#include "voxel.h"
#include <array>
#include <map>
+#include <unordered_map>
class Client;
class IShaderSource;
v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
bool m_smooth_lighting = false;
+ u16 side_length = MAP_BLOCKSIZE;
Client *m_client;
bool m_use_shaders;
void fillBlockDataBegin(const v3s16 &blockpos);
void fillBlockData(const v3s16 &block_offset, MapNode *data);
- /*
- Copy central data directly from block, and other data from
- parent of block.
- */
- void fill(MapBlock *block);
-
/*
Set the (node) position of a crack
*/
public:
MapBlockBspTree() {}
- void buildTree(const std::vector<MeshTriangle> *triangles);
+ void buildTree(const std::vector<MeshTriangle> *triangles, u16 side_lingth);
void traverse(v3f viewpoint, std::vector<s32> &output) const
{
return m_mesh[layer];
}
- MinimapMapblock *moveMinimapMapblock()
+ std::vector<MinimapMapblock*> moveMinimapMapblocks()
{
- MinimapMapblock *p = m_minimap_mapblock;
- m_minimap_mapblock = NULL;
- return p;
+ std::vector<MinimapMapblock*> minimap_mapblocks;
+ minimap_mapblocks.swap(m_minimap_mapblocks);
+ return minimap_mapblocks;
}
bool isAnimationForced() const
};
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
- MinimapMapblock *m_minimap_mapblock;
+ std::vector<MinimapMapblock*> m_minimap_mapblocks;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
/// Return bitset of the sides of the mapblock that consist of solid nodes only
/// Bits:
/// 0 0 -Z +Z -X +X -Y +Y
-u8 get_solid_sides(MeshMakeData *data);
+std::unordered_map<v3s16, u8> get_solid_sides(MeshMakeData *data);