コード例 #1
0
        private int NeighborSkyLight(IBoundedLitBlockCollection[,] chunkMap, int x, int y, int z)
        {
            if (y < 0 || y >= _ydim)
            {
                return(0);
            }

            int xdim = _xdim;
            int zdim = _zdim;

            int xi = x + xdim;
            int zi = z + zdim;

            IBoundedLitBlockCollection src = chunkMap[xi / xdim, zi / zdim];

            if (src == null)
            {
                return(0);
            }

            x = xi % xdim;
            z = zi % zdim;

            BlockInfo info = src.GetInfo(x, y, z);

            if (!info.TransmitsLight)
            {
                return(BlockInfo.MIN_LUMINANCE);
            }

            int light = src.GetSkyLight(x, y, z);

            return((info.Opacity > 0) ? light : light - 1);
        }
コード例 #2
0
        public void StitchBlockSkyLight(IBoundedLitBlockCollection chunk, BlockCollectionEdge edge)
        {
            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            if (chunk.XDim != xdim ||
                chunk.YDim != ydim ||
                chunk.ZDim != zdim)
            {
                throw new InvalidOperationException("BlockLight must have same dimensions to be stitched");
            }

            switch (edge)
            {
            case BlockCollectionEdge.EAST:
                for (int x = 0; x < xdim; x++)
                {
                    for (int y = 0; y < ydim; y++)
                    {
                        TestSkyLight(chunk, x, y, 0, x, y, zdim - 1);
                    }
                }
                break;

            case BlockCollectionEdge.NORTH:
                for (int z = 0; z < zdim; z++)
                {
                    for (int y = 0; y < ydim; y++)
                    {
                        TestSkyLight(chunk, 0, y, z, xdim - 1, y, z);
                    }
                }
                break;

            case BlockCollectionEdge.WEST:
                for (int x = 0; x < xdim; x++)
                {
                    for (int y = 0; y < ydim; y++)
                    {
                        TestSkyLight(chunk, x, y, zdim - 1, x, y, 0);
                    }
                }
                break;

            case BlockCollectionEdge.SOUTH:
                for (int z = 0; z < zdim; z++)
                {
                    for (int y = 0; y < ydim; y++)
                    {
                        TestSkyLight(chunk, xdim - 1, y, z, 0, y, z);
                    }
                }
                break;
            }

            UpdateBlockSkyLight();
        }
コード例 #3
0
        private void TestSkyLight(IBoundedLitBlockCollection chunk, int x1, int y1, int z1, int x2, int y2, int z2)
        {
            int light1 = _blockset.GetSkyLight(x1, y1, z1);
            int light2 = chunk.GetSkyLight(x2, y2, z2);

            if (Math.Abs(light1 - light2) > 1)
            {
                QueueRelight(new BlockKey(x1, y1, z1));
            }
        }
コード例 #4
0
        public BlockLight(IBoundedLitBlockCollection blockset)
        {
            _blockset = blockset;

            _xdim = _blockset.XDim;
            _ydim = _blockset.YDim;
            _zdim = _blockset.ZDim;

            _lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
            _update   = new Queue <BlockKey>();
        }
コード例 #5
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        public BlockLight(IBoundedLitBlockCollection blockset)
        {
            _blockset = blockset;

            _xdim = _blockset.XDim;
            _ydim = _blockset.YDim;
            _zdim = _blockset.ZDim;

            _lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
            _update = new Queue<BlockKey>();
        }
コード例 #6
0
        public BlockLight(BlockLight bl)
        {
            _blockset = bl._blockset;

            _xdim = bl._xdim;
            _ydim = bl._ydim;
            _zdim = bl._zdim;

            _lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
            _update   = new Queue <BlockKey>();
        }
コード例 #7
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        public BlockLight(BlockLight bl)
        {
            _blockset = bl._blockset;

            _xdim = bl._xdim;
            _ydim = bl._ydim;
            _zdim = bl._zdim;

