mirror of
https://github.com/webbukkit/dynmap.git
synced 2024-11-27 20:58:40 +01:00
More generic chunk and iterator support classes
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parent
d3639bd4a6
commit
13d2cc05cb
@ -37,23 +37,30 @@ public class DynmapChunk {
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public final DynmapBlockState getBlockType(int x, int y, int z) {
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return getSection(y).blocks.getBlock(x, y, z);
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}
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public final DynmapBlockState getBlockType(DynmapChunkPos pos) {
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return getSection(pos.y).blocks.getBlock(pos);
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}
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public final int getBlockSkyLight(int x, int y, int z) {
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return getSection(y).sky.getLight(x, y, z);
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}
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public final int getBlockSkyLight(DynmapChunkPos pos) {
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return getSection(pos.y).sky.getLight(pos);
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}
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public final int getBlockEmittedLight(int x, int y, int z) {
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return getSection(y).emitted.getLight(x, y, z);
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}
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public final int getBlockEmittedLight(DynmapChunkPos pos) {
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return getSection(pos.y).emitted.getLight(pos);
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}
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public final BiomeMap getBiome(int x, int y, int z) {
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return getSection(y).biomes.getBiome(x, y, z);
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}
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public final boolean isSectionEmpty(int sy) {
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return getSection(sy << 4).isEmpty;
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public final BiomeMap getBiome(DynmapChunkPos pos) {
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return getSection(pos.y).biomes.getBiome(pos);
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}
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public final boolean isSectionEmpty(int cy) {
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return getSection(cy << 4).isEmpty;
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}
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public final long getInhabitedTicks() {
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return inhabitedTicks;
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}
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@ -0,0 +1,53 @@
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package org.dynmap.common.chunk;
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// Generic block location iterator - represents 3D position, but includes fast precomputed chunk and section offsets
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public class DynmapChunkPos {
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public int x, y, z; // 3D world position
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public int cx, cz; // 2D chunk position (x / 16, z / 16)
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public int cy; // Vertical section index (Y / 16)
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public int sx, sy, sz; // 3D section position (x % 16, y % 16, z % 16)
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public int soffset; // Section offset (256 * sy) + (16 * sz) + sx
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public int sdiv4offset; // Subsection offset (16 * (sy / 4)) + (4 * (sz / 4)) + (sx / 4) (3D biomes)
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public DynmapChunkPos(int x, int y, int z) {
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setPos(x, y, z);
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}
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// Replace X value
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public final void setX(int x) {
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this.x = x;
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this.cx = x >> 4;
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this.sx = x & 0xF;
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this.soffset = (sy << 8) | (sz << 4) | sx;
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this.sdiv4offset = ((sy & 0xC) << 4) | (sz & 0xC) | ((sx & 0xC) >> 2);
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}
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// Replace Y value
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public final void setY(int y) {
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this.y = y;
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this.cy = y >> 4;
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this.sy = y & 0xF;
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this.soffset = (sy << 8) | (sz << 4) | sx;
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this.sdiv4offset = ((sy & 0xC) << 4) | (sz & 0xC) | ((sx & 0xC) >> 2);
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}
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// Replace Z value
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public final void setZ(int z) {
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this.z = z;
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this.cz = z >> 4;
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this.sz = z & 0xF;
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this.soffset = (sy << 8) | (sz << 4) | sx;
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this.sdiv4offset = ((sy & 0xC) << 4) | (sz & 0xC) | ((sx & 0xC) >> 2);
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}
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// Replace X, Y, and Z values
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public final void setPos(int x, int y, int z) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.cx = x >> 4;
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this.cy = y >> 4;
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this.cz = z >> 4;
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this.sx = x & 0xF;
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this.sy = y & 0xF;
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this.sz = z & 0xF;
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this.soffset = (sy << 8) | (sz << 4) | sx;
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this.sdiv4offset = ((sy & 0xC) << 4) | (sz & 0xC) | ((sx & 0xC) >> 2);
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}
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}
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@ -16,23 +16,20 @@ public class DynmapChunkSection {
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// Block state access interface
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public interface BlockStateAccess {
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public DynmapBlockState getBlock(int x, int y, int z);
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public DynmapBlockState getBlock(DynmapChunkPos pos);
