forked from mirrors/NBTExplorer
A little more optimization
This commit is contained in:
parent
b03fe0fa09
commit
41cfa1b425
1 changed files with 125 additions and 89 deletions
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@ -25,6 +25,10 @@ namespace Substrate
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}
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}
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private readonly int _xdim;
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private readonly int _ydim;
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private readonly int _zdim;
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private IBoundedLitBlockCollection _blockset;
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// Maintains internal state of multi-block relighting algorithms
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@ -39,6 +43,10 @@ namespace Substrate
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{
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_blockset = blockset;
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_xdim = _blockset.XDim;
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_ydim = _blockset.YDim;
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_zdim = _blockset.ZDim;
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_lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
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_update = new Queue<BlockKey>();
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}
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@ -47,6 +55,10 @@ namespace Substrate
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{
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_blockset = bl._blockset;
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_xdim = bl._xdim;
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_ydim = bl._ydim;
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_zdim = bl._zdim;
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_lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
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_update = new Queue<BlockKey>();
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}
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@ -82,9 +94,10 @@ namespace Substrate
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{
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IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
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int xdim = _blockset.XDim;
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int ydim = _blockset.YDim;
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int zdim = _blockset.ZDim;
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// Because the JIT is less intelligent than I hoped
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int xdim = _xdim;
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int ydim = _ydim;
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int zdim = _zdim;
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for (int x = 0; x < xdim; x++) {
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for (int z = 0; z < zdim; z++) {
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@ -103,15 +116,15 @@ namespace Substrate
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IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
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int[,] heightMap = LocalHeightMap(chunkMap);
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int xdim = _blockset.XDim;
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int ydim = _blockset.YDim;
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int zdim = _blockset.ZDim;
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int xdim = _xdim;
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int ydim = _ydim;
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int zdim = _zdim;
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// Optimization - only need to queue at level of highest neighbor's height
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for (int x = 0; x < xdim; x++) {
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for (int z = 0; z < zdim; z++) {
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int xi = x + _blockset.XDim;
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int zi = z + _blockset.ZDim;
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int xi = x + xdim;
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int zi = z + zdim;
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int h = heightMap[xi, zi];
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h = Math.Max(h, heightMap[xi, zi - 1]);
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@ -131,9 +144,9 @@ namespace Substrate
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public void RebuildHeightMap ()
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{
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int xdim = _blockset.XDim;
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int ydim = _blockset.YDim;
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int zdim = _blockset.ZDim;
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int xdim = _xdim;
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int ydim = _ydim;
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int zdim = _zdim;
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for (int x = 0; x < xdim; x++) {
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for (int z = 0; z < zdim; z++) {
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@ -170,41 +183,45 @@ namespace Substrate
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// TODO: Revise to cache the specified chunk into local map
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public void StitchBlockLight (IBoundedLitBlockCollection chunk, BlockCollectionEdge edge)
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{
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if (chunk.XDim != _blockset.XDim ||
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chunk.YDim != _blockset.YDim ||
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chunk.ZDim != _blockset.ZDim) {
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int xdim = _xdim;
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int ydim = _ydim;
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int zdim = _zdim;
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if (chunk.XDim != xdim ||
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chunk.YDim != ydim ||
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chunk.ZDim != zdim) {
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throw new InvalidOperationException("BlockLight must have same dimensions to be stitched");
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}
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switch (edge) {
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case BlockCollectionEdge.EAST:
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for (int x = 0; x < _blockset.XDim; x++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestBlockLight(chunk, x, y, 0, x, y, _blockset.ZDim - 1);
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for (int x = 0; x < xdim; x++) {
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for (int y = 0; y < ydim; y++) {
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TestBlockLight(chunk, x, y, 0, x, y, zdim - 1);
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}
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}
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break;
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case BlockCollectionEdge.NORTH:
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for (int z = 0; z < _blockset.ZDim; z++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestBlockLight(chunk, 0, y, z, _blockset.XDim - 1, y, z);
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for (int z = 0; z < zdim; z++) {
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for (int y = 0; y < ydim; y++) {
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TestBlockLight(chunk, 0, y, z, xdim - 1, y, z);
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}
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}
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break;
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case BlockCollectionEdge.WEST:
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for (int x = 0; x < _blockset.XDim; x++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestBlockLight(chunk, x, y, _blockset.ZDim - 1, x, y, 0);
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for (int x = 0; x < xdim; x++) {
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for (int y = 0; y < ydim; y++) {
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TestBlockLight(chunk, x, y, zdim - 1, x, y, 0);
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}
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}
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break;
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case BlockCollectionEdge.SOUTH:
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for (int z = 0; z < _blockset.ZDim; z++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestBlockLight(chunk, _blockset.XDim - 1, y, z, 0, y, z);
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for (int z = 0; z < zdim; z++) {
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for (int y = 0; y < ydim; y++) {
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TestBlockLight(chunk, xdim - 1, y, z, 0, y, z);
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}
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}
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break;
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@ -233,41 +250,45 @@ namespace Substrate
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public void StitchBlockSkyLight (IBoundedLitBlockCollection chunk, BlockCollectionEdge edge)
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{
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if (chunk.XDim != _blockset.XDim ||
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chunk.YDim != _blockset.YDim ||
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chunk.ZDim != _blockset.ZDim) {
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int xdim = _xdim;
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int ydim = _ydim;
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int zdim = _zdim;
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if (chunk.XDim != xdim ||
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chunk.YDim != ydim ||
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chunk.ZDim != zdim) {
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throw new InvalidOperationException("BlockLight must have same dimensions to be stitched");
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}
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switch (edge) {
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case BlockCollectionEdge.EAST:
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for (int x = 0; x < _blockset.XDim; x++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestSkyLight(chunk, x, y, 0, x, y, _blockset.ZDim - 1);
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for (int x = 0; x < xdim; x++) {
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for (int y = 0; y < ydim; y++) {
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TestSkyLight(chunk, x, y, 0, x, y, zdim - 1);
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}
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}
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break;
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case BlockCollectionEdge.NORTH:
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for (int z = 0; z < _blockset.ZDim; z++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestSkyLight(chunk, 0, y, z, _blockset.XDim - 1, y, z);
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for (int z = 0; z < zdim; z++) {
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for (int y = 0; y < ydim; y++) {
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TestSkyLight(chunk, 0, y, z, xdim, y, z);
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}
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}
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break;
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case BlockCollectionEdge.WEST:
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for (int x = 0; x < _blockset.XDim; x++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestSkyLight(chunk, x, y, _blockset.ZDim - 1, x, y, 0);
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for (int x = 0; x < xdim; x++) {
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for (int y = 0; y < ydim; y++) {
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TestSkyLight(chunk, x, y, zdim - 1, x, y, 0);
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}
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}
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break;
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case BlockCollectionEdge.SOUTH:
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for (int z = 0; z < _blockset.ZDim; z++) {
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for (int y = 0; y < _blockset.YDim; y++) {
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TestSkyLight(chunk, _blockset.XDim - 1, y, z, 0, y, z);
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for (int z = 0; z < zdim; z++) {
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for (int y = 0; y < ydim; y++) {
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TestSkyLight(chunk, xdim - 1, y, z, 0, y, z);
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}
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}
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break;
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@ -281,15 +302,18 @@ namespace Substrate
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{
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IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
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int xdim = _xdim;
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int zdim = _zdim;
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while (_update.Count > 0) {
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BlockKey k = _update.Dequeue();
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int index = LightBitmapIndex(k);
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_lightbit[index] = false;
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int xi = k.x + _blockset.XDim;
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int zi = k.z + _blockset.ZDim;
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int xi = k.x + xdim;
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int zi = k.z + zdim;
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IBoundedLitBlockCollection cc = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
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IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
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if (cc == null) {
