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48 lines
1.9 KiB
C#
48 lines
1.9 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using OpenTK;
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namespace ClassicalSharp.Map {
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/// <summary> Manages lighting for each block in the world. </summary>
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public abstract class IWorldLighting : IGameComponent {
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internal short[] heightmap;
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// Equivalent to
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// for x = startX; x < startX + 18; x++
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// for z = startZ; z < startZ + 18; z++
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// CalcHeightAt(x, maxY, z) if height == short.MaxValue
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// Except this function is a lot more optimised and minimises cache misses.
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public unsafe abstract void LightHint(int startX, int startZ, byte* mapPtr);
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/// <summary> Returns the y coordinate of the highest block that is fully not in sunlight. </summary>
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/// <remarks> e.g. if cobblestone was at y = 5, this method would return 4. </remarks>
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public abstract int GetLightHeight(int x, int z);
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/// <summary> Updates the lighting for the block at that position, which may in turn affect other blocks. </summary>
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public abstract void UpdateLight(int x, int y, int z, byte oldBlock, byte newBlock);
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/// <summary> Returns whether the given world coordinates are fully in sunlight. </summary>
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public abstract bool IsLit(int x, int y, int z);
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/// <summary> Returns whether the given world coordinates are fully in sunlight. </summary>
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/// <remarks> Does not check whether the coordinates are inside the map. </remarks>
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public abstract bool IsLitNoCheck(int x, int y, int z);
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/// <summary> Returns whether the given world coordinates are fully in sunlight. </summary>
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public bool IsLit(Vector3 p) {
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int x = Utils.Floor(p.X), y = Utils.Floor(p.Y), z = Utils.Floor(p.Z);
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return IsLit(x, y, z);
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}
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public virtual void Dispose() { }
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public virtual void Reset(Game game) { }
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public virtual void OnNewMap(Game game) { }
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public virtual void OnNewMapLoaded(Game game) { }
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public virtual void Init(Game game) { }
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public virtual void Ready(Game game) { }
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}
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}
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