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}
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private static class BlockStateAccess3D implements BlockStateAccess {
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private final DynmapBlockState blocks[];
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BlockStateAccess3D(DynmapBlockState[][][] bs) { // (16 x 16 x 16) X, Y, Z
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blocks = new DynmapBlockState[4096];
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Arrays.fill(blocks, DynmapBlockState.AIR); // Initialize to AIR
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for (int x = 0; (x < 16) && (x < bs.length); x++) {
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for (int y = 0; (y < 16) && (y < bs[x].length); y++) {
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for (int z = 0; (z < 16) && (z < bs[x][y].length); z++) {
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blocks[(256 * y) + (16 * z) + x] = bs[x][y][z];
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}
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}
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}
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private final DynmapBlockState blocks[]; // YZX order
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// Array given to us by builder
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BlockStateAccess3D(DynmapBlockState bs[]) {
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blocks = bs;
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}
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public final DynmapBlockState getBlock(int x, int y, int z) {
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return blocks[(256 * y) + (16 * z) + x];
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}
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public final DynmapBlockState getBlock(DynmapChunkPos pos) {
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return blocks[pos.soffset];
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}
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}
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private static class BlockStateAccessSingle implements BlockStateAccess {
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private final DynmapBlockState block;
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@ -42,44 +39,42 @@ public class DynmapChunkSection {
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public final DynmapBlockState getBlock(int x, int y, int z) {
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return block;
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}
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public final DynmapBlockState getBlock(DynmapChunkPos pos) {
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return block;
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}
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}
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// Biome access interface
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public interface BiomeAccess {
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public BiomeMap getBiome(int x, int y, int z);
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public BiomeMap getBiome(DynmapChunkPos pos);
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}
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// For classic 2D biome map
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private static class BiomeAccess2D implements BiomeAccess {
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private final BiomeMap biomes[]; // (16 * Z) + X
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BiomeAccess2D(BiomeMap[][] b) { // Grid is 16 x 16 (X, Z)
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biomes = new BiomeMap[256];
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Arrays.fill(biomes, BiomeMap.NULL); // Initialize to null
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for (int x = 0; (x < 16) && (x < b.length); x++) {
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for (int z = 0; (z < 16) && (z < b[x].length); z++) {
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biomes[(z << 4) + x] = b[x][z];
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}
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}
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// Array given to us by builder in right format
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BiomeAccess2D(BiomeMap b[]) {
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biomes = b;
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}
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public final BiomeMap getBiome(int x, int y, int z) {
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return biomes[((z & 0xF) << 4) + (x & 0xF)];
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}
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public final BiomeMap getBiome(DynmapChunkPos pos) {
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return biomes[pos.soffset & 0xFF]; // Just ZX portion
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}
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}
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// For 3D biome map
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private static class BiomeAccess3D implements BiomeAccess {
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private final BiomeMap biomes[]; // (16 * (Y >> 2)) + (4 * (Z >> 2)) + (X >> 2)
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BiomeAccess3D(BiomeMap[][][] b) { // Grid is 4 x 4 x 4 (X, Y, Z)
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biomes = new BiomeMap[64];
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Arrays.fill(biomes, BiomeMap.NULL); // Initialize to null
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for (int x = 0; (x < 4) && (x < b.length); x++) {
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for (int y = 0; (y < 4) && (y < b[x].length); y++) {
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for (int z = 0; (z < 4) && (z < b[x][y].length); z++) {
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biomes[((y & 0xC) << 2) | (z & 0xC) | ((x & 0xC) >> 2)] = b[x][y][z];
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}
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}
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}
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// Array given to us by builder in right format (64 - YZX divided by 4)
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BiomeAccess3D(BiomeMap[] b) {
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biomes = b;
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}
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public final BiomeMap getBiome(int x, int y, int z) {
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return biomes[ ((y & 0xC) << 2) | (z & 0xC) | ((x & 0xC) >> 2) ];
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}
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public final BiomeMap getBiome(DynmapChunkPos pos) {
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return biomes[pos.sdiv4offset];
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}
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}
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// For single biome map
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private static class BiomeAccessSingle implements BiomeAccess {
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@ -90,13 +85,17 @@ public class DynmapChunkSection {
