
                {
                    var coord = resetQueue.Dequeue();
                    if (visits.Contains(coord))
                    {
                        continue;
                    }

                    visits.Add(coord);

                    if (coord.DistanceTo(coordinates) > 16)
                    {
                        continue;
                    }

                    ResetLight(level, resetQueue, sourceQueue, coord);
                    if (!sourceQueue.Contains(coord))
                    {
                        deleteQueue.Enqueue(coord);
                    }
                }

                level.SetSkyLight(coordinates, 0);

                foreach (var delete in deleteQueue)
                {
                    level.SetSkyLight(delete, 0);
                }
            }
            else
            {
                sourceQueue.Enqueue(coordinates);
                sourceQueue.Enqueue(coordinates.BlockUp());
                sourceQueue.Enqueue(coordinates.BlockDown());
                sourceQueue.Enqueue(coordinates.BlockWest());
                sourceQueue.Enqueue(coordinates.BlockEast());
                sourceQueue.Enqueue(coordinates.BlockNorth());
                sourceQueue.Enqueue(coordinates.BlockSouth());
            }

            chunk.SetHeight(coordinates.X & 0x0f, coordinates.Z & 0x0f, (short)height);

            // Recalc
            Queue <BlockCoordinates>   lightBfQueue = new Queue <BlockCoordinates>(sourceQueue);
            HashSet <BlockCoordinates> lightBfSet   = new HashSet <BlockCoordinates>(sourceQueue);

            SkyLightBlockAccess blockAccess = new SkyLightBlockAccess(level.ChunkManager);

            Calculate(blockAccess, lightBfQueue, lightBfSet);
        }