[Bleeding] Clean up and clarify javadocs on new generator methods.

By: Mike Primm <mike@primmhome.com>
This commit is contained in:
Bukkit/Spigot 2012-03-14 21:18:55 -05:00
parent 1cbbdebfe3
commit d1ea1be2c2

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@ -69,28 +69,43 @@ public abstract class ChunkGenerator {
}
/**
* Shapes the chunk for the given coordinates.<br />
* <br />
* This method should return a short[][] array in the following format:
*
* Shapes the chunk for the given coordinates, with extended block IDs supported (0-4095).
* <p>
* As of 1.2, chunks are represented by a vertical array of chunk sections, each of which is 16 x 16 x 16 blocks. If a section
* is empty (all zero), the section does not need to be supplied, reducing memory usage.
* <p>
* This method must return a short[][] array in the following format:
* <pre>
* result[y >> 4] = null IF the 16x16x16 section from y to y+15 is empty
* result[y >> 4] = new short[4096] if the section has any non-empty blocks
*
* within the section:
*
* for (int x = 0; x &lt; 16; x++) {
* for (int z = 0; z &lt; 16; z++) {
* for (int yy = y & 0xF; yy &lt; 16; yy++) {
* result[(yy << 8) | (z << 4) | x] = ??;
* }
* }
* }
* short[][] result = new short[world-height / 16][];
* </pre>
* Each section (sectionID = (Y>>4)) that has blocks needs to be allocated space for the 4096 blocks in that section:
* <pre>
* result[sectionID] = new short[4096];
* </pre>
*
* while sections that are not populated can be left null.
* <p>
* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
* <pre>
* void setBlock(short[][] result, int x, int y, int z, short blkid) {
* if (result[y >> 4) == null) {
* result[y >> 4] = new short[4096];
* }
* result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid;
* }
* </pre>
* while reading a block ID can be done with the following mapping function:
* <pre>
* short getBlock(short[][] result, int x, int y, int z) {
* if (result[y >> 4) == null) {
* return (short)0;
* }
* return result[y >> 4][((y & 0xF) << 8) | (z << 4) | x];
* }
* </pre>
* <p>
* Note that this method should <b>never</b> attempt to get the Chunk at
* the passed coordinates, as doing so may cause an infinite loop
*
* <p>
* Note generators that do not return block IDs above 255 should not implement
* this method, or should have it return null (which will result in the
* generateBlockSections() method being called).
@ -107,23 +122,38 @@ public abstract class ChunkGenerator {
}
/**
* Shapes the chunk for the given coordinates.<br />
* <br />
* This method should return a byte[][] array in the following format:
*
* Shapes the chunk for the given coordinates.
* <p>
* As of 1.2, chunks are represented by a vertical array of chunk sections, each of which is 16 x 16 x 16 blocks. If a section
* is empty (all zero), the section does not need to be supplied, reducing memory usage.
* <p>
* This method must return a byte[][] array in the following format:
* <pre>
* result[y >> 4] = null IF the 16x16x16 section from y to y+15 is empty
* result[y >> 4] = new byte[4096] if the section has any non-empty blocks
*
* within the section:
*
* for (int x = 0; x &lt; 16; x++) {
* for (int z = 0; z &lt; 16; z++) {
* for (int yy = y & 0xF; yy &lt; 16; yy++) {
* result[(yy << 8) | (z << 4) | x] = ??;
* }
* }
* }
* byte[][] result = new byte[world-height / 16][];
* </pre>
* Each section (sectionID = (Y>>4)) that has blocks needs to be allocated space for the 4096 blocks in that section:
* <pre>
* result[sectionID] = new byte[4096];
* </pre>
* while sections that are not populated can be left null.
* <p>
* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
* <pre>
* void setBlock(byte[][] result, int x, int y, int z, byte blkid) {
* if (result[y >> 4) == null) {
* result[y >> 4] = new byte[4096];
* }
* result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid;
* }
* </pre>
* while reading a block ID can be done with the following mapping function:
* <pre>
* byte getBlock(byte[][] result, int x, int y, int z) {
* if (result[y >> 4) == null) {
* return (byte)0;
* }
* return result[y >> 4][((y & 0xF) << 8) | (z << 4) | x];
* }
* </pre>
*
* Note that this method should <b>never</b> attempt to get the Chunk at