dynmap/DynmapCore/src/main/java/org/dynmap/hdmap/IsoHDPerspective.java

1480 lines
60 KiB
Java

package org.dynmap.hdmap;
import static org.dynmap.JSONUtils.s;
import org.dynmap.DynmapWorld;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashSet;
import java.util.List;
import org.dynmap.Client;
import org.dynmap.Color;
import org.dynmap.ConfigurationNode;
import org.dynmap.DynmapChunk;
import org.dynmap.DynmapCore;
import org.dynmap.Log;
import org.dynmap.MapManager;
import org.dynmap.MapTile;
import org.dynmap.MapType;
import org.dynmap.MapTypeState;
import org.dynmap.markers.impl.MarkerAPIImpl;
import org.dynmap.renderer.DynmapBlockState;
import org.dynmap.renderer.RenderPatch;
import org.dynmap.renderer.RenderPatchFactory.SideVisible;
import org.dynmap.storage.MapStorage;
import org.dynmap.storage.MapStorageTile;
import org.dynmap.utils.BlockStep;
import org.dynmap.hdmap.TexturePack.BlockTransparency;
import org.dynmap.utils.DynmapBufferedImage;
import org.dynmap.utils.LightLevels;
import org.dynmap.utils.DynLongHashMap;
import org.dynmap.utils.MapChunkCache;
import org.dynmap.utils.MapIterator;
import org.dynmap.utils.Matrix3D;
import org.dynmap.utils.PatchDefinition;
import org.dynmap.utils.Polygon;
import org.dynmap.utils.TileFlags;
import org.dynmap.utils.Vector3D;
import org.json.simple.JSONObject;
public class IsoHDPerspective implements HDPerspective {
private final String name;
private final int hashcode;
/* View angles */
public final double azimuth; /* Angle in degrees from looking north (0), east (90), south (180), or west (270) */
public final double compassazimuth; // Angle in degrees from looking north (0), east (90), for the compass (default same as azimuth)
public final double inclination; /* Angle in degrees from horizontal (0) to vertical (90) */
public final double maxheight;
public final double minheight;
/* Coordinate space for tiles consists of a plane (X, Y), corresponding to the projection of each tile on to the
* plane of the bottom of the world (X positive to the right, Y positive to the top), with Z+ corresponding to the
* height above this plane on a vector towards the viewer). Logically, this makes the parallelogram representing the
* space contributing to the tile have consistent tile-space X,Y coordinate pairs for both the top and bottom faces
* Note that this is a classic right-hand coordinate system, while minecraft's world coordinates are left handed
* (X+ is south, Y+ is up, Z+ is east).
*/
/* Transformation matrix for taking coordinate in world-space (x, y, z) and finding coordinate in tile space (x, y, z) */
private final Matrix3D world_to_map;
private final Matrix3D map_to_world;
/* Scale for default tiles */
private final int basemodscale;
/* Maximum and minimum inclinations */
public static final double MAX_INCLINATION = 90.0;
public static final double MIN_INCLINATION = 20.0;
/* Maximum and minimum scale */
public static final int MAX_SCALE = 64;
public static final int MIN_SCALE = 1;
private boolean need_biomedata = false;
private boolean need_rawbiomedata = false;
private static final BlockStep [] semi_steps = { BlockStep.Y_PLUS, BlockStep.X_MINUS, BlockStep.X_PLUS, BlockStep.Z_MINUS, BlockStep.Z_PLUS };
// Cache for custom meshes by state (shared, reusable)
private static RenderPatch[][] custom_meshes_by_globalstateindex = null;
private class OurPerspectiveState implements HDPerspectiveState {
DynmapBlockState blocktype = DynmapBlockState.AIR;
DynmapBlockState lastblocktype = DynmapBlockState.AIR;
Vector3D top, bottom, direction;
int px, py;
BlockStep laststep = BlockStep.Y_MINUS;
BlockStep stepx, stepy, stepz;
/* Scaled models for non-cube blocks */
private final HDScaledBlockModels scalemodels;
private final int modscale;
/* Section-level raytrace variables */
int sx, sy, sz;
double sdt_dx, sdt_dy, sdt_dz;
double st_next_x, st_next_y, st_next_z;
/* Raytrace state variables */
double dx, dy, dz;
int x, y, z;
double dt_dx, dt_dy, dt_dz, t;
int n;
int x_inc, y_inc, z_inc;
double t_next_y, t_next_x, t_next_z;
boolean nonairhit;
/* Subblock tracer state */
int mx, my, mz;
double xx, yy, zz;
double mdt_dx;
double mdt_dy;
double mdt_dz;
double togo;
double mt_next_x, mt_next_y, mt_next_z;
int subalpha;
double mt;
double mtend;
int mxout, myout, mzout;
/* Patch state and work variables */
Vector3D v0 = new Vector3D();
Vector3D vS = new Vector3D();
Vector3D d_cross_uv = new Vector3D();
// Double max patch count to be safe for patches + water patches
double patch_t[] = new double[2*HDBlockModels.getMaxPatchCount()];
double patch_u[] = new double[2*HDBlockModels.getMaxPatchCount()];
double patch_v[] = new double[2*HDBlockModels.getMaxPatchCount()];
boolean patch_shade[] = new boolean[2*HDBlockModels.getMaxPatchCount()];
BlockStep patch_step[] = new BlockStep[2*HDBlockModels.getMaxPatchCount()];
int patch_id[] = new int[2*HDBlockModels.getMaxPatchCount()];
int cur_patch = -1;
double cur_patch_u;
double cur_patch_v;
double cur_patch_t;
boolean cur_shade;
int[] subblock_xyz = new int[3];
final MapIterator mapiter;
final boolean isnether;
boolean skiptoair;
final int worldheight;
final LightLevels llcache[];
/* Cache for custom model patch lists */
private final DynLongHashMap custom_meshes;
private final DynLongHashMap custom_fluid_meshes;
public OurPerspectiveState(MapIterator mi, boolean isnether, int scaled) {