            _lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
            _update = new Queue<BlockKey>();
        }
コード例 #8
0
        private int NeighborHeight(int x, int z)
        {
            IBoundedLitBlockCollection src = LocalChunk(x, 0, z);

            if (src == null)
            {
                return(_ydim - 1);
            }

            x = (x + _xdim * 2) % _xdim;
            z = (z + _zdim * 2) % _zdim;

            return(src.GetHeight(x, z));
        }
コード例 #9
0
        private void TestBlockLight(IBoundedLitBlockCollection chunk, int x1, int y1, int z1, int x2, int y2, int z2)
        {
            int light1 = _blockset.GetBlockLight(x1, y1, z1);
            int light2 = chunk.GetBlockLight(x2, y2, z2);
            int lum1   = _blockset.GetInfo(x1, y1, z1).Luminance;
            int lum2   = chunk.GetInfo(x2, y2, z2).Luminance;

            int v1 = Math.Max(light1, lum1);
            int v2 = Math.Max(light2, lum2);

            if (Math.Abs(v1 - v2) > 1)
            {
                QueueRelight(new BlockKey(x1, y1, z1));
            }
        }
コード例 #10
0
        private IBoundedLitBlockCollection[,] LocalBlockLightMap()
        {
            IBoundedLitBlockCollection[,] map = new IBoundedLitBlockCollection[3, 3];

            map[0, 0] = OnResolveNeighbor(-1, 0, -1);
            map[0, 1] = OnResolveNeighbor(-1, 0, 0);
            map[0, 2] = OnResolveNeighbor(-1, 0, 1);
            map[1, 0] = OnResolveNeighbor(0, 0, -1);
            map[1, 1] = _blockset;
            map[1, 2] = OnResolveNeighbor(0, 0, 1);
            map[2, 0] = OnResolveNeighbor(1, 0, -1);
            map[2, 1] = OnResolveNeighbor(1, 0, 0);
            map[2, 2] = OnResolveNeighbor(1, 0, 1);

            return(map);
        }
コード例 #11
0
        private IBoundedLitBlockCollection OnResolveNeighbor(int relX, int relY, int relZ)
        {
            if (ResolveNeighbor != null)
            {
                IBoundedLitBlockCollection n = ResolveNeighbor(relX, relY, relZ);

                if (n == null)
                {
                    return(null);
                }

                if (n.XDim != _xdim ||
                    n.YDim != _ydim ||
                    n.ZDim != _zdim)
                {
                    throw new InvalidOperationException("Subscriber returned incompatible ILitBlockCollection");
                }

                return(n);
            }

            return(null);
        }
コード例 #12
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private void TestBlockLight(IBoundedLitBlockCollection chunk, int x1, int y1, int z1, int x2, int y2, int z2)
        {
            int light1 = _blockset.GetBlockLight(x1, y1, z1);
            int light2 = chunk.GetBlockLight(x2, y2, z2);
            int lum1 = _blockset.GetInfo(x1, y1, z1).Luminance;
            int lum2 = chunk.GetInfo(x2, y2, z2).Luminance;

            int v1 = Math.Max(light1, lum1);
            int v2 = Math.Max(light2, lum2);
            if (Math.Abs(v1 - v2) > 1) {
                QueueRelight(new BlockKey(x1, y1, z1));
            }
        }
コード例 #13
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private void SpreadBlockLight(IBoundedLitBlockCollection[,] chunkMap, int lx, int ly, int lz)
        {
            BlockInfo primary = _blockset.GetInfo(lx, ly, lz);
            int primaryLight = _blockset.GetBlockLight(lx, ly, lz);
            int priLum = Math.Max(primary.Luminance - primary.Opacity, 0);

            if (primaryLight < priLum) {
               _blockset.SetBlockLight(lx, ly, lz, priLum);
            }

            if (primaryLight > primary.Luminance - 1 && !primary.TransmitsLight) {
                return;
            }

