-int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
-{
- m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED2;
-
- if(p.Y > highest_y)
- highest_y = p.Y;
-
- recur_count++;
- if(recur_count > 30)
- throw ProcessingLimitException
- ("getWaterPressure recur_count limit reached");
-
- v3s16 dirs[6] = {
- v3s16(0,1,0), // top
- v3s16(-1,0,0), // left
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,0,1), // back
- v3s16(0,-1,0), // bottom
- };
-
- // Load neighboring nodes
- // TODO: A bigger area would be better
- emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
-
- s32 i;
- for(i=0; i<6; i++)
- {
- v3s16 p2 = p + dirs[i];
- u8 f = m_flags[m_area.index(p2)];
- // Ignore inexistent or checked nodes
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED2))
- continue;
- MapNode &n = m_data[m_area.index(p2)];
- // Ignore non-liquid nodes
- if(material_liquid(n.d) == false)
- continue;
-
- int pr;
-
- // If at surface
- /*if(n.pressure == 1)
- {
- pr = 1;
- }
- // Otherwise recurse more
- else*/
- {
- pr = getWaterPressure(p2, highest_y, recur_count);
- if(pr == -1)
- continue;
- }
-
- // If block is at top, pressure here is one higher
- if(i == 0)
- {
- if(pr < 255)
- pr++;
- }
- // If block is at bottom, pressure here is one lower
- else if(i == 5)
- {
- if(pr > 1)
- pr--;
- }
-
- // Node is on the pressure route
- m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED4;
-
- // Got pressure
- return pr;
- }
-
- // Nothing useful found
- return -1;
-}
-
-void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
- VoxelArea request_area,
- core::map<v3s16, u8> &active_nodes,
- int recur_count)
-{
- recur_count++;
- if(recur_count > 10000)
- throw ProcessingLimitException
- ("spreadWaterPressure recur_count limit reached");
-
- m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED3;
- m_data[m_area.index(p)].pressure = pr;
-
- v3s16 dirs[6] = {
- v3s16(0,1,0), // top
- v3s16(-1,0,0), // left
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,0,1), // back
- v3s16(0,-1,0), // bottom
- };
-
- // Load neighboring nodes
- emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
-
- s32 i;
- for(i=0; i<6; i++)
- {
- v3s16 p2 = p + dirs[i];
-
- u8 f = m_flags[m_area.index(p2)];
-
- // Ignore inexistent and checked nodes
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
- continue;
-
- MapNode &n = m_data[m_area.index(p2)];
-
- /*
- If material is air:
- add to active_nodes if there is flow-causing pressure.
- NOTE: Do not remove anything from there. We cannot know
- here if some other neighbor of it causes flow.
- */
- if(n.d == MATERIAL_AIR)
- {
- bool pressure_causes_flow = false;
- // If block is at top
- if(i == 0)
- {
- if(pr >= 3)
- pressure_causes_flow = true;
- }
- // If block is at bottom
- else if(i == 5)
- {
- pressure_causes_flow = true;
- }
- // If block is at side
- else
- {
- if(pr >= 2)
- pressure_causes_flow = true;
- }
-
- if(pressure_causes_flow)
- {
- active_nodes[p2] = 1;
- }
-
- continue;
- }
-
- // Ignore non-liquid nodes
- if(material_liquid(n.d) == false)
- continue;
-
- int pr2 = pr;
- // If block is at top, pressure there is lower
- if(i == 0)
- {
- if(pr2 > 0)
- pr2--;
- }
- // If block is at bottom, pressure there is higher
- else if(i == 5)
- {
- if(pr2 < 255)
- pr2++;
- }
-
- // Ignore if correct pressure is already set and is not on
- // request_area
- if(n.pressure == pr2 && request_area.contains(p2) == false)
- continue;
-
- spreadWaterPressure(p2, pr2, request_area, active_nodes, recur_count);
- }
-}
-
-void VoxelManipulator::updateAreaWaterPressure(VoxelArea a,
- core::map<v3s16, u8> &active_nodes,
- bool checked3_is_clear)
-{
- TimeTaker timer("updateAreaWaterPressure", g_device,
- &updateareawaterpressure_time);
-
- emerge(a);
-
- bool checked2_clear = false;
-
- if(checked3_is_clear == false)
- {
- //clearFlag(VOXELFLAG_CHECKED3);
-
- clearFlag(VOXELFLAG_CHECKED3 | VOXELFLAG_CHECKED2);
- checked2_clear = true;
- }
-
-
- for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
- for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
- for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
-
- u8 f = m_flags[m_area.index(p)];
- // Ignore inexistent or checked nodes
