/* * This file is part of Cubic Chunks Mod, licensed under the MIT License (MIT). * * Copyright (c) 2015 contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package cubicchunks.lighting; import com.carrotsearch.hppc.IntHashSet; import com.carrotsearch.hppc.IntSet; import net.minecraft.util.math.BlockPos; import net.minecraft.world.EnumSkyBlock; import net.minecraft.world.World; import cubicchunks.util.Coords; import cubicchunks.world.column.Column; import cubicchunks.world.cube.Cube; class SkyLightUpdateCubeSelector { private SkyLightUpdateCubeSelector() { throw new RuntimeException(); } /** * Returns Set of cube Y locations that can be updated for give light update. * * @param column Column to select cubes from * @param localX in-column X position * @param localZ in-column Z position * @param minBlockY minimum light update Y. Integer.MIN_VALUE for no lower limit. * @param maxBlockY position from which updating should be started. Integer.MAX_VALUE tu update from top of the * world. * * @return set of affected cube Y positions */ static IntSet getCubesY(Column column, int localX, int localZ, int minBlockY, int maxBlockY) { // NOTE: maxBlockY is always the air block above the top block that was added or removed World world = column.getWorld(); IntSet cubesToDiffuse = new IntHashSet(); if (world.provider.getHasNoSky()) { return cubesToDiffuse; } BlockPos.MutableBlockPos blockPos = new BlockPos.MutableBlockPos( Coords.localToBlock(column.xPosition, localX), maxBlockY - 1, Coords.localToBlock(column.zPosition, localZ) ); int newMaxBlockY = column.getHeightValue(localX, localZ); //if there is no min block - there are no blocks here //so assume it's at Integer.MIN_VALUE int maxCubeY = Coords.blockToCube(newMaxBlockY); //attempt to update lighting only in loaded cubes for (Cube cube : column.getLoadedCubes()) { int cubeY = cube.getY(); int minCubeBlockY = cubeY*16; //do we even need to do anything here? if (maxBlockY < minCubeBlockY) { continue; } if (cubeY > maxCubeY) { //if light value at the bottom is already correct - nothing to do here //so update only if incorrect blockPos.setPos(localX, 0, localZ); if (cube.getLightFor(EnumSkyBlock.SKY, blockPos) != 15) { cubesToDiffuse.add(cube.getY()); } } else if (cubeY == maxCubeY) { //current top block is the actual reason to update //so cube that contains it needs update cubesToDiffuse.add(cube.getY()); //light can propagate to cube below too if ((cube = column.getLoadedCube(maxCubeY - 1)) != null) { cubesToDiffuse.add(cube.getY()); } } else if (cubeY == maxCubeY - 1) { //it's handled by cubeY == maxCubeY case continue; } else { assert cubeY < maxCubeY - 1; blockPos.setPos(localX, 15, localZ); //if we are below minBlockY or if the top block has correct light value (0) - nothing to do if (minCubeBlockY + 15 < minBlockY || cube.getLightFor(EnumSkyBlock.SKY, blockPos) == 0) { continue; } cubesToDiffuse.add(cube.getY()); } } return cubesToDiffuse; } }