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public final BiomeMap getBiome(int x, int y, int z) {
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return biome;
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}
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public final BiomeMap getBiome(DynmapChunkPos pos) {
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return biome;
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}
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}
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// Lighting access interface
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public interface LightingAccess {
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public int getLight(int x, int y, int z);
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public int getLight(DynmapChunkPos pos);
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}
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private static class LightingAccess3D implements LightingAccess {
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private final long[] light; // Nibble array (16 * y) * z (nibble at 4 << x)
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private final long[] light; // Nibble array (16 * y) * z (nibble at << (4*x))
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// Construct using nibble array (same as lighting format in NBT fields) (128*Y + 8*Z + X/2) (oddX high, evenX low)
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LightingAccess3D(byte[] lig) {
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@ -110,6 +109,10 @@ public class DynmapChunkSection {
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public final int getLight(int x, int y, int z) {
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return (int)(light[(16 * (y & 0xF)) + (z & 0xF)] >> (4 * (x & 0xF)) & 0xFL);
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}
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public final int getLight(DynmapChunkPos pos) {
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return (int)(light[pos.soffset >> 4] >> (4 * pos.sx));
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}
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}
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private static class LightingAccessSingle implements LightingAccess {
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private final int light;
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@ -119,6 +122,9 @@ public class DynmapChunkSection {
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public final int getLight(int x, int y, int z) {
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return light;
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}
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public final int getLight(DynmapChunkPos pos) {
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return light;
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}
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}
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private DynmapChunkSection(BlockStateAccess blks, BiomeAccess bio, LightingAccess skyac, LightingAccess emitac, boolean empty) {
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blocks = blks;
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@ -137,10 +143,12 @@ public class DynmapChunkSection {
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// Factory for building section
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public static class Builder {
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private BiomeAccess ba;
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private BlockStateAccess bs;
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private LightingAccess sk;
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private LightingAccess em;
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private DynmapBlockState bsaccumsing; // Used for single
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private DynmapBlockState bsaccum[]; // Use for incremental setting of 3D - YZX order
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private BiomeMap baaccumsingle; // Use for single
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private BiomeMap baaccum[]; // Use for incremental setting of 3D biome - YZX order or 2D biome (ZX order) length used to control which
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private boolean empty;
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// Initialize builder with empty state
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public Builder() {
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@ -148,8 +156,10 @@ public class DynmapChunkSection {
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}
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// Reset builder to default state
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public void reset() {
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ba = defaultBiome;
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bs = defaultBlockState;
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bsaccumsing = DynmapBlockState.AIR;
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bsaccum = null;
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baaccumsingle = BiomeMap.NULL;
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baaccum = null;
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sk = defaultSky;
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em = defaultEmit;
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empty = true;
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@ -176,33 +186,111 @@ public class DynmapChunkSection {
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}
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// Set bipme to single value
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public Builder singleBiome(BiomeMap bio) {
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ba = new BiomeAccessSingle(bio);
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baaccumsingle = bio;
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baaccum = null;
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return this;
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}
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// Set bipme to 2D array of values (bio[x][z] = 16 x 16)
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public Builder xzBiome(BiomeMap bio[][]) {
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ba = new BiomeAccess2D(bio);
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// Set bipme for 2D style
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public Builder xzBiome(int x, int z, BiomeMap bio) {
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if ((baaccum == null) || (baaccum.length != 256)) {
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baaccum = new BiomeMap[256];
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Arrays.fill(baaccum, BiomeMap.NULL);
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baaccumsingle = BiomeMap.NULL;
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}
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baaccum[((z & 0xF) << 4) + (x & 0xF)] = bio;
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return this;
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}
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// Set bipme to 3D array of values (bio[x][y][z] = 4 x 4 x 4)
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public Builder xyzBiome(BiomeMap bio[][][]) {
