private static void RemoveLight(OCMap map, List <Vector3i> list) { OCSunLightMap 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; OCBlockData block = map.GetBlock(nextPos); if (block.IsAlpha()) { if (lightmap.GetLight(nextPos) <= light) { list.Add(nextPos); } else { lightPoints.Add(nextPos); } } if (!block.IsEmpty()) { OCLightComputerUtils.SetLightDirty(map, nextPos); } } } Scatter(map, lightPoints); }
public static void RecomputeLightAtPosition(OCMap map, Vector3i pos) { OCSunLightMap lightmap = map.GetSunLightmap(); int oldSunHeight = lightmap.GetSunHeight(pos.x, pos.z); ComputeRayAtPosition(map, pos.x, pos.z); int newSunHeight = lightmap.GetSunHeight(pos.x, pos.z); if (newSunHeight < oldSunHeight) // свет опустился // добавляем свет { list.Clear(); for (int ty = newSunHeight; ty <= oldSunHeight; ty++) { pos.y = ty; lightmap.SetLight(MIN_LIGHT, pos); list.Add(pos); } Scatter(map, list); } if (newSunHeight > oldSunHeight) // свет поднялся // удаляем свет { list.Clear(); for (int ty = oldSunHeight; ty <= newSunHeight; ty++) { pos.y = ty; list.Add(pos); } RemoveLight(map, list); } if (newSunHeight == oldSunHeight) { if (map.GetBlock(pos).IsAlpha()) { UpdateLight(map, pos); } else { RemoveLight(map, pos); } } }