Optimize the getRequiredChunks() to load only chunks that are needed -

reduces chunks needed by 42% versus current implementation.
This commit is contained in:
Mike Primm 2011-05-15 23:50:50 -05:00
parent 271990b87c
commit 04056572f8
2 changed files with 50 additions and 1 deletions

View File

@ -25,7 +25,6 @@ public class HighlightTileRenderer extends DefaultTileRenderer {
@Override
protected void scan(World world, int x, int y, int z, int seq, boolean isnether, final Color result) {
result.setTransparent();
int top_nether_id = 0;
for (;;) {
if (y < 0) {
break;

View File

@ -138,6 +138,26 @@ public class KzedMap extends MapType {
onTileInvalidated.trigger(tile);
}
/**
* Test if point x,z is inside rectangle with corner at r0x,r0z and with
* size vectors s1x,s1z and s2x,s2z
*
*/
private boolean testPointInRectangle(int x, int z, int r0x, int r0z, int s1x, int s1z,
int s2x, int s2z) {
int xr = x - r0x;
int zr = z - r0z; /* Get position relative to rectangle corner */
int dots1 = xr*s1x + zr*s1z;
int dots2 = xr*s2x + zr*s2z;
/* If dot product of relative point and each side is between zero and dot product
* of each side and itself, we're inside
*/
if((dots1 >= 0) && (dots1 <= (s1x*s1x+s1z*s1z)) &&
(dots2 >= 0) && (dots2 <= (s2x*s2x+s2z*s2z))) {
return true;
}
return false;
}
@Override
public DynmapChunk[] getRequiredChunks(MapTile tile) {
if (tile instanceof KzedMapTile) {
@ -155,13 +175,43 @@ public class KzedMap extends MapType {
int x, z;
/* Actual pattern of chunks needed is create by the slanted
* square prism corresponding to the render path of the tile.
* Top of prism (corresponding to y=127) is diamond shape from
* ix, iz to ix+64,iz+64 to ix+128,iz to ix+64,iz-64
* Bottom is same shape, offset by -64 on x, +64 on z (net
* render path to y=0), correspond to ix-64, iz+64 to
* ix,iz+128 to ix+64,iz+64 to ix,iz. Projection of
* the prism on to the x,z plane (which is all that matters for
* chunks) yields a diagonal rectangular area from ix-64(x1),iz+64
* to ix,iz+128(z2) to ix+128(x2),iz to ix+64,iz-64(z1).
* Chunks outside this are not needed - we scan a simple rectangle
* (chunk grid aligned) and skip adding the ones that are outside.
* This results in 42% less chunks being loaded.
*/
ArrayList<DynmapChunk> chunks = new ArrayList<DynmapChunk>();
for (x = x1; x < x2; x += 16) {
for (z = z1; z < z2; z += 16) {
/* If any of the chunk corners are inside the rectangle, we need it */
if((!testPointInRectangle(x, z, x1, iz + KzedMap.tileWidth/2,
KzedMap.tileWidth/2, KzedMap.tileHeight/2,
KzedMap.tileWidth, -KzedMap.tileHeight)) &&
(!testPointInRectangle(x+15, z, x1, iz + KzedMap.tileWidth/2,
KzedMap.tileWidth/2, KzedMap.tileHeight/2,
KzedMap.tileWidth, -KzedMap.tileHeight)) &&
(!testPointInRectangle(x+15, z+15, x1, iz + KzedMap.tileWidth/2,
KzedMap.tileWidth/2, KzedMap.tileHeight/2,
KzedMap.tileWidth, -KzedMap.tileHeight)) &&
(!testPointInRectangle(x, z+15, x1, iz + KzedMap.tileWidth/2,
KzedMap.tileWidth/2, KzedMap.tileHeight/2,
KzedMap.tileWidth, -KzedMap.tileHeight)))
continue;
DynmapChunk chunk = new DynmapChunk(x / 16, z / 16);
chunks.add(chunk);
}
}
DynmapChunk[] result = new DynmapChunk[chunks.size()];
chunks.toArray(result);
return result;