mapiter = mi;
this.isnether = isnether;
worldheight = mapiter.getWorldHeight();
llcache = new LightLevels[4];
for(int i = 0; i < llcache.length; i++)
llcache[i] = new LightLevels();
custom_meshes = new DynLongHashMap(4096);
custom_fluid_meshes = new DynLongHashMap(4096);
modscale = basemodscale << scaled;
scalemodels = HDBlockModels.getModelsForScale(basemodscale << scaled);
}
private final void updateSemitransparentLight(LightLevels ll) {
int emitted = 0, sky = 0;
for(int i = 0; i < semi_steps.length; i++) {
int emit_sky_light = mapiter.getBlockLight(semi_steps[i]);
if ((emit_sky_light >> 8) > emitted) emitted = (emit_sky_light >> 8);
if ((emit_sky_light & 0xF) > sky) sky = (emit_sky_light & 0xF);
}
ll.sky = sky;
ll.emitted = emitted;
}
/**
* Update sky and emitted light
*/
private final void updateLightLevel(DynmapBlockState blk, LightLevels ll) {
/* Look up transparency for current block */
BlockTransparency bt = HDBlockStateTextureMap.getTransparency(blk);
switch(bt) {
case TRANSPARENT:
ll.sky = mapiter.getBlockSkyLight();
ll.emitted = mapiter.getBlockEmittedLight();
break;
case OPAQUE:
if (HDBlockStateTextureMap.getTransparency(lastblocktype) != BlockTransparency.SEMITRANSPARENT) {
int emit_sky_light = mapiter.getBlockLight(laststep.opposite());
ll.sky = emit_sky_light & 0xF;
ll.emitted = emit_sky_light >> 8;
}
else {
mapiter.unstepPosition(laststep); /* Back up to block we entered on */
updateSemitransparentLight(ll);
mapiter.stepPosition(laststep);
}
break;
case SEMITRANSPARENT:
updateSemitransparentLight(ll);
break;
default:
ll.sky = mapiter.getBlockSkyLight();
ll.emitted = mapiter.getBlockEmittedLight();
break;
}
}
/**
* Get light level - only available if shader requested it
*/
@Override
public final void getLightLevels(LightLevels ll) {
updateLightLevel(blocktype, ll);
}
/**
* Get sky light level - only available if shader requested it
*/
@Override
public final void getLightLevelsAtStep(BlockStep step, LightLevels ll) {
if(((step == BlockStep.Y_MINUS) && (y == 0)) ||
((step == BlockStep.Y_PLUS) && (y == worldheight))) {
getLightLevels(ll);
return;
}
BlockStep blast = laststep;
mapiter.stepPosition(step);
laststep = blast;
updateLightLevel(mapiter.getBlockType(), ll);
mapiter.unstepPosition(step);
laststep = blast;
}
/**
* Get current block type ID
*/
@Override
public final DynmapBlockState getBlockState() { return blocktype; }
/**
* Get direction of last block step
*/
@Override
public final BlockStep getLastBlockStep() { return laststep; }
/**
* Get perspective scale
*/
@Override
public final double getScale() { return modscale; }
/**
* Get start of current ray, in world coordinates
*/
@Override
public final Vector3D getRayStart() { return top; }
/**
* Get end of current ray, in world coordinates
*/
@Override
public final Vector3D getRayEnd() { return bottom; }
/**
* Get pixel X coordinate
*/
public final int getPixelX() { return px; }
/**
* Get pixel Y coordinate
*/
public final int getPixelY() { return py; }
/**
* Get map iterator
*/
public final MapIterator getMapIterator() { return mapiter; }
/**
* Return submodel alpha value (-1 if no submodel rendered)
*/
public int getSubmodelAlpha() {
return subalpha;
}
/**
* Initialize raytrace state variables
*/
private void raytrace_init() {
/* Compute total delta on each axis */
dx = Math.abs(direction.x);
dy = Math.abs(direction.y);
dz = Math.abs(direction.z);
/* Compute parametric step (dt) per step on each axis */
dt_dx = 1.0 / dx;
dt_dy = 1.0 / dy;
dt_dz = 1.0 / dz;
/* Initialize parametric value to 0 (and we're stepping towards 1) */
t = 0;
/* Compute number of steps and increments for each */
n = 1;
/* Initial section coord */
sx = fastFloor(top.x/16.0);
sy = fastFloor(top.y/16.0);
sz = fastFloor(top.z/16.0);
/* Compute parametric step (dt) per step on each axis */
sdt_dx = 16.0 / dx;
sdt_dy = 16.0 / dy;
sdt_dz = 16.0 / dz;
/* If perpendicular to X axis */
if (dx == 0) {
x_inc = 0;
st_next_x = Double.MAX_VALUE;
stepx = BlockStep.X_PLUS;
mxout = modscale;
}
/* If bottom is right of top */
else if (bottom.x > top.x) {
x_inc = 1;
n += fastFloor(bottom.x) - x;
st_next_x = (fastFloor(top.x/16.0) + 1 - (top.x/16.0)) * sdt_dx;
stepx = BlockStep.X_PLUS;
mxout = modscale;
}
/* Top is right of bottom */
else {
x_inc = -1;
n += x - fastFloor(bottom.x);
st_next_x = ((top.x/16.0) - fastFloor(top.x/16.0)) * sdt_dx;
stepx = BlockStep.X_MINUS;
mxout = -1;
}
/* If perpendicular to Y axis */
if (dy == 0) {
y_inc = 0;
st_next_y = Double.MAX_VALUE;
stepy = BlockStep.Y_PLUS;
myout = modscale;
}
/* If bottom is above top */
else if (bottom.y > top.y) {
y_inc = 1;
n += fastFloor(bottom.y) - y;
st_next_y = (fastFloor(top.y/16.0) + 1 - (top.y/16.0)) * sdt_dy;
stepy = BlockStep.Y_PLUS;
myout = modscale;
}
/* If top is above bottom */
else {
y_inc = -1;
n += y - fastFloor(bottom.y);
st_next_y = ((top.y/16.0) - fastFloor(top.y/16.0)) * sdt_dy;
stepy = BlockStep.Y_MINUS;
myout = -1;
}
/* If perpendicular to Z axis */
if (dz == 0) {
z_inc = 0;
st_next_z = Double.MAX_VALUE;
stepz = BlockStep.Z_PLUS;
mzout = modscale;
}
/* If bottom right of top */
else if (bottom.z > top.z) {
z_inc = 1;
n += fastFloor(bottom.z) - z;
st_next_z = (fastFloor(top.z/16.0) + 1 - (top.z/16.0)) * sdt_dz;
stepz = BlockStep.Z_PLUS;
mzout = modscale;
}
/* If bottom left of top */
else {
