/*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "voxel.h"
#include "map.h"
-#include "utility.h" // For TimeTaker
#include "gettime.h"
-#include "content_mapnode.h"
+#include "nodedef.h"
+#include "util/directiontables.h"
+#include "util/timetaker.h"
+#include <cstring> // memcpy, memset
/*
Debug stuff
*/
-u32 addarea_time = 0;
-u32 emerge_time = 0;
-u32 emerge_load_time = 0;
-u32 clearflag_time = 0;
-//u32 getwaterpressure_time = 0;
-//u32 spreadwaterpressure_time = 0;
-u32 updateareawaterpressure_time = 0;
-u32 flowwater_pre_time = 0;
-
-
-VoxelManipulator::VoxelManipulator():
- m_data(NULL),
- m_flags(NULL)
-{
-}
+u64 addarea_time = 0;
+u64 emerge_time = 0;
+u64 emerge_load_time = 0;
+u64 clearflag_time = 0;
VoxelManipulator::~VoxelManipulator()
{
clear();
- if(m_data)
- delete[] m_data;
- if(m_flags)
- delete[] m_flags;
}
void VoxelManipulator::clear()
{
// Reset area to volume=0
m_area = VoxelArea();
- if(m_data)
- delete[] m_data;
- m_data = NULL;
- if(m_flags)
- delete[] m_flags;
- m_flags = NULL;
+ delete[] m_data;
+ m_data = nullptr;
+ delete[] m_flags;
+ m_flags = nullptr;
}
-void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, const NodeDefManager *ndef,
+ VoxelPrintMode mode)
{
- v3s16 em = m_area.getExtent();
+ const v3s16 &em = m_area.getExtent();
v3s16 of = m_area.MinEdge;
o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
<<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
-
+
for(s32 y=m_area.MaxEdge.Y; y>=m_area.MinEdge.Y; y--)
{
if(em.X >= 3 && em.Y >= 3)
{
u8 f = m_flags[m_area.index(x,y,z)];
char c;
- if(f & VOXELFLAG_NOT_LOADED)
+ if(f & VOXELFLAG_NO_DATA)
c = 'N';
- else if(f & VOXELFLAG_INEXISTENT)
- c = 'I';
else
{
c = 'X';
- u8 m = m_data[m_area.index(x,y,z)].d;
- u8 pr = m_data[m_area.index(x,y,z)].param2;
+ MapNode n = m_data[m_area.index(x,y,z)];
+ content_t m = n.getContent();
+ u8 pr = n.param2;
if(mode == VOXELPRINT_MATERIAL)
{
if(m <= 9)
}
else if(mode == VOXELPRINT_WATERPRESSURE)
{
- if(m == CONTENT_WATER)
+ if(ndef->get(m).isLiquid())
{
c = 'w';
if(pr <= 9)
c = '#';
}
}
+ else if(mode == VOXELPRINT_LIGHT_DAY)
+ {
+ if(ndef->get(m).light_source != 0)
+ c = 'S';
+ else if(!ndef->get(m).light_propagates)
+ c = 'X';
+ else
+ {
+ u8 light = n.getLight(LIGHTBANK_DAY, ndef);
+ if(light < 10)
+ c = '0' + light;
+ else
+ c = 'a' + (light-10);
+ }
+ }
}
o<<c;
}
}
}
-void VoxelManipulator::addArea(VoxelArea area)
+void VoxelManipulator::addArea(const VoxelArea &area)
{
// Cancel if requested area has zero volume
- if(area.getExtent() == v3s16(0,0,0))
+ if (area.hasEmptyExtent())
return;
-
+
// Cancel if m_area already contains the requested area
if(m_area.contains(area))
return;
-
+
TimeTaker timer("addArea", &addarea_time);
// Calculate new area
VoxelArea new_area;
// New area is the requested area if m_area has zero volume
- if(m_area.getExtent() == v3s16(0,0,0))
+ if(m_area.hasEmptyExtent())
{
new_area = area;
}
dstream<<", new_size="<<new_size;
dstream<<std::endl;*/
- // Allocate and clear new data
+ // Allocate new data and clear flags
MapNode *new_data = new MapNode[new_size];
+ assert(new_data);
u8 *new_flags = new u8[new_size];
- for(s32 i=0; i<new_size; i++)
- {
- new_flags[i] = VOXELFLAG_NOT_LOADED;
- }
-
+ assert(new_flags);
+ memset(new_flags, VOXELFLAG_NO_DATA, new_size);
+
// Copy old data
-
+ s32 old_x_width = m_area.MaxEdge.X - m_area.MinEdge.X + 1;
for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
- for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
{
- // If loaded, copy data and flags
- if((m_flags[m_area.index(x,y,z)] & VOXELFLAG_NOT_LOADED) == false)
- {
- new_data[new_area.index(x,y,z)] = m_data[m_area.index(x,y,z)];
- new_flags[new_area.index(x,y,z)] = m_flags[m_area.index(x,y,z)];
- }
+ unsigned int old_index = m_area.index(m_area.MinEdge.X,y,z);
+ unsigned int new_index = new_area.index(m_area.MinEdge.X,y,z);
+
+ memcpy(&new_data[new_index], &m_data[old_index],
+ old_x_width * sizeof(MapNode));
+ memcpy(&new_flags[new_index], &m_flags[old_index],
+ old_x_width * sizeof(u8));
}
// Replace area, data and flags
-
+
m_area = new_area;
-
+
MapNode *old_data = m_data;
u8 *old_flags = m_flags;
m_data = new_data;
m_flags = new_flags;
-
- if(old_data)
- delete[] old_data;
- if(old_flags)
- delete[] old_flags;
+
+ delete[] old_data;
+ delete[] old_flags;
//dstream<<"addArea done"<<std::endl;
}
-void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
- v3s16 from_pos, v3s16 to_pos, v3s16 size)
+void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
+ v3s16 from_pos, v3s16 to_pos, const v3s16 &size)
{
- for(s16 z=0; z<size.Z; z++)
- for(s16 y=0; y<size.Y; y++)
- {
- s32 i_src = src_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
- s32 i_local = m_area.index(to_pos.X, to_pos.Y+y, to_pos.Z+z);
- memcpy(&m_data[i_local], &src[i_src], size.X*sizeof(MapNode));
- memset(&m_flags[i_local], 0, size.X);
+ /* The reason for this optimised code is that we're a member function
+ * and the data type/layout of m_data is know to us: it's stored as
+ * [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
+ * (which performs the preceding mapping/indexing of m_data) out of the
+ * inner loop and calculate the next index as we're iterating to gain
+ * performance.
