private static void Scatter(Map map, List <Vector3i> list) // рассеивание { SunLightMap lightmap = map.GetSunLightmap(); for (int i = 0; i < list.Count; i++) { Vector3i pos = list[i]; if (pos.y < 0) { continue; } BlockData block = map.GetBlock(pos); int light = lightmap.GetLight(pos) - LightComputerUtils.GetLightStep(block); if (light <= MIN_LIGHT) { continue; } foreach (Vector3i dir in Vector3i.directions) { Vector3i nextPos = pos + dir; block = map.GetBlock(nextPos); if (block.IsAlpha() && lightmap.SetMaxLight((byte)light, nextPos)) { list.Add(nextPos); } if (!block.IsEmpty()) { LightComputerUtils.SetLightDirty(map, nextPos); } } } }
private static void RemoveLight(Map map, List <Vector3i> list) { LightMap lightmap = map.GetLightmap(); foreach (Vector3i pos in list) { lightmap.SetLight(MAX_LIGHT, pos); } List <Vector3i> lightPoints = new List <Vector3i>(); for (int i = 0; i < list.Count; i++) { Vector3i pos = list[i]; if (pos.y < 0) { continue; } int light = lightmap.GetLight(pos) - STEP_LIGHT; lightmap.SetLight(MIN_LIGHT, pos); if (light <= MIN_LIGHT) { continue; } foreach (Vector3i dir in Vector3i.directions) { Vector3i nextPos = pos + dir; BlockData block = map.GetBlock(nextPos); if (block.IsAlpha()) { if (lightmap.GetLight(nextPos) <= light) { list.Add(nextPos); } else { lightPoints.Add(nextPos); } } if (block.GetLight() > MIN_LIGHT) { lightPoints.Add(nextPos); } if (!block.IsEmpty()) { LightComputerUtils.SetLightDirty(map, nextPos); } } } Scatter(map, lightPoints); }