z_inc = -1;
n += z - fastFloor(bottom.z);
st_next_z = ((top.z/16.0) - fastFloor(top.z/16.0)) * sdt_dz;
stepz = BlockStep.Z_MINUS;
mzout = -1;
}
/* Walk through scene */
laststep = BlockStep.Y_MINUS; /* Last step is down into map */
nonairhit = false;
skiptoair = isnether;
}
private final boolean handleSubModel(short[] model, HDShaderState[] shaderstate, boolean[] shaderdone) {
boolean firststep = true;
while(!raytraceSubblock(model, firststep)) {
boolean done = true;
for(int i = 0; i < shaderstate.length; i++) {
if(!shaderdone[i])
shaderdone[i] = shaderstate[i].processBlock(this);
done = done && shaderdone[i];
}
/* If all are done, we're out */
if(done)
return true;
nonairhit = true;
firststep = false;
}
// Set current block as last block for any incomplete shaders
for(int i = 0; i < shaderstate.length; i++) {
if(!shaderdone[i])
// Update with current block as last block
shaderstate[i].setLastBlockState(blocktype);
}
return false;
}
private final int handlePatch(PatchDefinition pd, int hitcnt) {
/* Compute origin of patch */
v0.x = (double)x + pd.x0;
v0.y = (double)y + pd.y0;
v0.z = (double)z + pd.z0;
/* Compute cross product of direction and V vector */
d_cross_uv.set(direction);
d_cross_uv.crossProduct(pd.v);
/* Compute determinant - inner product of this with U */
double det = pd.u.innerProduct(d_cross_uv);
/* If parallel to surface, no intercept */
switch(pd.sidevis) {
case TOP:
case TOPFLIP:
case TOPFLIPV:
case TOPFLIPHV:
if (det < 0.000001) {
return hitcnt;
}
break;
case BOTTOM:
if (det > -0.000001) {
return hitcnt;
}
break;
case BOTH:
case FLIP:
if((det > -0.000001) && (det < 0.000001)) {
return hitcnt;
}
break;
}
double inv_det = 1.0 / det; /* Calculate inverse determinant */
/* Compute distance from patch to ray origin */
vS.set(top);
vS.subtract(v0);
/* Compute u - slope times inner product of offset and cross product */
double u = inv_det * vS.innerProduct(d_cross_uv);
if ((u <= pd.umin) || (u >= pd.umax)) {
return hitcnt;
}
/* Compute cross product of offset and U */
vS.crossProduct(pd.u);
/* Compute V using slope times inner product of direction and cross product */
double v = inv_det * direction.innerProduct(vS);
// Check constrains: v must be below line from (umin, vmax) to (umax, vmaxatumax)
double urel = (u > pd.umin) ? ((u - pd.umin) / (pd.umax - pd.umin)) : 0.0;
double vmaxatu = pd.vmax + (pd.vmaxatumax - pd.vmax) * urel;
// Check constrains: v must be above line from (umin, vmin) to (umax, vminatumax)
double vminatu = pd.vmin + (pd.vminatumax - pd.vmin) * urel;
if ((v <= vminatu) || (v >= vmaxatu)) {
return hitcnt;
}
/* Compute parametric value of intercept */
double t = inv_det * pd.v.innerProduct(vS);
if (t > 0.000001) { /* We've got a hit */
patch_t[hitcnt] = t;
patch_u[hitcnt] = u;
patch_v[hitcnt] = v;
patch_shade[hitcnt] = pd.shade;
patch_id[hitcnt] = pd.textureindex;
if(det > 0) {
patch_step[hitcnt] = pd.step.opposite();
if (pd.sidevis == SideVisible.TOPFLIP) {
patch_u[hitcnt] = 1 - u;
}
else if (pd.sidevis == SideVisible.TOPFLIPV) {
patch_v[hitcnt] = 1 - v;
}
else if (pd.sidevis == SideVisible.TOPFLIPHV) {
patch_u[hitcnt] = 1 - u;
patch_v[hitcnt] = 1 - v;
}
}
else {
if (pd.sidevis == SideVisible.FLIP) {
patch_u[hitcnt] = 1 - u;
}
patch_step[hitcnt] = pd.step;
}
hitcnt++;
}
return hitcnt;
}
private final boolean handlePatches(RenderPatch[] patches, HDShaderState[] shaderstate, boolean[] shaderdone, DynmapBlockState fluidstate, RenderPatch[] fluidpatches) {
int hitcnt = 0;
int water_hit = Integer.MAX_VALUE; // hit index of first water hit
/* Loop through patches : compute intercept values for each */
for(int i = 0; i < patches.length; i++) {
hitcnt = handlePatch((PatchDefinition)patches[i], hitcnt);
}
if ((fluidpatches != null) && (fluidpatches.length > 0)) {
int prev_hitcnt = hitcnt;
for(int i = 0; i < fluidpatches.length; i++) {
hitcnt = handlePatch((PatchDefinition)fluidpatches[i], hitcnt);
}
if (prev_hitcnt < hitcnt) { // At least one water hit?
water_hit = prev_hitcnt; // Remember index
}
}
/* If no hits, we're done */
if(hitcnt == 0) {
// Set current block as last block for any incomplete shaders
for(int i = 0; i < shaderstate.length; i++) {
if(!shaderdone[i])
// Update with current block as last block
shaderstate[i].setLastBlockState(blocktype);
}
return false;
}
BlockStep old_laststep = laststep; /* Save last step */
DynmapBlockState cur_bt = blocktype;
for(int i = 0; i < hitcnt; i++) {
/* Find closest hit (lowest parametric value) */
double best_t = Double.MAX_VALUE;
int best_patch = 0;
for(int j = 0; j < hitcnt; j++) {
if(patch_t[j] < best_t) {
best_patch = j;
best_t = patch_t[j];
}
}
cur_patch = patch_id[best_patch]; /* Mark this as current patch */
cur_patch_u = patch_u[best_patch];
cur_patch_v = patch_v[best_patch];
cur_shade = patch_shade[best_patch];
laststep = patch_step[best_patch];
cur_patch_t = best_t;
// If the water patch, switch to water state and patch index
if (best_patch >= water_hit) {
blocktype = fluidstate;
}
/* Process the shaders */
boolean done = true;
for(int j = 0; j < shaderstate.length; j++) {
if(!shaderdone[j])
shaderdone[j] = shaderstate[j].processBlock(this);
done = done && shaderdone[j];
}
// If water, restore block type
if (best_patch >= water_hit) {
blocktype = cur_bt;
}
cur_patch = -1;
/* If all are done, we're out */
if(done) {
laststep = old_laststep;