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
- continue;
- MapNode &n = m_data[m_area.index(p)];
- // Ignore non-liquid nodes
- if(material_liquid(n.d) == false)
- continue;
-
- if(checked2_clear == false)
- {
- clearFlag(VOXELFLAG_CHECKED2);
- checked2_clear = true;
- }
-
- checked2_clear = false;
-
- s16 highest_y = -32768;
- int recur_count = 0;
- int pr = -1;
-
- try
- {
- // 0-1ms @ recur_count <= 100
- //TimeTaker timer("getWaterPressure", g_device);
- pr = getWaterPressure(p, highest_y, recur_count);
- }
- catch(ProcessingLimitException &e)
- {
- //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
- }
-
- if(pr == -1)
- {
- assert(highest_y != -32768);
-
- pr = highest_y - p.Y + 1;
- if(pr > 255)
- pr = 255;
-
- /*dstream<<"WARNING: Pressure at ("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"
- <<" = "<<pr
- //<<" and highest_y == -32768"
- <<std::endl;
- assert(highest_y != -32768);
- continue;*/
- }
-
- try
- {
- // 0ms
- //TimeTaker timer("spreadWaterPressure", g_device);
- spreadWaterPressure(p, pr, a, active_nodes, 0);
- }
- catch(ProcessingLimitException &e)
- {
- //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
- }
- }
-}
-
-bool VoxelManipulator::flowWater(v3s16 removed_pos,
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth, bool debugprint,
- int *counter, int counterlimit)
-{
- v3s16 dirs[6] = {
- v3s16(0,1,0), // top
- v3s16(-1,0,0), // left
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,0,1), // back
- v3s16(0,-1,0), // bottom
- };
-
- recursion_depth++;
-
- v3s16 p;
-
- // Randomize horizontal order
- static s32 cs = 0;
- if(cs < 3)
- cs++;
- else
- cs = 0;
- s16 s1 = (cs & 1) ? 1 : -1;
- s16 s2 = (cs & 2) ? 1 : -1;
- //dstream<<"s1="<<s1<<", s2="<<s2<<std::endl;
-
- {
- TimeTaker timer1("flowWater pre", g_device, &flowwater_pre_time);
-
- // Load neighboring nodes
- emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)));
-
- // Ignore incorrect removed_pos
- {
- u8 f = m_flags[m_area.index(removed_pos)];
- // Ignore inexistent or checked node
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
- return false;
- MapNode &n = m_data[m_area.index(removed_pos)];
- // Water can move only to air
- if(n.d != MATERIAL_AIR)
- return false;
- }
-
- s32 i;
- for(i=0; i<6; i++)
- {
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
- u8 f = m_flags[m_area.index(p)];
- // Inexistent or checked nodes can't move
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
- continue;
- MapNode &n = m_data[m_area.index(p)];
- // Only liquid nodes can move
- if(material_liquid(n.d) == false)
- continue;
- // If block is at top, select it always
- if(i == 0)
- {
- break;
- }
- // If block is at bottom, select it if it has enough pressure
- if(i == 5)
- {
- if(n.pressure >= 3)
- break;
- continue;
- }
- // Else block is at some side. Select it if it has enough pressure
- if(n.pressure >= 2)
- {
- break;
- }
- }
-
- // If there is nothing to move, return
- if(i==6)
- return false;
-
- // Switch nodes at p and removed_pos
- u8 m = m_data[m_area.index(p)].d;
- u8 f = m_flags[m_area.index(p)];
- m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
- m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
- m_data[m_area.index(removed_pos)].d = m;
- m_flags[m_area.index(removed_pos)] = f;
-
- // Mark removed_pos checked
- m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
- // If block was dropped from surface, increase pressure
- if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
- {
- m_data[m_area.index(removed_pos)].pressure = 2;
- }
-
- /*if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- }*/
-
- // Update pressure
- VoxelArea a;
- a.addPoint(p - v3s16(1,1,1));
- a.addPoint(p + v3s16(1,1,1));
- a.addPoint(removed_pos - v3s16(1,1,1));
- a.addPoint(removed_pos + v3s16(1,1,1));
- updateAreaWaterPressure(a, active_nodes);
-
- /*if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- //std::cin.get();
- }*/
-
- if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- //std::cin.get();
- }
-
- }//timer1
-
- // Flow water to the newly created empty position
- flowWater(p, active_nodes, recursion_depth,
- debugprint, counter, counterlimit);
-
-find_again:
- // Try flowing water to empty positions around removed_pos.
