using System; namespace ClassicalSharp { /// Stores various properties about the blocks in Minecraft Classic. public partial class BlockInfo { bool[] hidden = new bool[BlocksCount * BlocksCount * TileSide.Sides]; internal void SetupCullingCache() { for( int tileI = 1; tileI < BlocksCount; tileI++ ) { for( int neighbourI = 1; neighbourI < BlocksCount; neighbourI++ ) { byte tile = (byte)tileI, neighbour = (byte)neighbourI; bool hidden = IsHidden( tile, neighbour ); if( tile == neighbour && !CullWithNeighbours[tile] ) hidden = false; SetHidden( tile, neighbour, TileSide.Left, hidden ); SetHidden( tile, neighbour, TileSide.Right, hidden ); SetHidden( tile, neighbour, TileSide.Front, hidden ); SetHidden( tile, neighbour, TileSide.Back, hidden ); SetHidden( tile, neighbour, TileSide.Top, hidden && Height[tile] == 1 ); SetHidden( tile, neighbour, TileSide.Bottom, hidden && Height[neighbour] == 1 ); } } } bool IsHidden( byte tile, byte block ) { return ((tile == block || (IsOpaque[block] && !IsLiquid[block])) && !IsSprite[tile]) || ((tile == (byte)Block.Water || tile == (byte)Block.StillWater) && block == (byte)Block.Ice); } void SetHidden( byte tile, byte block, int tileSide, bool value ) { hidden[( tile * BlocksCount + block ) * TileSide.Sides + tileSide] = value; } /// Returns whether the face at the given face of the tile /// should be drawn with the neighbour 'block' present on the other side of the face. public bool IsFaceHidden( byte tile, byte block, int tileSide ) { return hidden[( tile * BlocksCount + block ) * TileSide.Sides + tileSide]; } } }