return true;
}
nonairhit = true;
/* Now remove patch and repeat */
patch_t[best_patch] = Double.MAX_VALUE;
}
laststep = old_laststep;
// Set current block as last block for any incomplete shaders
for(int i = 0; i < shaderstate.length; i++) {
if(!shaderdone[i])
// Update with current block as last block
shaderstate[i].setLastBlockState(blocktype);
}
return false;
}
private RenderPatch[] getPatches(DynmapBlockState bt, boolean isFluid) {
RenderPatch[] patches = scalemodels.getPatchModel(bt);
/* If no patches, see if custom model */
if (patches == null) {
CustomBlockModel cbm = scalemodels.getCustomBlockModel(bt);
if (cbm != null) { /* If found, see if cached already */
if (isFluid) {
patches = this.getCustomFluidMesh();
if (patches == null) {
patches = cbm.getMeshForBlock(mapiter);
this.setCustomFluidMesh(patches);
}
}
// Else, if block state specific model
else if (cbm.isOnlyBlockStateSensitive()) {
patches = this.getCustomMeshForState(bt); // Look up mesh by state
if (patches == null) { // Miss, generate it
patches = cbm.getMeshForBlock(mapiter);
this.setCustomMeshForState(bt, patches);
}
}
else { // Else, block specific
patches = this.getCustomMesh();
if (patches == null) {
patches = cbm.getMeshForBlock(mapiter);
this.setCustomMesh(patches);
}
}
}
}
return patches;
}
/**
* Process visit of ray to block
*/
private final boolean visit_block(HDShaderState[] shaderstate, boolean[] shaderdone) {
lastblocktype = blocktype;
blocktype = mapiter.getBlockType();
if (skiptoair) { /* If skipping until we see air */
if (blocktype.isAir()) { /* If air, we're done */
skiptoair = false;
}
}
else if(nonairhit || blocktype.isNotAir()) {
short[] model;
RenderPatch[] patches = getPatches(blocktype, false);
/* Look up to see if block is modelled */
if(patches != null) {
RenderPatch[] fluidpatches = null;
// If so, check for waterlogged
DynmapBlockState fluidstate = blocktype.getLiquidState();
if (fluidstate != null) {
fluidpatches = getPatches(fluidstate, true);
}
return handlePatches(patches, shaderstate, shaderdone, fluidstate, fluidpatches);
}
else if ((model = scalemodels.getScaledModel(blocktype)) != null) {
return handleSubModel(model, shaderstate, shaderdone);
}
else {
boolean done = true;
subalpha = -1;
for(int i = 0; i < shaderstate.length; i++) {
if(!shaderdone[i]) {
shaderdone[i] = shaderstate[i].processBlock(this);
// Update with current block as last block
shaderstate[i].setLastBlockState(blocktype);
}
done = done && shaderdone[i];
}
if (done)
return true;
nonairhit = true;
}
}
return false;
}
/* Skip empty : return false if exited */
private final boolean raytraceSkipEmpty(MapChunkCache cache) {
int minsy = cache.getWorld().minY >> 4;
while(cache.isEmptySection(sx, sy, sz)) {
/* If Y step is next best */
if((st_next_y <= st_next_x) && (st_next_y <= st_next_z)) {
sy += y_inc;
t = st_next_y;
st_next_y += sdt_dy;
laststep = stepy;
if (sy < minsy)
return false;
}
/* If X step is next best */
else if((st_next_x <= st_next_y) && (st_next_x <= st_next_z)) {
sx += x_inc;
t = st_next_x;
st_next_x += sdt_dx;
laststep = stepx;
}
/* Else, Z step is next best */
else {
sz += z_inc;
t = st_next_z;
st_next_z += sdt_dz;
laststep = stepz;
}
}
return true;
}
/**
* Step block iterator: false if done
*/
private final boolean raytraceStepIterator(int miny, int maxy) {
/* If Y step is next best */
if ((t_next_y <= t_next_x) && (t_next_y <= t_next_z)) {
y += y_inc;
t = t_next_y;
t_next_y += dt_dy;
laststep = stepy;
mapiter.stepPosition(laststep);
/* If outside 0-(height-1) range */
if ((y < miny) || (y > maxy)) {
return false;
}
}
/* If X step is next best */
else if ((t_next_x <= t_next_y) && (t_next_x <= t_next_z)) {
x += x_inc;
t = t_next_x;
t_next_x += dt_dx;
laststep = stepx;
mapiter.stepPosition(laststep);
}
/* Else, Z step is next best */
else {
z += z_inc;
t = t_next_z;
t_next_z += dt_dz;
laststep = stepz;
mapiter.stepPosition(laststep);
}
return true;
}
/**
* Trace ray, based on "Voxel Tranversal along a 3D line"
*/
private final void raytrace(MapChunkCache cache, HDShaderState[] shaderstate, boolean[] shaderdone) {
int minY = cache.getWorld().minY;
int height = cache.getWorld().worldheight;
/* Initialize raytrace state variables */
raytrace_init();
/* Skip sections until we hit a non-empty one */
if (!raytraceSkipEmpty(cache))
return;
raytrace_section_init();
if (y < minY)
return;
mapiter.initialize(x, y, z);
for (; n > 0; --n) {
if (visit_block(shaderstate, shaderdone)) {
return;
}
if (!raytraceStepIterator(minY, height)) {
return;
}
}
}
private final void raytrace_section_init() {
t = t - 0.000001;
double xx = top.x + t * direction.x;
double yy = top.y + t * direction.y;
double zz = top.z + t * direction.z;
x = fastFloor(xx);
y = fastFloor(yy);
z = fastFloor(zz);
t_next_x = st_next_x;
t_next_y = st_next_y;
t_next_z = st_next_z;
n = 1;
if(t_next_x != Double.MAX_VALUE) {
if(stepx == BlockStep.X_PLUS) {
t_next_x = t + (x + 1 - xx) * dt_dx;
n += fastFloor(bottom.x) - x;
}
else {
t_next_x = t + (xx - x) * dt_dx;
n += x - fastFloor(bottom.x);
}
}
if(t_next_y != Double.MAX_VALUE) {
if(stepy == BlockStep.Y_PLUS) {
t_next_y = t + (y + 1 - yy) * dt_dy;
n += fastFloor(bottom.y) - y;
}
else {
t_next_y = t + (yy - y) * dt_dy;
n += y - fastFloor(bottom.y);
}
}
if(t_next_z != Double.MAX_VALUE) {
if(stepz == BlockStep.Z_PLUS) {
t_next_z = t + (z + 1 - zz) * dt_dz;
