private static void RemoveLight(Map map, List <Vector3i> list) { SunLightMap lightmap = map.GetSunLightmap(); 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; } if (lightmap.IsSunLight(pos.x, pos.y, pos.z)) { lightPoints.Add(pos); continue; } byte light = (byte)(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.IsEmpty()) { LightComputerUtils.SetLightDirty(map, nextPos); } } } Scatter(map, lightPoints); }
public static void Scatter(Map map, ColumnMap columnMap, int cx, int cz) { int x1 = cx * Chunk.SIZE_X; int z1 = cz * Chunk.SIZE_Z; int x2 = x1 + Chunk.SIZE_X; int z2 = z1 + Chunk.SIZE_Z; SunLightMap lightmap = map.GetSunLightmap(); list.Clear(); for (int x = x1; x < x2; x++) { for (int z = z1; z < z2; z++) { int maxY = ComputeMaxY(lightmap, x, z) + 1; for (int y = 0; y < maxY; y++) { if (lightmap.GetLight(x, y, z) > MIN_LIGHT) { list.Add(new Vector3i(x, y, z)); } } } } Scatter(map, columnMap, list); }
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); } } } }