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ba = new BiomeAccess3D(bio);
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// Set bipme to 3D style
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public Builder xyzBiome(int x, int y, int z, BiomeMap bio) {
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if ((baaccum == null) || (baaccum.length != 64)) {
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baaccum = new BiomeMap[64];
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Arrays.fill(baaccum, BiomeMap.NULL);
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baaccumsingle = BiomeMap.NULL;
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}
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baaccum[((y & 0xC) << 4) + (z & 0xC) + ((x & 0xC) >> 2)] = bio;
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return this;
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}
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// Set block state to single value
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public Builder singleBlockState(DynmapBlockState block) {
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bs = new BlockStateAccessSingle(block);
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bsaccumsing = block;
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bsaccum = null;
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empty = block.isAir();
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return this;
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}
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// Set block state to 3D array (blocks[x][y][z])
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public Builder xyzBlockState(DynmapBlockState blocks[][][]) {
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bs = new BlockStateAccess3D(blocks);
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// Set block state
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public Builder xyzBlockState(int x, int y, int z, DynmapBlockState block) {
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if (bsaccum == null) {
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bsaccum = new DynmapBlockState[4096];
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Arrays.fill(bsaccum, DynmapBlockState.AIR);
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bsaccumsing = DynmapBlockState.AIR;
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}
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bsaccum[((y & 0xF) << 8) + ((z & 0xF) << 4) + (x & 0xF)] = block;
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empty = false;
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return this;
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}
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// Build section based on current builder state
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public DynmapChunkSection build() {
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// Process state access - see if we can reduce
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if (bsaccum != null) {
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DynmapBlockState v = bsaccum[0]; // Get first
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boolean mismatch = false;
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for (int i = 0; i < bsaccum.length; i++) {
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if (bsaccum[i] != v) {
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mismatch = true;
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break;
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}
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}
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if (!mismatch) { // All the same?
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bsaccumsing = v;
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bsaccum = null;
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}
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}
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BlockStateAccess bs;
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if (bsaccum != null) {
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bs = new BlockStateAccess3D(bsaccum);
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bsaccum = null;
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empty = false;
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}
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else if (bsaccumsing == DynmapBlockState.AIR) { // Just air?
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bs = defaultBlockState;
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empty = true;
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}
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else {
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bs = new BlockStateAccessSingle(bsaccumsing);
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bsaccumsing = DynmapBlockState.AIR;
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}
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// See if biome access can be reduced to single
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if (baaccum != null) {
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BiomeMap v = baaccum[0]; // Get first
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boolean mismatch = false;
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for (int i = 0; i < baaccum.length; i++) {
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if (baaccum[i] != v) {
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mismatch = true;
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break;
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}
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}
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if (!mismatch) { // All the same?
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baaccumsingle = v;
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baaccum = null;
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}
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}
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BiomeAccess ba;
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if (baaccum != null) {
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if (baaccum.length == 64) { // 3D?
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ba = new BiomeAccess3D(baaccum);
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}
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else {
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ba = new BiomeAccess2D(baaccum);
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}
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baaccum = null;
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}
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else if (baaccumsingle == BiomeMap.NULL) { // Just null?
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ba = defaultBiome;
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}
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else {
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ba = new BiomeAccessSingle(baaccumsingle);
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baaccumsingle = BiomeMap.NULL;
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}
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return new DynmapChunkSection(bs, ba, sk, em, empty);
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}
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}
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