n += fastFloor(bottom.z) - z;
}
else {
t_next_z = t + (zz - z) * dt_dz;
n += z - fastFloor(bottom.z);
}
}
}
private final boolean raytraceSubblock(short[] model, boolean firsttime) {
if(firsttime) {
mt = t + 0.00000001;
xx = top.x + mt * direction.x;
yy = top.y + mt * direction.y;
zz = top.z + mt * direction.z;
mx = (int)((xx - fastFloor(xx)) * modscale);
my = (int)((yy - fastFloor(yy)) * modscale);
mz = (int)((zz - fastFloor(zz)) * modscale);
mdt_dx = dt_dx / modscale;
mdt_dy = dt_dy / modscale;
mdt_dz = dt_dz / modscale;
mt_next_x = t_next_x;
mt_next_y = t_next_y;
mt_next_z = t_next_z;
if(mt_next_x != Double.MAX_VALUE) {
togo = ((t_next_x - t) / mdt_dx);
mt_next_x = mt + (togo - fastFloor(togo)) * mdt_dx;
}
if(mt_next_y != Double.MAX_VALUE) {
togo = ((t_next_y - t) / mdt_dy);
mt_next_y = mt + (togo - fastFloor(togo)) * mdt_dy;
}
if(mt_next_z != Double.MAX_VALUE) {
togo = ((t_next_z - t) / mdt_dz);
mt_next_z = mt + (togo - fastFloor(togo)) * mdt_dz;
}
mtend = Math.min(t_next_x, Math.min(t_next_y, t_next_z));
}
subalpha = -1;
boolean skip = !firsttime; /* Skip first block on continue */
while(mt <= mtend) {
if(!skip) {
try {
int blkalpha = model[modscale*modscale*my + modscale*mz + mx];
if(blkalpha > 0) {
subalpha = blkalpha;
return false;
}
} catch (ArrayIndexOutOfBoundsException aioobx) { /* We're outside the model, so miss */
return true;
}
}
else {
skip = false;
}
/* If X step is next best */
if((mt_next_x <= mt_next_y) && (mt_next_x <= mt_next_z)) {
mx += x_inc;
mt = mt_next_x;
mt_next_x += mdt_dx;
laststep = stepx;
if(mx == mxout) {
return true;
}
}
/* If Y step is next best */
else if((mt_next_y <= mt_next_x) && (mt_next_y <= mt_next_z)) {
my += y_inc;
mt = mt_next_y;
mt_next_y += mdt_dy;
laststep = stepy;
if(my == myout) {
return true;
}
}
/* Else, Z step is next best */
else {
mz += z_inc;
mt = mt_next_z;
mt_next_z += mdt_dz;
laststep = stepz;
if(mz == mzout) {
return true;
}
}
}
return true;
}
public final int[] getSubblockCoord() {
if(cur_patch >= 0) { /* If patch hit */
double tt = cur_patch_t;
double xx = top.x + tt * direction.x;
double yy = top.y + tt * direction.y;
double zz = top.z + tt * direction.z;
subblock_xyz[0] = (int)((xx - fastFloor(xx)) * modscale);
subblock_xyz[1] = (int)((yy - fastFloor(yy)) * modscale);
subblock_xyz[2] = (int)((zz - fastFloor(zz)) * modscale);
}
else if(subalpha < 0) {
double tt = t + 0.0000001;
double xx = top.x + tt * direction.x;
double yy = top.y + tt * direction.y;
double zz = top.z + tt * direction.z;
subblock_xyz[0] = (int)((xx - fastFloor(xx)) * modscale);
subblock_xyz[1] = (int)((yy - fastFloor(yy)) * modscale);
subblock_xyz[2] = (int)((zz - fastFloor(zz)) * modscale);
}
else {
subblock_xyz[0] = mx;
subblock_xyz[1] = my;
subblock_xyz[2] = mz;
}
return subblock_xyz;
}
// Is the hit on a cullable face?
public final boolean isOnFace() {
double tt;
if(cur_patch >= 0) { /* If patch hit */
tt = cur_patch_t;
}
else if(subalpha < 0) {
tt = t + 0.0000001;
}
else { // Full blocks always on face
return true;
}
double xx = top.x + tt * direction.x;
double yy = top.y + tt * direction.y;
double zz = top.z + tt * direction.z;
double xoff = xx - fastFloor(xx);
double yoff = yy - fastFloor(yy);
double zoff = zz - fastFloor(zz);
return ((xoff < 0.00001) || (xoff > 0.99999) || (yoff < 0.00001) || (yoff > 0.99999) || (zoff < 0.00001) || (zoff > 0.99999));
}
/**
* Get current texture index
*/
@Override
public final int getTextureIndex() {
return cur_patch;
}
/**
* Get current U of patch intercept
*/
@Override
public final double getPatchU() {
return cur_patch_u;
}
/**
* Get current V of patch intercept
*/
@Override
public final double getPatchV() {
return cur_patch_v;
}
/**
* Get current patch noShadow setting (true = no shadows/lighting)
*/
@Override
public final boolean getShade() {
// Shade if shade set OR not patch
return cur_shade || (cur_patch < 0); /* If patch hit */
}
/**
* Light level cache
* @param index of light level (0-3)
*/
@Override
public final LightLevels getCachedLightLevels(int idx) {
return llcache[idx];
}
/**
* Get custom mesh for block, if defined (null if not)
*/
public final RenderPatch[] getCustomMesh() {
long key = this.mapiter.getBlockKey(); /* Get key for current block */
return (RenderPatch[])custom_meshes.get(key);
}
/**
* Get custom mesh for block, if defined (null if not)
*/
public final RenderPatch[] getCustomMeshForState(DynmapBlockState bs) {
return (RenderPatch[]) custom_meshes_by_globalstateindex[bs.globalStateIndex];
}
/**
* Save custom mesh for block
*/
public final void setCustomMesh(RenderPatch[] mesh) {
long key = this.mapiter.getBlockKey(); /* Get key for current block */
custom_meshes.put(key, mesh);
}
/**
* Set custom mesh for block, if defined (null if not)
*/
public final void setCustomMeshForState(DynmapBlockState bs, RenderPatch[] mesh) {
custom_meshes_by_globalstateindex[bs.globalStateIndex] = mesh;
}
/**
* Get custom fluid mesh for block, if defined (null if not)
*/
public final RenderPatch[] getCustomFluidMesh() {
long key = this.mapiter.getBlockKey(); /* Get key for current block */
return (RenderPatch[])custom_fluid_meshes.get(key);
}
/**
* Save custom mesh for block
*/
public final void setCustomFluidMesh(RenderPatch[] mesh) {
long key = this.mapiter.getBlockKey(); /* Get key for current block */
custom_fluid_meshes.put(key, mesh);