- // They are checked in reverse order compared to the previous loop.
- for(s32 i=5; i>=0; i--)
- {
- //v3s16 p = removed_pos + dirs[i];
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
- u8 f = m_flags[m_area.index(p)];
- // Water can't move to inexistent nodes
- if(f & VOXELFLAG_INEXISTENT)
- continue;
- MapNode &n = m_data[m_area.index(p)];
- // Water can only move to air
- if(n.d != MATERIAL_AIR)
- continue;
-
- // Flow water to node
- bool moved =
- flowWater(p, active_nodes, recursion_depth,
- debugprint, counter, counterlimit);
-
- if(moved)
- {
- // Search again from all neighbors
- goto find_again;
- }
- }
-
- if(counter != NULL)
- {
- (*counter)++;
- if((*counter) % 10 == 0)
- dstream<<"flowWater(): moved "<<(*counter)<<" nodes"
- <<std::endl;
-
- if(counterlimit != -1 && (*counter) > counterlimit)
- {
- dstream<<"Counter limit reached; returning"<<std::endl;
- throw ProcessingLimitException("flowWater counterlimit reached");
- }
- }
-
- return true;
-}
-bool VoxelManipulator::flowWater(v3s16 removed_pos,
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth, bool debugprint,
- int *counter, int counterlimit)
-{
- v3s16 dirs[6] = {
- v3s16(0,1,0), // top
- v3s16(-1,0,0), // left
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,0,1), // back
- v3s16(0,-1,0), // bottom
- };
-
- recursion_depth++;
-
- v3s16 p;
-
- // Randomize horizontal order
- static s32 cs = 0;
- if(cs < 3)
- cs++;
- else
- cs = 0;
- s16 s1 = (cs & 1) ? 1 : -1;
- s16 s2 = (cs & 2) ? 1 : -1;
- //dstream<<"s1="<<s1<<", s2="<<s2<<std::endl;
-
- {
- TimeTaker timer1("flowWater pre", g_device, &flowwater_pre_time);
-
- // Load neighboring nodes
- emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)));
-
- // Ignore incorrect removed_pos
- {
- u8 f = m_flags[m_area.index(removed_pos)];
- // Ignore inexistent or checked node
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
- return false;
- MapNode &n = m_data[m_area.index(removed_pos)];
- // Water can move only to air
- if(n.d != MATERIAL_AIR)
- return false;
- }
-
- s32 i;
- for(i=0; i<6; i++)
- {
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
- u8 f = m_flags[m_area.index(p)];
- // Inexistent or checked nodes can't move
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
- continue;
- MapNode &n = m_data[m_area.index(p)];
- // Only liquid nodes can move
- if(material_liquid(n.d) == false)
- continue;
- // If block is at top, select it always
- if(i == 0)
- {
- break;
- }
- // If block is at bottom, select it if it has enough pressure
- if(i == 5)
- {
- if(n.pressure >= 3)
- break;
- continue;
- }
- // Else block is at some side. Select it if it has enough pressure
- if(n.pressure >= 2)
- {
- break;
- }
- }
-
- // If there is nothing to move, return
- if(i==6)
- return false;
-
- // Switch nodes at p and removed_pos
- u8 m = m_data[m_area.index(p)].d;
- u8 f = m_flags[m_area.index(p)];
- m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
- m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
- m_data[m_area.index(removed_pos)].d = m;
- m_flags[m_area.index(removed_pos)] = f;
-
- // Mark removed_pos checked
- m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
- // If block was dropped from surface, increase pressure
- if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
- {
- m_data[m_area.index(removed_pos)].pressure = 2;
- }
-
- /*if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- }*/
-
- // Update pressure
- VoxelArea a;
- a.addPoint(p - v3s16(1,1,1));
- a.addPoint(p + v3s16(1,1,1));
- a.addPoint(removed_pos - v3s16(1,1,1));
- a.addPoint(removed_pos + v3s16(1,1,1));
- updateAreaWaterPressure(a, active_nodes);
-
- /*if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- //std::cin.get();
- }*/
-
- if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- //std::cin.get();
- }
-
- }//timer1
-
- // Flow water to the newly created empty position
- flowWater(p, active_nodes, recursion_depth,
- debugprint, counter, counterlimit);
-
-find_again:
- // Try flowing water to empty positions around removed_pos.
