92 lines
2.9 KiB
Java
92 lines
2.9 KiB
Java
/*
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* This file is part of BlueMap, licensed under the MIT License (MIT).
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*
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* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package de.bluecolored.bluemap.core.world;
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import com.flowpowered.math.vector.Vector3i;
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import de.bluecolored.bluemap.core.render.context.BlockContext;
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import de.bluecolored.bluemap.core.util.Direction;
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public abstract class Block {
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private float sunLight;
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private float blockLight;
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public Block() {
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sunLight = -1;
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blockLight = -1;
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}
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public abstract BlockState getBlock();
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public abstract World getWorld();
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public abstract Vector3i getPosition();
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public abstract double getSunLightLevel();
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public abstract double getBlockLightLevel();
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public abstract boolean isCullingNeighborFaces();
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public boolean isOccludingNeighborFaces(){
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return isCullingNeighborFaces();
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}
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public abstract String getBiome();
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/**
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* This is internally used for light rendering
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* It is basically the sun light that is projected onto adjacent faces
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*/
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public float getPassedSunLight(BlockContext context) {
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if (sunLight < 0) calculateLight(context);
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return sunLight;
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}
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/**
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* This is internally used for light rendering
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* It is basically the block light that is projected onto adjacent faces
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*/
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public float getPassedBlockLight(BlockContext context) {
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if (blockLight < 0) calculateLight(context);
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return blockLight;
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}
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private void calculateLight(BlockContext context) {
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sunLight = (float) getSunLightLevel();
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blockLight = (float) getBlockLightLevel();
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if (blockLight > 0 || sunLight > 0) return;
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for (Direction direction : Direction.values()) {
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Block neighbor = context.getRelativeBlock(direction);
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sunLight = (float) Math.max(neighbor.getSunLightLevel(), sunLight);
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blockLight = (float) Math.max(neighbor.getBlockLightLevel(), blockLight);
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}
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}
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}
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