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package makamys.neodymium.renderer;
import java.util.List;
import makamys.neodymium.Neodymium;
import net.minecraft.entity.Entity;
/** A container for the meshes that compose a chunk (16x256x16 region). It keeps track of which meshes should be made visible and which ones should not. */
public class NeoChunk {
int x, z;
int lod = 0;
boolean visible;
boolean dirty;
NeoRegion region;
ChunkMesh[] chunkMeshes = new ChunkMesh[32];
public boolean[] isSectionVisible = new boolean[16];
NeoRenderer renderer = Neodymium.renderer;
public NeoChunk(int x, int z, NeoRegion region) {
this.x = x;
this.z = z;
this.region = region;
}
@Override
public String toString() {
return "NeoChunk(" + x + ", " + z + ")";
}
public double distSq(Entity entity) {
return Math.pow(entity.posX - x * 16, 2) + Math.pow(entity.posZ - z * 16, 2);
}
public void putChunkMeshes(int cy, List<ChunkMesh> newChunkMeshes, boolean addOnly) {
for(int i = 0; i < 2; i++) {
ChunkMesh newChunkMesh = newChunkMeshes.size() > i ? newChunkMeshes.get(i) : null;
if(newChunkMesh != null || !addOnly) {
if(chunkMeshes[cy * 2 + i] != null) {
renderer.removeMesh(chunkMeshes[cy * 2 + i]);
chunkMeshes[cy * 2 + i].destroy();
region.meshes--;
dirty = true;
}
if(newChunkMesh != null){
region.meshes++;
dirty = true;
}
chunkMeshes[cy * 2 + i] = newChunkMesh;
}
}
if(dirty) {
Neodymium.renderer.neoChunkChanged(this);
}
}
public boolean hasChunkMeshes() {
for(ChunkMesh cm : chunkMeshes) {
if(cm != null) {
return true;
}
}
return false;
}
public void tick() {
setLOD(2);
}
public void setLOD(int lod) {
if(lod == this.lod) return;
this.lod = lod;
Neodymium.renderer.neoChunkChanged(this);
if(!dirty) {
if(lod < 2) {
for(int i = 0; i < chunkMeshes.length; i++) {
if(chunkMeshes[i] != null) {
chunkMeshes[i].destroy();
chunkMeshes[i] = null;
region.meshes--;
}
}
}
}
}
public void destroy() {
for(ChunkMesh cm: chunkMeshes) {
if(cm != null) {
cm.destroy();
region.meshes--;
}
}
Neodymium.renderer.setVisible(this, false);
}
public boolean isFullyVisible() {
if(!visible) return false;
for(boolean b : isSectionVisible) {
if(!b) {
return false;
}
}
return true;
}
public boolean isEmpty() {
for(ChunkMesh cm: chunkMeshes) {
if(cm != null) {
return false;
}
}
return true;
}
}
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