}
}
public IsoHDPerspective(DynmapCore core, ConfigurationNode configuration) {
if (custom_meshes_by_globalstateindex == null) {
custom_meshes_by_globalstateindex = new RenderPatch[DynmapBlockState.getGlobalIndexMax()][];
}
name = configuration.getString("name", null);
if(name == null) {
Log.severe("Perspective definition missing name - must be defined and unique");
hashcode = 0;
}
else {
hashcode = name.hashCode();
}
double az = 90.0 + configuration.getDouble("azimuth", 135.0); /* Get azimuth (default to classic kzed POV) */
if (az >= 360.0) {
az = az - 360.0;
}
azimuth = az;
// Get compass azimuth - default to same as true azimuth, but allows for override
az = 90.0 + configuration.getDouble("compassazimuth", az - 90.0); /* Get azimuth (default to classic kzed POV) */
if (az >= 360.0) {
az = az - 360.0;
}
compassazimuth = az;
double inc;
inc = configuration.getDouble("inclination", 60.0);
if(inc > MAX_INCLINATION) inc = MAX_INCLINATION;
if(inc < MIN_INCLINATION) inc = MIN_INCLINATION;
inclination = inc;
int mscale = (int)Math.ceil(configuration.getDouble("scale", MIN_SCALE));
if(mscale < MIN_SCALE) mscale = MIN_SCALE;
if(mscale > MAX_SCALE) mscale = MAX_SCALE;
basemodscale = mscale;
/* Get max and min height */
maxheight = configuration.getInteger("maximumheight", Integer.MIN_VALUE);
minheight = configuration.getInteger("minimumheight", Integer.MIN_VALUE);
/* Generate transform matrix for world-to-tile coordinate mapping */
/* First, need to fix basic coordinate mismatches before rotation - we want zero azimuth to have north to top
* (world -X -> tile +Y) and east to right (world -Z to tile +X), with height being up (world +Y -> tile +Z)
*/
Matrix3D transform = new Matrix3D(0.0, 0.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0);
/* Next, rotate world counterclockwise around Z axis by azumuth angle */
transform.rotateXY(180-azimuth);
/* Next, rotate world by (90-inclination) degrees clockwise around +X axis */
transform.rotateYZ(90.0-inclination);
/* Finally, shear along Z axis to normalize Z to be height above map plane */
transform.shearZ(0, Math.tan(Math.toRadians(90.0-inclination)));
/* And scale Z to be same scale as world coordinates, and scale X and Y based on setting */
transform.scale(basemodscale, basemodscale, Math.sin(Math.toRadians(inclination)));
world_to_map = transform;
/* Now, generate map to world tranform, by doing opposite actions in reverse order */
transform = new Matrix3D();
transform.scale(1.0/basemodscale, 1.0/basemodscale, 1/Math.sin(Math.toRadians(inclination)));
transform.shearZ(0, -Math.tan(Math.toRadians(90.0-inclination)));
transform.rotateYZ(-(90.0-inclination));
transform.rotateXY(-180+azimuth);
Matrix3D coordswap = new Matrix3D(0.0, -1.0, 0.0, 0.0, 0.0, 1.0, -1.0, 0.0, 0.0);
transform.multiply(coordswap);
map_to_world = transform;
}
@Override
public List<TileFlags.TileCoord> getTileCoords(DynmapWorld world, int x, int y, int z, int tilescale) {
HashSet<TileFlags.TileCoord> tiles = new HashSet<TileFlags.TileCoord>();
Vector3D block = new Vector3D();
block.x = x;
block.y = y;
block.z = z;
Vector3D corner = new Vector3D();
int tileSize = 128 << tilescale;
/* Loop through corners of the cube */
for(int i = 0; i < 2; i++) {
double inity = block.y;
for(int j = 0; j < 2; j++) {
double initz = block.z;
for(int k = 0; k < 2; k++) {
world_to_map.transform(block, corner); /* Get map coordinate of corner */
tiles.add(new TileFlags.TileCoord(fastFloor(corner.x/tileSize), fastFloor(corner.y/tileSize)));
block.z += 1;
}
block.z = initz;
block.y += 1;
}
block.y = inity;
block.x += 1;
}
return new ArrayList<TileFlags.TileCoord>(tiles);
}
@Override
public List<TileFlags.TileCoord> getTileCoords(DynmapWorld world, int minx, int miny, int minz, int maxx, int maxy, int maxz, int tilescale) {
ArrayList<TileFlags.TileCoord> tiles = new ArrayList<TileFlags.TileCoord>();
Vector3D blocks[] = new Vector3D[] { new Vector3D(), new Vector3D() };
blocks[0].x = minx - 1;
blocks[0].y = miny - 1;
blocks[0].z = minz - 1;
blocks[1].x = maxx + 1;
blocks[1].y = maxy + 1;
blocks[1].z = maxz + 1;
Vector3D corner = new Vector3D();
Vector3D tcorner = new Vector3D();
int mintilex = Integer.MAX_VALUE;
int maxtilex = Integer.MIN_VALUE;
int mintiley = Integer.MAX_VALUE;
int maxtiley = Integer.MIN_VALUE;
int tileSize = 128 << tilescale;
/* Loop through corners of the prism */
for(int i = 0; i < 2; i++) {
corner.x = blocks[i].x;
for(int j = 0; j < 2; j++) {
corner.y = blocks[j].y;
for(int k = 0; k < 2; k++) {
corner.z = blocks[k].z;
world_to_map.transform(corner, tcorner); /* Get map coordinate of corner */
int tx = fastFloor(tcorner.x/(tileSize << tilescale));
int ty = fastFloor(tcorner.y/(tileSize << tilescale));
if(mintilex > tx) mintilex = tx;
if(maxtilex < tx) maxtilex = tx;
if(mintiley > ty) mintiley = ty;
if(maxtiley < ty) maxtiley = ty;
}
}
}
/* Now, add the tiles for the ranges - not perfect, but it works (some extra tiles on corners possible) */
for(int i = mintilex; i <= maxtilex; i++) {
for(int j = mintiley-1; j <= maxtiley; j++) {
tiles.add(new TileFlags.TileCoord(i, j));
}
}
return tiles;
}
@Override
public MapTile[] getAdjecentTiles(MapTile tile) {
HDMapTile t = (HDMapTile) tile;
DynmapWorld w = t.getDynmapWorld();
int x = t.tx;
int y = t.ty;
return new MapTile[] {
new HDMapTile(w, this, x - 1, y - 1, t.boostzoom, t.tilescale),
