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