Esempio n. 1
0
 public Vector3i GetLight(int index)
 {
     return(new Vector3i(
                (int)bitBuffer.GetBits(index * INDEX_SIZE, LIGHTING_BITS).Data,
                (int)bitBuffer.GetBits(index * INDEX_SIZE + LIGHTING_BITS, LIGHTING_BITS).Data,
                (int)bitBuffer.GetBits(index * INDEX_SIZE + (2 * LIGHTING_BITS), LIGHTING_BITS).Data
                ));
 }
        // Setting the wrong bit :eyesBlur:
        public void SetBlock(int index, int blockType)
        {
            // Get the type of block at that position
            int          paletteIndex = (int)_data.GetBits(index * indicesLength, indicesLength).Data;
            PaletteEntry current      = palette[paletteIndex];

            // That block at the position no longer exists, so one less reference of the block in the palette
            current.refcount -= 1;

            // Is the block type already in the palette
            int replace = -1;

            for (int i = 0; i < palette.Length; i++)
            {
                if (palette[i] != null && palette[i].type == blockType)
                {
                    replace = i;
                    break;
                }
            }
            if (replace != -1)
            {
                _data.SetBits(index * indicesLength, indicesLength, new BitArray32((uint)replace));
                palette[replace].refcount += 1;
                return;
            }

            // Otherwise if we can overwrite the current palette entry
            if (current.refcount == 0)
            {
                current.type     = blockType;
                current.refcount = 1;
                return;
            }

            // A new palette entry is needed!
            int newEntry = NewPaletteEntry();

            palette[newEntry] = new PaletteEntry(1, blockType);
            _data.SetBits(index * indicesLength, indicesLength, new BitArray32((uint)newEntry));
            paletteCount += 1;
        }