new HDMapTile(w, this, x + 1, y - 1, t.boostzoom, t.tilescale),
new HDMapTile(w, this, x - 1, y + 1, t.boostzoom, t.tilescale),
new HDMapTile(w, this, x + 1, y + 1, t.boostzoom, t.tilescale),
new HDMapTile(w, this, x, y - 1, t.boostzoom, t.tilescale),
new HDMapTile(w, this, x + 1, y, t.boostzoom, t.tilescale),
new HDMapTile(w, this, x, y + 1, t.boostzoom, t.tilescale),
new HDMapTile(w, this, x - 1, y, t.boostzoom, t.tilescale) };
}
private static final int corners_by_side[][] = {
{ 1, 3, 7, 5 }, // Top
{ 0, 2, 6, 4 }, // Bottom
{ 0, 1, 3, 2 }, // Left
{ 4, 5, 7, 6 }, // Right
{ 2, 3, 7, 6 }, // Upper
{ 0, 1, 5, 4 } // Lower
};
@Override
public List<DynmapChunk> getRequiredChunks(MapTile tile) {
if (!(tile instanceof HDMapTile))
return Collections.emptyList();
HDMapTile t = (HDMapTile) tile;
int min_chunk_x = Integer.MAX_VALUE;
int max_chunk_x = Integer.MIN_VALUE;
int min_chunk_z = Integer.MAX_VALUE;
int max_chunk_z = Integer.MIN_VALUE;
int tileSize = tile.getTileSize();
/* Make corners for volume:
* 0 = bottom-lower-left (xyz),
* 1 = top-lower-left (xyZ),
* 2 = bottom-upper-left (xYz),
* 3 = top-upper-left (xYZ),
* 4 = bottom-lower-right (Xyz),
* 5 = top-lower-right (XyZ),
* 6 = bottom-upper-right (XYz),
* 7 = top-upper-right (XYZ) */
Vector3D corners[] = new Vector3D[8];
double dx = -basemodscale, dy = -basemodscale; /* Add 1 block on each axis */
for(int x = t.tx, idx = 0; x <= (t.tx+1); x++) {
dy = -basemodscale;
for(int y = t.ty; y <= (t.ty+1); y++) {
for(int z = 0; z <= 1; z++) {
corners[idx] = new Vector3D();
corners[idx].x = x*tileSize + dx;
corners[idx].y = y*tileSize + dy;
corners[idx].z = (z == 1) ? t.getDynmapWorld().worldheight : t.getDynmapWorld().minY;
map_to_world.transform(corners[idx]);
/* Compute chunk coordinates of corner */
int cx = fastFloor(corners[idx].x / 16);
int cz = fastFloor(corners[idx].z / 16);
/* Compute min/max of chunk coordinates */
if(min_chunk_x > cx) min_chunk_x = cx;
if(max_chunk_x < cx) max_chunk_x = cx;
if(min_chunk_z > cz) min_chunk_z = cz;
if(max_chunk_z < cz) max_chunk_z = cz;
idx++;
}
dy = basemodscale;
}
dx = basemodscale;
}
/* Make rectangles of X-Z projection of each side of the tile volume, 0 = top, 1 = bottom, 2 = left, 3 = right,
* 4 = upper, 5 = lower */
Polygon[] side = new Polygon[6];
for (int sidenum = 0; sidenum < side.length; sidenum++) {
side[sidenum] = new Polygon();
for (int corner = 0; corner < corners_by_side[sidenum].length; corner++) {
int cid = corners_by_side[sidenum][corner];
side[sidenum].addVertex(corners[cid].x, corners[cid].z);
}
}
/* Now, need to walk through the min/max range to see which chunks are actually needed */
ArrayList<DynmapChunk> chunks = new ArrayList<DynmapChunk>();
for(int x = min_chunk_x; x <= max_chunk_x; x++) {
for(int z = min_chunk_z; z <= max_chunk_z; z++) {
boolean hit = false;
for (int sidenum = 0; (!hit) && (sidenum < side.length); sidenum++) {
if (side[sidenum].clip(16.0*x, 16.0*z, 16.0*(x+1), 16.0*(z+1)) != null) {
hit = true;
}
}
//xs += c;
if(hit) {
DynmapChunk chunk = new DynmapChunk(x, z);
chunks.add(chunk);
}
}
}
return chunks;
}
@Override
public boolean render(MapChunkCache cache, HDMapTile tile, String mapname) {
final long startTimestamp = System.currentTimeMillis();
Color rslt = new Color();
MapIterator mapiter = cache.getIterator(0, 0, 0);
DynmapWorld world = tile.getDynmapWorld();
int tileSize = tile.getTileSize();
int scaled = 0;
if ((tile.boostzoom > 0) && MarkerAPIImpl.testTileForBoostMarkers(cache.getWorld(), this, tile.tx * tileSize, tile.ty * tileSize, tileSize)) {
scaled = tile.boostzoom;
}
int sizescale = 1 << scaled;
/* Build shader state object for each shader */
HDShaderState[] shaderstate = MapManager.mapman.hdmapman.getShaderStateForTile(tile, cache, mapiter, mapname, sizescale * this.basemodscale);
int numshaders = shaderstate.length;
if(numshaders == 0)
return false;
/* Check if nether world */
boolean isnether = world.isNether();
/* Create buffered image for each */
DynmapBufferedImage im[] = new DynmapBufferedImage[numshaders];
DynmapBufferedImage dayim[] = new DynmapBufferedImage[numshaders];
int[][] argb_buf = new int[numshaders][];
int[][] day_argb_buf = new int[numshaders][];
boolean isOpaque[] = new boolean[numshaders];
int bgday[] = new int[numshaders];
int bgnight[] = new int[numshaders];
for(int i = 0; i < numshaders; i++) {
HDLighting lighting = shaderstate[i].getLighting();
im[i] = DynmapBufferedImage.allocateBufferedImage(tileSize * sizescale, tileSize * sizescale);
argb_buf[i] = im[i].argb_buf;
if(lighting.isNightAndDayEnabled()) {
dayim[i] = DynmapBufferedImage.allocateBufferedImage(tileSize * sizescale, tileSize * sizescale);
day_argb_buf[i] = dayim[i].argb_buf;
}
isOpaque[i] = !shaderstate[i].getMap().getImageFormat().getEncoding().hasAlpha;
bgday[i] = shaderstate[i].getMap().getBackgroundARGBDay();
bgnight[i] = shaderstate[i].getMap().getBackgroundARGBNight();
}
// Mark the tiles we're going to render as validated
for (int i = 0; i < numshaders; i++) {
MapTypeState mts = world.getMapState(shaderstate[i].getMap());
if (mts != null) {
mts.validateTile(tile.tx, tile.ty);
}
}
/* Create perspective state object */
OurPerspectiveState ps = new OurPerspectiveState(mapiter, isnether, scaled);
ps.top = new Vector3D();
ps.bottom = new Vector3D();
ps.direction = new Vector3D();