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continue;
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}
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@ -301,9 +325,9 @@ namespace Substrate
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int lld = NeighborLight(chunkMap, k.x, k.y - 1, k.z);
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int llu = NeighborLight(chunkMap, k.x, k.y + 1, k.z);
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int x = xi % _blockset.XDim;
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int x = xi % xdim;
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int y = k.y;
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int z = zi % _blockset.ZDim;
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int z = zi % zdim;
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int lightval = cc.GetBlockLight(x, y, z);
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BlockInfo info = cc.GetInfo(x, y, z);
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@ -339,22 +363,25 @@ namespace Substrate
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{
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IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
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int xdim = _xdim;
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int zdim = _zdim;
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while (_update.Count > 0) {
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BlockKey k = _update.Dequeue();
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int index = LightBitmapIndex(k);
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_lightbit[index] = false;
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int xi = k.x + _blockset.XDim;
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int zi = k.z + _blockset.ZDim;
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int xi = k.x + xdim;
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int zi = k.z + zdim;
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IBoundedLitBlockCollection cc = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
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IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
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if (cc == null) {
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continue;
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}
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int x = xi % _blockset.XDim;
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int x = xi % xdim;
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int y = k.y;
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int z = zi % _blockset.ZDim;
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int z = zi % zdim;
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int lightval = cc.GetSkyLight(x, y, z);
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BlockInfo info = cc.GetInfo(x, y, z);
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@ -413,9 +440,9 @@ namespace Substrate
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return;
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}
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int xdim = _blockset.XDim;
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int ydim = _blockset.YDim;
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int zdim = _blockset.ZDim;
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int xdim = _xdim;
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int ydim = _ydim;
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int zdim = _zdim;
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Queue<LightRecord> spread = new Queue<LightRecord>();
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if (ly > 0) {
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@ -488,9 +515,9 @@ namespace Substrate
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Queue<LightRecord> spread = new Queue<LightRecord>();
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int xdim = _blockset.XDim;
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int ydim = _blockset.YDim;
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int zdim = _blockset.ZDim;
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int xdim = _xdim;
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int ydim = _ydim;
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int zdim = _zdim;
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int lxi = lx + xdim;
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int lzi = lz + zdim;
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@ -586,12 +613,12 @@ namespace Substrate
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private int LightBitmapIndex (BlockKey key)
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{
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int x = key.x + _blockset.XDim;
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int x = key.x + _xdim;
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int y = key.y;
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int z = key.z + _blockset.ZDim;
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int z = key.z + _zdim;
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int zstride = _blockset.YDim;
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int xstride = _blockset.ZDim * 3 * zstride;
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int zstride = _ydim;
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int xstride = _zdim * 3 * zstride;
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return (x * xstride) + (z * zstride) + y;
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}
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@ -613,7 +640,7 @@ namespace Substrate
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private IBoundedLitBlockCollection LocalChunk (int lx, int ly, int lz)
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{
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if (ly < 0 || ly >= _blockset.YDim) {
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if (ly < 0 || ly >= _ydim) {
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return null;
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}
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@ -621,16 +648,16 @@ namespace Substrate
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if (lz < 0) {
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return OnResolveNeighbor(-1, 0, -1);
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}
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else if (lz >= _blockset.ZDim) {
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else if (lz >= _zdim) {
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return OnResolveNeighbor(-1, 0, 1);
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}
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return OnResolveNeighbor(-1, 0, 0);
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}
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else if (lx >= _blockset.XDim) {
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else if (lx >= _xdim) {
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if (lz < 0) {
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return OnResolveNeighbor(1, 0, -1);
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}
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else if (lz >= _blockset.ZDim) {
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else if (lz >= _zdim) {
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return OnResolveNeighbor(1, 0, 1);
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}