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            Queue<LightRecord> spread = new Queue<LightRecord>();
            if (ly > 0) {
                spread.Enqueue(new LightRecord(lx, ly - 1, lz, primary.Luminance - 1));
            }
            if (ly < ydim - 1) {
                spread.Enqueue(new LightRecord(lx, ly + 1, lz, primary.Luminance - 1));
            }

            spread.Enqueue(new LightRecord(lx - 1, ly, lz, primary.Luminance - 1));
            spread.Enqueue(new LightRecord(lx + 1, ly, lz, primary.Luminance - 1));
            spread.Enqueue(new LightRecord(lx, ly, lz - 1, primary.Luminance - 1));
            spread.Enqueue(new LightRecord(lx, ly, lz + 1, primary.Luminance - 1));

            while (spread.Count > 0) {
                LightRecord rec = spread.Dequeue();

                int xi = rec.x + xdim;
                int zi = rec.z + zdim;

                IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
                if (cc == null) {
                    continue;
                }

                int x = xi % xdim;
                int y = rec.y;
                int z = zi % zdim;

                BlockInfo info = cc.GetInfo(x, y, z);
                int light = cc.GetBlockLight(x, y, z);

                int dimStr = Math.Max(rec.str - info.Opacity, 0);

                if (dimStr > light) {
                    cc.SetBlockLight(x, y, z, dimStr);

                    if (info.TransmitsLight) {
                        int strength = (info.Opacity > 0) ? dimStr : dimStr - 1;

                        if (rec.y > 0) {
                            spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, strength));
                        }
                        if (rec.y < ydim - 1) {
                            spread.Enqueue(new LightRecord(rec.x, rec.y + 1, rec.z, strength));
                        }

                        spread.Enqueue(new LightRecord(rec.x - 1, rec.y, rec.z, strength));
                        spread.Enqueue(new LightRecord(rec.x + 1, rec.y, rec.z, strength));
                        spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z - 1, strength));
                        spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z + 1, strength));
                    }
                }
            }
        }
コード例 #14
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private void SpreadSkyLight(IBoundedLitBlockCollection[,] chunkMap, int[,] heightMap, int lx, int ly, int lz)
        {
            BlockInfo primary = _blockset.GetInfo(lx, ly, lz);
            int primaryLight = _blockset.GetSkyLight(lx, ly, lz);
            int priLum = Math.Max(BlockInfo.MAX_LUMINANCE - primary.Opacity, 0);

            if (primaryLight < priLum) {
                _blockset.SetSkyLight(lx, ly, lz, priLum);
            }

            if (primaryLight > BlockInfo.MAX_LUMINANCE - 1 || !primary.TransmitsLight) {
                return;
            }

            Queue<LightRecord> spread = new Queue<LightRecord>();

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            int lxi = lx + xdim;
            int lzi = lz + zdim;

            int strength = (primary.Opacity > 0) ? priLum : priLum - 1;

            if (ly > 0) {
                if (heightMap[lxi, lzi] > ly - 1) {
                    spread.Enqueue(new LightRecord(lx, ly - 1, lz, strength));
                }
                else {
                    spread.Enqueue(new LightRecord(lx, ly - 1, lz, priLum));
                }
            }

            if (ly < ydim - 1) {
                if (heightMap[lxi, lzi] > ly + 1) {
                    spread.Enqueue(new LightRecord(lx, ly + 1, lz, strength));
                }
            }

            if (heightMap[lxi - 1, lzi] > ly) {
                spread.Enqueue(new LightRecord(lx - 1, ly, lz, strength));
            }
            if (heightMap[lxi + 1, lzi] > ly) {
                spread.Enqueue(new LightRecord(lx + 1, ly, lz, strength));
            }
            if (heightMap[lxi, lzi - 1] > ly) {
                spread.Enqueue(new LightRecord(lx, ly, lz - 1, strength));
            }
            if (heightMap[lxi, lzi + 1] > ly) {
                spread.Enqueue(new LightRecord(lx, ly, lz + 1, strength));
            }

            while (spread.Count > 0) {
                LightRecord rec = spread.Dequeue();

                int xi = rec.x + xdim;
                int zi = rec.z + zdim;

                IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
                if (cc == null) {
                    continue;
                }

                int x = xi % xdim;
                int y = rec.y;
                int z = zi % zdim;

