c53b7e5d38
This speeds up the rendering preparation for small zooms.
73 lines
1.2 KiB
C++
73 lines
1.2 KiB
C++
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#include "Globals.h"
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#include "Region.h"
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Region::Region()
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{
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}
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Chunk & Region::getRelChunk(int a_RelChunkX, int a_RelChunkZ)
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{
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ASSERT(a_RelChunkX >= 0);
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ASSERT(a_RelChunkZ >= 0);
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ASSERT(a_RelChunkX < 32);
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ASSERT(a_RelChunkZ < 32);
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return m_Chunks[a_RelChunkX + a_RelChunkZ * 32];
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}
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int Region::getRelBiome(int a_RelBlockX, int a_RelBlockZ)
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{
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ASSERT(a_RelBlockX >= 0);
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ASSERT(a_RelBlockZ >= 0);
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ASSERT(a_RelBlockX < 512);
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ASSERT(a_RelBlockZ < 512);
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int chunkX = a_RelBlockX / 16;
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int chunkZ = a_RelBlockZ / 16;
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Chunk & chunk = m_Chunks[chunkX + 32 * chunkZ];
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if (chunk.isValid())
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{
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return chunk.getBiome(a_RelBlockX - 16 * chunkX, a_RelBlockZ - 16 * chunkZ);
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}
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else
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{
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return biInvalidBiome;
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}
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}
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void Region::blockToRegion(int a_BlockX, int a_BlockZ, int & a_RegionX, int & a_RegionZ)
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{
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a_RegionX = static_cast<int>(std::floor(static_cast<float>(a_BlockX) / 512));
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a_RegionZ = static_cast<int>(std::floor(static_cast<float>(a_BlockZ) / 512));
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}
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void Region::chunkToRegion(int a_ChunkX, int a_ChunkZ, int & a_RegionX, int & a_RegionZ)
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{
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a_RegionX = static_cast<int>(std::floor(static_cast<float>(a_ChunkX) / 32));
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a_RegionZ = static_cast<int>(std::floor(static_cast<float>(a_ChunkZ) / 32));
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}
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