double xbase = tile.tx * tileSize;
double ybase = tile.ty * tileSize;
boolean shaderdone[] = new boolean[numshaders];
boolean rendered[] = new boolean[numshaders];
double height = maxheight;
if (height == Integer.MIN_VALUE) { /* Not set - assume world height - 1 */
if (isnether)
height = 127;
else
height = tile.getDynmapWorld().worldheight - 1;
}
double miny = minheight;
if (miny == Integer.MIN_VALUE) { /* Not set - assume world height - 1 */
miny = tile.getDynmapWorld().minY;
}
for(int x = 0; x < tileSize * sizescale; x++) {
ps.px = x;
for(int y = 0; y < tileSize * sizescale; y++) {
ps.top.x = ps.bottom.x = xbase + (x + 0.5) / sizescale; /* Start at center of pixel at Y=height+0.5, bottom at Y=-0.5 */
ps.top.y = ps.bottom.y = ybase + (y + 0.5) / sizescale;
ps.top.z = height + 0.5; ps.bottom.z = miny - 0.5;
map_to_world.transform(ps.top); /* Transform to world coordinates */
map_to_world.transform(ps.bottom);
ps.direction.set(ps.bottom);
ps.direction.subtract(ps.top);
ps.py = y / sizescale;
for(int i = 0; i < numshaders; i++) {
shaderstate[i].reset(ps);
}
try {
ps.raytrace(cache, shaderstate, shaderdone);
} catch (Exception ex) {
Log.severe("Error while raytracing tile: perspective=" + this.name + ", coord=" + mapiter.getX() + "," + mapiter.getY() + "," + mapiter.getZ() + ", blockid=" + mapiter.getBlockType() + ", lighting=" + mapiter.getBlockSkyLight() + ":" + mapiter.getBlockEmittedLight() + ", biome=" + mapiter.getBiome().toString(), ex);
ex.printStackTrace();
}
for(int i = 0; i < numshaders; i++) {
if(shaderdone[i] == false) {
shaderstate[i].rayFinished(ps);
}
else {
shaderdone[i] = false;
rendered[i] = true;
}
shaderstate[i].getRayColor(rslt, 0);
int c_argb = rslt.getARGB();
if (c_argb != 0) rendered[i] = true;
if (isOpaque[i] && (c_argb == 0)) {
argb_buf[i][(tileSize*sizescale-y-1)*tileSize*sizescale + x] = bgnight[i];
}
else {
argb_buf[i][(tileSize*sizescale-y-1)*tileSize*sizescale + x] = c_argb;
}
if (day_argb_buf[i] != null) {
shaderstate[i].getRayColor(rslt, 1);
c_argb = rslt.getARGB();
if (isOpaque[i] && (c_argb == 0)) {
day_argb_buf[i][(tileSize*sizescale-y-1)*tileSize*sizescale + x] = bgday[i];
}
else {
day_argb_buf[i][(tileSize*sizescale-y-1)*tileSize*sizescale + x] = c_argb;
}
}
}
}
}
boolean renderone = false;
/* Test to see if we're unchanged from older tile */
MapStorage storage = world.getMapStorage();
for(int i = 0; i < numshaders; i++) {
long crc = MapStorage.calculateImageHashCode(argb_buf[i], 0, argb_buf[i].length);
boolean tile_update = false;
String prefix = shaderstate[i].getMap().getPrefix();
MapStorageTile mtile = storage.getTile(world, shaderstate[i].getMap(), tile.tx, tile.ty, 0, MapType.ImageVariant.STANDARD);
mtile.getWriteLock();
try {
if(mtile.matchesHashCode(crc) == false) {
/* Wrap buffer as buffered image */
if(rendered[i]) {
mtile.write(crc, im[i].buf_img, startTimestamp);
}
else {
mtile.delete();
}
MapManager.mapman.pushUpdate(tile.getDynmapWorld(), new Client.Tile(mtile.getURI()));
tile_update = true;
renderone = true;
}
else {
if(!rendered[i]) {
mtile.delete();
}
}
} finally {
mtile.releaseWriteLock();
DynmapBufferedImage.freeBufferedImage(im[i]);
}
MapManager.mapman.updateStatistics(tile, prefix, true, tile_update, !rendered[i]);
/* Handle day image, if needed */
if(dayim[i] != null) {
crc = MapStorage.calculateImageHashCode(day_argb_buf[i], 0, day_argb_buf[i].length);
mtile = storage.getTile(world, shaderstate[i].getMap(), tile.tx, tile.ty, 0, MapType.ImageVariant.DAY);
mtile.getWriteLock();
tile_update = false;
try {
if(mtile.matchesHashCode(crc) == false) {
/* Wrap buffer as buffered image */
if(rendered[i]) {
mtile.write(crc, dayim[i].buf_img, startTimestamp);
}
else {
mtile.delete();
}
MapManager.mapman.pushUpdate(tile.getDynmapWorld(), new Client.Tile(mtile.getURI()));
tile_update = true;
renderone = true;
}
else {
if(!rendered[i]) {
mtile.delete();
}
}
} finally {
mtile.releaseWriteLock();
DynmapBufferedImage.freeBufferedImage(dayim[i]);
}
MapManager.mapman.updateStatistics(tile, prefix+"_day", true, tile_update, !rendered[i]);
}
}
return renderone;
}
@Override
public boolean isBiomeDataNeeded() {
return need_biomedata;
}
@Override
public boolean isRawBiomeDataNeeded() {
return need_rawbiomedata;
}
@Override
public boolean isHightestBlockYDataNeeded() {
return false;
}
@Override
public boolean isBlockTypeDataNeeded() {
return true;
}
@Override
public double getScale() {
return basemodscale;
}
@Override
public int getModelScale() {
return basemodscale;
}
@Override
public String getName() {
return name;
}
private static String[] directions = { "N", "NE", "E", "SE", "S", "SW", "W", "NW" };
@Override
public void addClientConfiguration(JSONObject mapObject) {
s(mapObject, "perspective", name);
s(mapObject, "azimuth", azimuth);
s(mapObject, "inclination", inclination);
s(mapObject, "scale", basemodscale);
s(mapObject, "worldtomap", world_to_map.toJSON());
s(mapObject, "maptoworld", map_to_world.toJSON());
int dir = (((360 + (int)(22.5+compassazimuth)) / 45) + 6) % 8;
s(mapObject, "compassview", directions[dir]);
}
private static final int fastFloor(double f) {
return ((int)(f + 1000000000.0)) - 1000000000;
}
@Override
public void transformWorldToMapCoord(Vector3D input, Vector3D rslt) {
world_to_map.transform(input, rslt);
}
@Override
public int hashCode() {
return hashcode;
}
}