                BlockInfo info = cc.GetInfo(x, y, z);
                int light = cc.GetSkyLight(x, y, z);

                int dimStr = Math.Max(rec.str - info.Opacity, 0);

                if (dimStr > light) {
                    cc.SetSkyLight(x, y, z, dimStr);

                    if (info.TransmitsLight) {
                        strength = (info.Opacity > 0) ? dimStr : dimStr - 1;

                        if (rec.y > 0) {
                            if (heightMap[xi, zi] > rec.y - 1) {
                                spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, strength));
                            }
                            else {
                                spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, dimStr));
                            }
                        }

                        if (rec.y < ydim - 1) {
                            if (heightMap[xi, zi] > rec.y + 1) {
                                spread.Enqueue(new LightRecord(rec.x, rec.y + 1, rec.z, strength));
                            }
                        }

                        if (heightMap[xi - 1, zi] > rec.y) {
                            spread.Enqueue(new LightRecord(rec.x - 1, rec.y, rec.z, strength));
                        }
                        if (heightMap[xi + 1, zi] > rec.y) {
                            spread.Enqueue(new LightRecord(rec.x + 1, rec.y, rec.z, strength));
                        }
                        if (heightMap[xi, zi - 1] > rec.y) {
                            spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z - 1, strength));
                        }
                        if (heightMap[xi, zi + 1] > rec.y) {
                            spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z + 1, strength));
                        }
                    }
                }
            }
        }
コード例 #15
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private int NeighborLight(IBoundedLitBlockCollection[,] chunkMap, int x, int y, int z)
        {
            if (y < 0 || y >= _ydim) {
                return 0;
            }

            int xdim = _xdim;
            int zdim = _zdim;

            int xi = x + xdim;
            int zi = z + zdim;

            IBoundedLitBlockCollection src = chunkMap[xi / xdim, zi / zdim];
            if (src == null) {
                return 0;
            }

            x = xi % xdim;
            z = zi % zdim;

            BlockInfo info = src.GetInfo(x, y, z);
            if (!info.TransmitsLight) {
                return info.Luminance;
            }

            int light = src.GetBlockLight(x, y, z);

            return Math.Max((info.Opacity > 0) ? light : light - 1, info.Luminance - 1);
        }
コード例 #16
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private int NeighborSkyLight(IBoundedLitBlockCollection[,] chunkMap, int x, int y, int z)
        {
            if (y < 0 || y >= _ydim) {
                return 0;
            }

            int xdim = _xdim;
            int zdim = _zdim;

            int xi = x + xdim;
            int zi = z + zdim;

            IBoundedLitBlockCollection src = chunkMap[xi / xdim, zi / zdim];
            if (src == null) {
                return 0;
            }

            x = xi % xdim;
            z = zi % zdim;

            BlockInfo info = src.GetInfo(x, y, z);
            if (!info.TransmitsLight) {
                return BlockInfo.MIN_LUMINANCE;
            }

            int light = src.GetSkyLight(x, y, z);

            return (info.Opacity > 0) ? light : light - 1;
        }
コード例 #17
0
        private void UpdateBlockSkyLight()
        {
            IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            while (_update.Count > 0)
            {
                BlockKey k     = _update.Dequeue();
                int      index = LightBitmapIndex(k);
                _lightbit[index] = false;

                int xi = k.x + xdim;
                int zi = k.z + zdim;

                IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
                if (cc == null)
                {
                    continue;
                }

                int x = xi % xdim;
                int y = k.y;
                int z = zi % zdim;

                int       lightval = cc.GetSkyLight(x, y, z);
                BlockInfo info     = cc.GetInfo(x, y, z);

                int light = BlockInfo.MIN_LUMINANCE;

                if (cc.GetHeight(x, z) <= y)
                {
                    light = BlockInfo.MAX_LUMINANCE;
                }
                else
                {
                    int lle = NeighborSkyLight(chunkMap, k.x, k.y, k.z - 1);
                    int lln = NeighborSkyLight(chunkMap, k.x - 1, k.y, k.z);
                    int lls = NeighborSkyLight(chunkMap, k.x, k.y, k.z + 1);
                    int llw = NeighborSkyLight(chunkMap, k.x + 1, k.y, k.z);
                    int lld = NeighborSkyLight(chunkMap, k.x, k.y - 1, k.z);
                    int llu = NeighborSkyLight(chunkMap, k.x, k.y + 1, k.z);