- // They are checked in reverse order compared to the previous loop.
- for(s32 i=5; i>=0; i--)
- {
- //v3s16 p = removed_pos + dirs[i];
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
- u8 f = m_flags[m_area.index(p)];
- // Water can't move to inexistent nodes
- if(f & VOXELFLAG_INEXISTENT)
- continue;
- MapNode &n = m_data[m_area.index(p)];
- // Water can only move to air
- if(n.d != MATERIAL_AIR)
- continue;
-
- // Flow water to node
- bool moved =
- flowWater(p, active_nodes, recursion_depth,
- debugprint, counter, counterlimit);
-
- if(moved)
- {
- // Search again from all neighbors
- goto find_again;
- }
- }
-
- if(counter != NULL)
- {
- (*counter)++;
- if((*counter) % 10 == 0)
- dstream<<"flowWater(): moved "<<(*counter)<<" nodes"
- <<std::endl;
-
- if(counterlimit != -1 && (*counter) > counterlimit)
- {
- dstream<<"Counter limit reached; returning"<<std::endl;
- throw ProcessingLimitException("flowWater counterlimit reached");
- }
- }
-
- return true;
-}
-
-void VoxelManipulator::flowWater(
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth, bool debugprint,
- int counterlimit)
-{
- addarea_time = 0;
- emerge_time = 0;
- emerge_load_time = 0;
- clearflag_time = 0;
- updateareawaterpressure_time = 0;
- flowwater_pre_time = 0;
-
- TimeTaker timer1("flowWater (active_nodes)", g_device);
-
- dstream<<"active_nodes.size() = "<<active_nodes.size()<<std::endl;
-
- int counter = 0;
-
- try
- {
-
- // Flow water to active nodes
- for(;;)
- {
- // Clear check flags
- clearFlag(VOXELFLAG_CHECKED);
-
- if(active_nodes.size() == 0)
- break;
-
- dstream<<"Selecting a new active_node"<<std::endl;
-
-#if 0
- // Take first one
- core::map<v3s16, u8>::Node
- *n = active_nodes.getIterator().getNode();
-#endif
-
-#if 1
- // Take random one
- s32 k = (s32)rand() % (s32)active_nodes.size();
- //s32 k = 0;
- core::map<v3s16, u8>::Iterator
- i = active_nodes.getIterator().getNode();
- for(s32 j=0; j<k; j++)
- {
- i++;
- }
- core::map<v3s16, u8>::Node *n = i.getNode();
-#endif
-
- v3s16 p = n->getKey();
- active_nodes.remove(p);
- flowWater(p, active_nodes, recursion_depth,
- debugprint, &counter, counterlimit);
- }
-
- }
- catch(ProcessingLimitException &e)
- {
- //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
- }
-
- v3s16 e = m_area.getExtent();
- s32 v = m_area.getVolume();
- dstream<<"flowWater (active): moved "<<counter<<" nodes, "
- <<"area ended up as "
- <<e.X<<"x"<<e.Y<<"x"<<e.Z<<" = "<<v
- <<std::endl;
-
- dstream<<"addarea_time: "<<addarea_time
- <<", emerge_time: "<<emerge_time
- <<", emerge_load_time: "<<emerge_load_time
- <<", clearflag_time: "<<clearflag_time
- <<", flowwater_pre_time: "<<flowwater_pre_time
- <<", updateareawaterpressure_time: "<<updateareawaterpressure_time
- <<std::endl;
-}
-