]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/voxel.cpp
Add mod.conf to preview clientmod (#11020)
[dragonfireclient.git] / src / voxel.cpp
index cd638183c0b11dac7e7fe86905fc647b4968c8bf..1f1d253731c558fdc8d8d586f3c4f7d12184756e 100644 (file)
@@ -48,8 +48,8 @@ void VoxelManipulator::clear()
        m_flags = nullptr;
 }
 
-void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
-               VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, const NodeDefManager *ndef,
+       VoxelPrintMode mode)
 {
        const v3s16 &em = m_area.getExtent();
        v3s16 of = m_area.MinEdge;
@@ -315,194 +315,6 @@ void VoxelManipulator::clearFlag(u8 flags)
                        <<volume<<" nodes"<<std::endl;*/
 }
 
-void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
-               std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
-{
-       VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
-       addArea(voxel_area);
-
-       // Loop through 6 neighbors
-       for (const v3s16 &dir : g_6dirs) {
-               // Get the position of the neighbor node
-               v3s16 n2pos = p + dir;
-
-               u32 n2i = m_area.index(n2pos);
-
-               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
-                       continue;
-
-               MapNode &n2 = m_data[n2i];
-
-               /*
-                       If the neighbor is dimmer than what was specified
-                       as oldlight (the light of the previous node)
-               */
-               u8 light2 = n2.getLight(bank, nodemgr);
-               if(light2 < oldlight)
-               {
-                       /*
-                               And the neighbor is transparent and it has some light
-                       */
-                       if(nodemgr->get(n2).light_propagates && light2 != 0)
-                       {
-                               /*
-                                       Set light to 0 and add to queue
-                               */
-
-                               n2.setLight(bank, 0, nodemgr);
-
-                               unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
-
-                               /*
-                                       Remove from light_sources if it is there
-                                       NOTE: This doesn't happen nearly at all
-                               */
-                               /*if(light_sources.find(n2pos))
-                               {
-                                       std::cout<<"Removed from light_sources"<<std::endl;
-                                       light_sources.remove(n2pos);
-                               }*/
-                       }
-               }
-               else{
-                       light_sources.insert(n2pos);
-               }
-       }
-}
-
-void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
-               INodeDefManager *nodemgr)
-{
-       VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
-       addArea(voxel_area);
-
-       u32 i = m_area.index(p);
-
-       if(m_flags[i] & VOXELFLAG_NO_DATA)
-               return;
-
-       MapNode &n = m_data[i];
-
-       u8 oldlight = n.getLight(bank, nodemgr);
-       u8 newlight = diminish_light(oldlight);
-
-       // Loop through 6 neighbors
-       for (const auto &dir : g_6dirs) {
-               // Get the position of the neighbor node
-               v3s16 n2pos = p + dir;
-
-               u32 n2i = m_area.index(n2pos);
-
-               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
-                       continue;
-
-               MapNode &n2 = m_data[n2i];
-
-               u8 light2 = n2.getLight(bank, nodemgr);
-
-               /*
-                       If the neighbor is brighter than the current node,
-                       add to list (it will light up this node on its turn)
-               */
-               if(light2 > undiminish_light(oldlight))
-               {
-                       spreadLight(bank, n2pos, nodemgr);
-               }
-               /*
-                       If the neighbor is dimmer than how much light this node
-                       would spread on it, add to list
-               */
-               if(light2 < newlight)
-               {
-                       if(nodemgr->get(n2).light_propagates)
-                       {
-                               n2.setLight(bank, newlight, nodemgr);
-                               spreadLight(bank, n2pos, nodemgr);
-                       }
-               }
-       }
-}
-
-
 const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
 
-/*
-       Lights neighbors of from_nodes, collects all them and then
-       goes on recursively.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
-               std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
-{
-       if(from_nodes.empty())
-               return;
-
-       std::set<v3s16> lighted_nodes;
-
-       for (const v3s16 &pos : from_nodes) {
-               VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
-               addArea(voxel_area);
-
-               u32 i = m_area.index(pos);
-
-               if(m_flags[i] & VOXELFLAG_NO_DATA)
-                       continue;
-
-               MapNode &n = m_data[i];
-
-               u8 oldlight = n.getLight(bank, nodemgr);
-               u8 newlight = diminish_light(oldlight);
-
-               // Loop through 6 neighbors
-               for (const v3s16 &dir : g_6dirs) {
-                       // Get the position of the neighbor node
-                       v3s16 n2pos = pos + dir;
-
-                       try
-                       {
-                               u32 n2i = m_area.index(n2pos);
-
-                               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
-                                       continue;
-
-                               MapNode &n2 = m_data[n2i];
-
-                               u8 light2 = n2.getLight(bank, nodemgr);
-
-                               /*
-                                       If the neighbor is brighter than the current node,
-                                       add to list (it will light up this node on its turn)
-                               */
-                               if(light2 > undiminish_light(oldlight))
-                               {
-                                       lighted_nodes.insert(n2pos);
-                               }
-                               /*
-                                       If the neighbor is dimmer than how much light this node
-                                       would spread on it, add to list
-                               */
-                               if(light2 < newlight)
-                               {
-                                       if(nodemgr->get(n2).light_propagates)
-                                       {
-                                               n2.setLight(bank, newlight, nodemgr);
-                                               lighted_nodes.insert(n2pos);
-                                       }
-                               }
-                       }
-                       catch(InvalidPositionException &e)
-                       {
-                               continue;
-                       }
-               }
-       }
-
-       /*dstream<<"spreadLight(): Changed block "
-                       <<blockchangecount<<" times"
-                       <<" for "<<from_nodes.size()<<" nodes"
-                       <<std::endl;*/
-
-       if(!lighted_nodes.empty())
-               spreadLight(bank, lighted_nodes, nodemgr);
-}
-
 //END