                    light = Math.Max(light, lle);
                    light = Math.Max(light, lln);
                    light = Math.Max(light, lls);
                    light = Math.Max(light, llw);
                    light = Math.Max(light, lld);
                    light = Math.Max(light, llu);
                }

                light = Math.Max(light - info.Opacity, 0);

                if (light != lightval)
                {
                    //Console.WriteLine("Block SkyLight: ({0},{1},{2}) " + lightval + " -> " + light, k.x, k.y, k.z);

                    cc.SetSkyLight(x, y, z, light);

                    if (info.TransmitsLight)
                    {
                        if (k.y > 0)
                        {
                            QueueRelight(new BlockKey(k.x, k.y - 1, k.z));
                        }
                        if (k.y < ydim - 1)
                        {
                            QueueRelight(new BlockKey(k.x, k.y + 1, k.z));
                        }

                        QueueRelight(new BlockKey(k.x - 1, k.y, k.z));
                        QueueRelight(new BlockKey(k.x + 1, k.y, k.z));
                        QueueRelight(new BlockKey(k.x, k.y, k.z - 1));
                        QueueRelight(new BlockKey(k.x, k.y, k.z + 1));
                    }
                }
            }
        }
コード例 #18
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private int[,] LocalHeightMap(IBoundedLitBlockCollection[,] chunkMap)
        {
            int xdim = _xdim;
            int zdim = _zdim;

            int[,] map = new int[3 * xdim, 3 * zdim];

            for (int xi = 0; xi < 3; xi++) {
                int xoff = xi * xdim;
                for (int zi = 0; zi < 3; zi++) {
                    int zoff = zi * zdim;
                    if (chunkMap[xi, zi] == null) {
                        continue;
                    }

                    for (int x = 0; x < xdim; x++) {
                        int xx = xoff + x;
                        for (int z = 0; z < zdim; z++) {
                            int zz = zoff + z;
                            map[xx, zz] = chunkMap[xi, zi].GetHeight(x, z);
                        }
                    }
                }
            }

            return map;
        }
コード例 #19
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private IBoundedLitBlockCollection[,] LocalBlockLightMap()
        {
            IBoundedLitBlockCollection[,] map = new IBoundedLitBlockCollection[3, 3];

            map[0, 0] = OnResolveNeighbor(-1, 0, -1);
            map[0, 1] = OnResolveNeighbor(-1, 0, 0);
            map[0, 2] = OnResolveNeighbor(-1, 0, 1);
            map[1, 0] = OnResolveNeighbor(0, 0, -1);
            map[1, 1] = _blockset;
            map[1, 2] = OnResolveNeighbor(0, 0, 1);
            map[2, 0] = OnResolveNeighbor(1, 0, -1);
            map[2, 1] = OnResolveNeighbor(1, 0, 0);
            map[2, 2] = OnResolveNeighbor(1, 0, 1);

            return map;
        }
コード例 #20
0
        private void SpreadBlockLight(IBoundedLitBlockCollection[,] chunkMap, int lx, int ly, int lz)
        {
            BlockInfo primary      = _blockset.GetInfo(lx, ly, lz);
            int       primaryLight = _blockset.GetBlockLight(lx, ly, lz);
            int       priLum       = Math.Max(primary.Luminance - primary.Opacity, 0);

            if (primaryLight < priLum)
            {
                _blockset.SetBlockLight(lx, ly, lz, priLum);
            }

            if (primaryLight > primary.Luminance - 1 && !primary.TransmitsLight)
            {
                return;
            }