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return OnResolveNeighbor(1, 0, 0);
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@ -639,7 +666,7 @@ namespace Substrate
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if (lz < 0) {
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return OnResolveNeighbor(0, 0, -1);
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}
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else if (lz >= _blockset.ZDim) {
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else if (lz >= _zdim) {
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return OnResolveNeighbor(0, 0, 1);
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}
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return _blockset;
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@ -648,20 +675,23 @@ namespace Substrate
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private int NeighborLight (IBoundedLitBlockCollection[,] chunkMap, int x, int y, int z)
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{
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if (y < 0 || y >= _blockset.YDim) {
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if (y < 0 || y >= _ydim) {
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return 0;
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}
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int xi = x + _blockset.XDim;
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int zi = z + _blockset.ZDim;
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int xdim = _xdim;
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int zdim = _zdim;
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IBoundedLitBlockCollection src = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
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int xi = x + xdim;
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int zi = z + zdim;
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IBoundedLitBlockCollection src = chunkMap[xi / xdim, zi / zdim];
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if (src == null) {
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return 0;
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}
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x = xi % _blockset.XDim;
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z = zi % _blockset.ZDim;
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x = xi % xdim;
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z = zi % zdim;
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BlockInfo info = src.GetInfo(x, y, z);
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if (!info.TransmitsLight) {
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@ -675,20 +705,23 @@ namespace Substrate
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private int NeighborSkyLight (IBoundedLitBlockCollection[,] chunkMap, int x, int y, int z)
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{
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if (y < 0 || y >= _blockset.YDim) {
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if (y < 0 || y >= _ydim) {
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return 0;
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}
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int xi = x + _blockset.XDim;
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int zi = z + _blockset.ZDim;
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int xdim = _xdim;
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int zdim = _zdim;
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IBoundedLitBlockCollection src = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
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int xi = x + xdim;
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int zi = z + zdim;
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IBoundedLitBlockCollection src = chunkMap[xi / xdim, zi / zdim];
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if (src == null) {
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return 0;
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}
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x = xi % _blockset.XDim;
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z = zi % _blockset.ZDim;
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x = xi % xdim;
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z = zi % zdim;
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BlockInfo info = src.GetInfo(x, y, z);
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if (!info.TransmitsLight) {
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@ -704,11 +737,11 @@ namespace Substrate
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{
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IBoundedLitBlockCollection src = LocalChunk(x, 0, z);
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if (src == null) {
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return _blockset.YDim - 1;
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return _ydim - 1;
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}
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x = (x + _blockset.XDim * 2) % _blockset.XDim;
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z = (z + _blockset.ZDim * 2) % _blockset.ZDim;
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x = (x + _xdim * 2) % _xdim;
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z = (z + _zdim * 2) % _zdim;
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return src.GetHeight(x, z);
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}
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@ -758,19 +791,22 @@ namespace Substrate
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private int[,] LocalHeightMap (IBoundedLitBlockCollection[,] chunkMap)
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{
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int[,] map = new int[3 * _blockset.XDim, 3 * _blockset.ZDim];
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int xdim = _xdim;
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int zdim = _zdim;
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int[,] map = new int[3 * xdim, 3 * zdim];
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for (int xi = 0; xi < 3; xi++) {
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int xoff = xi * _blockset.XDim;
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int xoff = xi * xdim;
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for (int zi = 0; zi < 3; zi++) {
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int zoff = zi * _blockset.ZDim;
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int zoff = zi * zdim;
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if (chunkMap[xi, zi] == null) {
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continue;
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}
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for (int x = 0; x < _blockset.XDim; x++) {
|
||||
for (int x = 0; x < xdim; x++) {
|
||||
int xx = xoff + x;
|
||||
for (int z = 0; z < _blockset.ZDim; z++) {
|
||||
for (int z = 0; z < zdim; z++) {
|
||||
int zz = zoff + z;
|
||||
map[xx, zz] = chunkMap[xi, zi].GetHeight(x, z);
|
||||
}
|
||||
|
@ -791,9 +827,9 @@ namespace Substrate
|
|||
return null;
|
||||
}
|
||||
|
||||
if (n.XDim != _blockset.XDim ||
|
||||
n.YDim != _blockset.YDim ||
|
||||
n.ZDim != _blockset.ZDim) {
|
||||
if (n.XDim != _xdim ||
|
||||
n.YDim != _ydim ||
|
||||
n.ZDim != _zdim) {
|
||||
throw new InvalidOperationException("Subscriber returned incompatible ILitBlockCollection");
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue