using System; namespace ClassicalSharp { /// Represents a fixed size map of blocks. Stores the raw block data, /// heightmap, dimensions and various metadata such as environment settings. public sealed partial class Map { int CalcHeightAt( int x, int maxY, int z, int index ) { int mapIndex = ( maxY * Length + z ) * Width + x; for( int y = maxY; y >= 0; y-- ) { byte block = mapData[mapIndex]; if( info.BlocksLight[block] ) { heightmap[index] = (short)(y - 1); return y - 1; } mapIndex -= oneY; } heightmap[index] = -10; return -10; } void UpdateHeight( int x, int y, int z, byte oldBlock, byte newBlock ) { bool didBlock = info.BlocksLight[oldBlock]; bool nowBlocks = info.BlocksLight[newBlock]; if( didBlock == nowBlocks ) return; int index = (z * Width) + x; int height = heightmap[index]; if( height == short.MaxValue ) { // We have to calculate the entire column for visibility, because the old/new block info is // useless if there is another block higher than block.y that blocks sunlight. CalcHeightAt( x, maxY, z, index ); } else if( y > height ) { if( nowBlocks ) { heightmap[index] = (short)(y - 1); } else { // Part of the column is now visible to light, we don't know how exactly how high it should be though. // However, we know that if the old block was above or equal to light height, then the new light height must be <= old block.y CalcHeightAt( x, y, z, index ); } } } // Equivalent to // for x = startX; x < startX + 18; x++ // for z = startZ; z < startZ + 18; z++ // CalcHeightAt(x, maxY, z) if height == short.MaxValue // Except this function is a lot more optimised and minimises cache misses. internal unsafe void HeightmapHint( int startX, int startZ, byte* mapPtr ) { int x1 = Math.Max( startX, 0 ), x2 = Math.Min( Width, startX + 18 ); int z1 = Math.Max( startZ, 0 ), z2 = Math.Min( Length, startZ + 18 ); int xCount = x2 - x1, zCount = z2 - z1; int* skip = stackalloc int[xCount * zCount]; int elemsLeft = InitialHeightmapCoverage( x1, z1, xCount, zCount, skip ); if( !CalculateHeightmapCoverage( x1, z1, xCount, zCount, elemsLeft, skip, mapPtr ) ) { FinishHeightmapCoverage( x1, z1, xCount, zCount, skip ); } } unsafe int InitialHeightmapCoverage( int x1, int z1, int xCount, int zCount, int* skip ) { int elemsLeft = 0, index = 0, curRunCount = 0; for( int z = 0; z < zCount; z++ ) { int heightmapIndex = ( z1 + z ) * Width + x1; for( int x = 0; x < xCount; x++ ) { int height = heightmap[heightmapIndex++]; skip[index] = 0; if( height == short.MaxValue ) { elemsLeft++; curRunCount = 0; } else { skip[index - curRunCount]++; curRunCount++; } index++; } curRunCount = 0; // We can only skip an entire X row at most. } return elemsLeft; } unsafe bool CalculateHeightmapCoverage( int x1, int z1, int xCount, int zCount, int elemsLeft, int* skip, byte* mapPtr ) { int prevRunCount = 0; for( int y = maxY; y >= 0; y-- ) { if( elemsLeft <= 0 ) return true; int mapIndex = ( y * Length + z1 ) * Width + x1; int heightmapIndex = z1 * Width + x1; for( int z = 0; z < zCount; z++ ) { int baseIndex = mapIndex; int index = z * xCount; for( int x = 0; x < xCount; ) { int curRunCount = skip[index]; x += curRunCount; mapIndex += curRunCount; index += curRunCount; if( x < xCount && info.BlocksLight[mapPtr[mapIndex]] ) { heightmap[heightmapIndex + x] = (short)( y - 1 ); elemsLeft--; skip[index] = 0; int offset = prevRunCount + curRunCount; int newRunCount = skip[index - offset] + 1; // consider case 1 0 1 0, where we are at 0 // we need to make this 3 0 0 0 and advance by 1 int oldRunCount = ( x - offset + newRunCount ) < xCount ? skip[index - offset + newRunCount] : 0; if( oldRunCount != 0 ) { skip[index - offset + newRunCount] = 0; newRunCount += oldRunCount; } skip[index - offset] = newRunCount; x += oldRunCount; index += oldRunCount; mapIndex += oldRunCount; prevRunCount = newRunCount; } else { prevRunCount = 0; } x++; mapIndex++; index++; } prevRunCount = 0; heightmapIndex += Width; mapIndex = baseIndex + Width; // advance one Z } } return false; } unsafe void FinishHeightmapCoverage( int x1, int z1, int xCount, int zCount, int* skip ) { for( int z = 0; z < zCount; z++ ) { int heightmapIndex = ( z1 + z ) * Width + x1; for( int x = 0; x < xCount; x++ ) { int height = heightmap[heightmapIndex]; if( height == short.MaxValue ) heightmap[heightmapIndex] = -10; heightmapIndex++; } } } } }