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            Queue <LightRecord> spread = new Queue <LightRecord>();

            if (ly > 0)
            {
                spread.Enqueue(new LightRecord(lx, ly - 1, lz, primary.Luminance - 1));
            }
            if (ly < ydim - 1)
            {
                spread.Enqueue(new LightRecord(lx, ly + 1, lz, primary.Luminance - 1));
            }

            spread.Enqueue(new LightRecord(lx - 1, ly, lz, primary.Luminance - 1));
            spread.Enqueue(new LightRecord(lx + 1, ly, lz, primary.Luminance - 1));
            spread.Enqueue(new LightRecord(lx, ly, lz - 1, primary.Luminance - 1));
            spread.Enqueue(new LightRecord(lx, ly, lz + 1, primary.Luminance - 1));

            while (spread.Count > 0)
            {
                LightRecord rec = spread.Dequeue();

                int xi = rec.x + xdim;
                int zi = rec.z + zdim;

                IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
                if (cc == null)
                {
                    continue;
                }

                int x = xi % xdim;
                int y = rec.y;
                int z = zi % zdim;

                BlockInfo info  = cc.GetInfo(x, y, z);
                int       light = cc.GetBlockLight(x, y, z);

                int dimStr = Math.Max(rec.str - info.Opacity, 0);

                if (dimStr > light)
                {
                    cc.SetBlockLight(x, y, z, dimStr);

                    if (info.TransmitsLight)
                    {
                        int strength = (info.Opacity > 0) ? dimStr : dimStr - 1;

                        if (rec.y > 0)
                        {
                            spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, strength));
                        }
                        if (rec.y < ydim - 1)
                        {
                            spread.Enqueue(new LightRecord(rec.x, rec.y + 1, rec.z, strength));
                        }

                        spread.Enqueue(new LightRecord(rec.x - 1, rec.y, rec.z, strength));
                        spread.Enqueue(new LightRecord(rec.x + 1, rec.y, rec.z, strength));
                        spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z - 1, strength));
                        spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z + 1, strength));
                    }
                }
            }
        }
コード例 #21
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        public void StitchBlockSkyLight(IBoundedLitBlockCollection chunk, BlockCollectionEdge edge)
        {
            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            if (chunk.XDim != xdim ||
                chunk.YDim != ydim ||
                chunk.ZDim != zdim) {
                throw new InvalidOperationException("BlockLight must have same dimensions to be stitched");
            }

            switch (edge) {
                case BlockCollectionEdge.EAST:
                    for (int x = 0; x < xdim; x++) {
                        for (int y = 0; y < ydim; y++) {
                            TestSkyLight(chunk, x, y, 0, x, y, zdim - 1);
                        }
                    }
                    break;

                case BlockCollectionEdge.NORTH:
                    for (int z = 0; z < zdim; z++) {
                        for (int y = 0; y < ydim; y++) {
                            TestSkyLight(chunk, 0, y, z, xdim - 1, y, z);
                        }
                    }
                    break;

                case BlockCollectionEdge.WEST:
                    for (int x = 0; x < xdim; x++) {
                        for (int y = 0; y < ydim; y++) {
                            TestSkyLight(chunk, x, y, zdim - 1, x, y, 0);
                        }
                    }
                    break;

                case BlockCollectionEdge.SOUTH:
                    for (int z = 0; z < zdim; z++) {
                        for (int y = 0; y < ydim; y++) {
                            TestSkyLight(chunk, xdim - 1, y, z, 0, y, z);
                        }
                    }
                    break;
            }

            UpdateBlockSkyLight();
        }
コード例 #22
0
        private void SpreadSkyLight(IBoundedLitBlockCollection[,] chunkMap, int[,] heightMap, int lx, int ly, int lz)
        {
            BlockInfo primary      = _blockset.GetInfo(lx, ly, lz);
            int       primaryLight = _blockset.GetSkyLight(lx, ly, lz);
            int       priLum       = Math.Max(BlockInfo.MAX_LUMINANCE - primary.Opacity, 0);

            if (primaryLight < priLum)
            {
                _blockset.SetSkyLight(lx, ly, lz, priLum);
            }

            if (primaryLight > BlockInfo.MAX_LUMINANCE - 1 || !primary.TransmitsLight)
            {
                return;
            }

