@Override public MapTile[] getTiles(Location loc0, Location loc1) { DynmapWorld world = MapManager.mapman.getWorld(loc0.getWorld().getName()); HashSet<MapTile> tiles = new HashSet<MapTile>(); Vector3D blocks[] = new Vector3D[] {new Vector3D(), new Vector3D()}; /* Get ordered point - 0=minX,Y,Z, 1=maxX,Y,Z */ if (loc0.getBlockX() < loc1.getBlockX()) { blocks[0].x = loc0.getBlockX(); blocks[1].x = loc1.getBlockX() + 1; } else { blocks[0].x = loc1.getBlockX(); blocks[1].x = loc0.getBlockX() + 1; } if (loc0.getBlockY() < loc1.getBlockY()) { blocks[0].y = loc0.getBlockY(); blocks[1].y = loc1.getBlockY() + 1; } else { blocks[0].y = loc1.getBlockY(); blocks[1].y = loc0.getBlockY() + 1; } if (loc0.getBlockZ() < loc1.getBlockZ()) { blocks[0].z = loc0.getBlockZ(); blocks[1].z = loc1.getBlockZ() + 1; } else { blocks[0].z = loc1.getBlockZ(); blocks[1].z = loc0.getBlockZ() + 1; } Vector3D corner = new Vector3D(); Vector3D tcorner = new Vector3D(); int mintilex = Integer.MAX_VALUE; int maxtilex = Integer.MIN_VALUE; int mintiley = Integer.MAX_VALUE; int maxtiley = Integer.MIN_VALUE; /* Loop through corners of the prism */ for (int i = 0; i < 2; i++) { corner.x = blocks[i].x; for (int j = 0; j < 2; j++) { corner.y = blocks[j].y; for (int k = 0; k < 2; k++) { corner.z = blocks[k].z; world_to_map.transform(corner, tcorner); /* Get map coordinate of corner */ int tx = (int) Math.floor(tcorner.x / tileWidth); int ty = (int) Math.floor(tcorner.y / tileWidth); if (mintilex > tx) mintilex = tx; if (maxtilex < tx) maxtilex = tx; if (mintiley > ty) mintiley = ty; if (maxtiley < ty) maxtiley = ty; } } } /* Now, add the tiles for the ranges - not perfect, but it works (some extra tiles on corners possible) */ for (int i = mintilex; i <= maxtilex; i++) { for (int j = mintiley; j < maxtiley; j++) { addTile(tiles, world, i, j); } } return tiles.toArray(new MapTile[tiles.size()]); }
@Override public MapTile[] getTiles(Location loc) { DynmapWorld world = MapManager.mapman.getWorld(loc.getWorld().getName()); HashSet<MapTile> tiles = new HashSet<MapTile>(); Vector3D block = new Vector3D(); block.setFromLocation(loc); /* Get coordinate for block */ Vector3D corner = new Vector3D(); /* Loop through corners of the cube */ for (int i = 0; i < 2; i++) { double inity = block.y; for (int j = 0; j < 2; j++) { double initz = block.z; for (int k = 0; k < 2; k++) { world_to_map.transform(block, corner); /* Get map coordinate of corner */ addTile( tiles, world, (int) Math.floor(corner.x / tileWidth), (int) Math.floor(corner.y / tileHeight)); block.z += 1; } block.z = initz; block.y += 1; } block.y = inity; block.x += 1; } return tiles.toArray(new MapTile[tiles.size()]); }