            Queue <LightRecord> spread = new Queue <LightRecord>();

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            int lxi = lx + xdim;
            int lzi = lz + zdim;

            int strength = (primary.Opacity > 0) ? priLum : priLum - 1;

            if (ly > 0)
            {
                if (heightMap[lxi, lzi] > ly - 1)
                {
                    spread.Enqueue(new LightRecord(lx, ly - 1, lz, strength));
                }
                else
                {
                    spread.Enqueue(new LightRecord(lx, ly - 1, lz, priLum));
                }
            }

            if (ly < ydim - 1)
            {
                if (heightMap[lxi, lzi] > ly + 1)
                {
                    spread.Enqueue(new LightRecord(lx, ly + 1, lz, strength));
                }
            }

            if (heightMap[lxi - 1, lzi] > ly)
            {
                spread.Enqueue(new LightRecord(lx - 1, ly, lz, strength));
            }
            if (heightMap[lxi + 1, lzi] > ly)
            {
                spread.Enqueue(new LightRecord(lx + 1, ly, lz, strength));
            }
            if (heightMap[lxi, lzi - 1] > ly)
            {
                spread.Enqueue(new LightRecord(lx, ly, lz - 1, strength));
            }
            if (heightMap[lxi, lzi + 1] > ly)
            {
                spread.Enqueue(new LightRecord(lx, ly, lz + 1, strength));
            }

            while (spread.Count > 0)
            {
                LightRecord rec = spread.Dequeue();

                int xi = rec.x + xdim;
                int zi = rec.z + zdim;

                IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
                if (cc == null)
                {
                    continue;
                }

                int x = xi % xdim;
                int y = rec.y;
                int z = zi % zdim;

                BlockInfo info  = cc.GetInfo(x, y, z);
                int       light = cc.GetSkyLight(x, y, z);

                int dimStr = Math.Max(rec.str - info.Opacity, 0);

                if (dimStr > light)
                {
                    cc.SetSkyLight(x, y, z, dimStr);

                    if (info.TransmitsLight)
                    {
                        strength = (info.Opacity > 0) ? dimStr : dimStr - 1;

                        if (rec.y > 0)
                        {
                            if (heightMap[xi, zi] > rec.y - 1)
                            {
                                spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, strength));
                            }
                            else
                            {
                                spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, dimStr));
                            }
                        }

                        if (rec.y < ydim - 1)
                        {
                            if (heightMap[xi, zi] > rec.y + 1)
                            {
                                spread.Enqueue(new LightRecord(rec.x, rec.y + 1, rec.z, strength));
                            }
                        }

                        if (heightMap[xi - 1, zi] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x - 1, rec.y, rec.z, strength));
                        }
                        if (heightMap[xi + 1, zi] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x + 1, rec.y, rec.z, strength));
                        }
                        if (heightMap[xi, zi - 1] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z - 1, strength));
                        }
                        if (heightMap[xi, zi + 1] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z + 1, strength));
                        }
                    }
                }
            }
        }
コード例 #23
0
ファイル: BlockLight.cs プロジェクト: vfioox/ENULib
        private void TestSkyLight(IBoundedLitBlockCollection chunk, int x1, int y1, int z1, int x2, int y2, int z2)
        {
            int light1 = _blockset.GetSkyLight(x1, y1, z1);
            int light2 = chunk.GetSkyLight(x2, y2, z2);

            if (Math.Abs(light1 - light2) > 1) {
                QueueRelight(new BlockKey(x1, y1, z1));
            }
        }
コード例 #24
0
 /// <inheritdoc/>
 public void StitchSkyLight(IBoundedLitBlockCollection blockset, BlockCollectionEdge edge)
 {
     _lightManager.StitchBlockSkyLight(blockset, edge);
     _dirty = true;
 }
コード例 #25
0
 /// <inheritdoc/>
 public void StitchSkyLight(IBoundedLitBlockCollection blockset, BlockCollectionEdge edge)
 {
     _lightManager.StitchBlockSkyLight(blockset, edge);
     _dirty = true;
 }