+ *
+ * src_step and dest_step is the amount required to be added to our index
+ * every time y increments. Because the destination area may be larger
+ * than the source area we need one additional variable (otherwise we could
+ * just continue adding dest_step as is done for the source data): dest_mod.
+ * dest_mod is the difference in size between a "row" in the source data
+ * and a "row" in the destination data (I am using the term row loosely
+ * and for illustrative purposes). E.g.
+ *
+ * src <-------------------->|'''''' dest mod ''''''''
+ * dest <--------------------------------------------->
+ *
+ * dest_mod (it's essentially a modulus) is added to the destination index
+ * after every full iteration of the y span.
+ *
+ * This method falls under the category "linear array and incrementing
+ * index".
+ */
+
+ s32 src_step = src_area.getExtent().X;
+ s32 dest_step = m_area.getExtent().X;
+ s32 dest_mod = m_area.index(to_pos.X, to_pos.Y, to_pos.Z + 1)
+ - m_area.index(to_pos.X, to_pos.Y, to_pos.Z)
+ - dest_step * size.Y;
+
+ s32 i_src = src_area.index(from_pos.X, from_pos.Y, from_pos.Z);
+ s32 i_local = m_area.index(to_pos.X, to_pos.Y, to_pos.Z);
+
+ for (s16 z = 0; z < size.Z; z++) {
+ for (s16 y = 0; y < size.Y; y++) {
+ memcpy(&m_data[i_local], &src[i_src], size.X * sizeof(*m_data));
+ memset(&m_flags[i_local], 0, size.X);
+ i_src += src_step;
+ i_local += dest_step;
+ }
+ i_local += dest_mod;
}
}
-void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
- v3s16 dst_pos, v3s16 from_pos, v3s16 size)
+void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
+ v3s16 dst_pos, v3s16 from_pos, const v3s16 &size)
{
for(s16 z=0; z<size.Z; z++)
for(s16 y=0; y<size.Y; y++)
{
s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
- memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
+ for (s16 x = 0; x < size.X; x++) {
+ if (m_data[i_local].getContent() != CONTENT_IGNORE)
+ dst[i_dst] = m_data[i_local];
+ i_dst++;
+ i_local++;
+ }
}
}
// 0-1ms on moderate area
TimeTaker timer("clearFlag", &clearflag_time);
- v3s16 s = m_area.getExtent();
+ //v3s16 s = m_area.getExtent();
/*dstream<<"clearFlag clearing area of size "
<<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
<<volume<<" nodes"<<std::endl;*/
}
-void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
- core::map<v3s16, bool> & light_sources)
-{
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = p + dirs[i];
-
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- /*
- If the neighbor is dimmer than what was specified
- as oldlight (the light of the previous node)
- */
- if(n2.getLight(bank) < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(n2.light_propagates() && n2.getLight(bank) != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- u8 current_light = n2.getLight(bank);
- n2.setLight(bank, 0);
-
- unspreadLight(bank, n2pos, current_light, light_sources);
-
- /*
- 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, true);
- }
- }
-}
-
-#if 1
-/*
- Goes recursively through the neighbours of the node.
-
- Alters only transparent nodes.
-
- If the lighting of the neighbour is lower than the lighting of
- the node was (before changing it to 0 at the step before), the
- lighting of the neighbour is set to 0 and then the same stuff
- repeats for the neighbour.
-
- The ending nodes of the routine are stored in light_sources.
- This is useful when a light is removed. In such case, this
- routine can be called for the light node and then again for
- light_sources to re-light the area without the removed light.
-
- values of from_nodes are lighting values.
-*/
-void VoxelManipulator::unspreadLight(enum LightBank bank,
- core::map<v3s16, u8> & from_nodes,
- core::map<v3s16, bool> & light_sources)
-{
- if(from_nodes.size() == 0)
- return;
-
- core::map<v3s16, u8>::Iterator j;
- j = from_nodes.getIterator();
-
- for(; j.atEnd() == false; j++)
- {
- v3s16 pos = j.getNode()->getKey();
-
- //MapNode &n = m_data[m_area.index(pos)];
-
- u8 oldlight = j.getNode()->getValue();
-
- unspreadLight(bank, pos, oldlight, light_sources);
- }
-}
-#endif
-
-#if 0
-/*
- Goes recursively through the neighbours of the node.
-
- Alters only transparent nodes.
-
- If the lighting of the neighbour is lower than the lighting of
- the node was (before changing it to 0 at the step before), the
- lighting of the neighbour is set to 0 and then the same stuff
- repeats for the neighbour.
-
- The ending nodes of the routine are stored in light_sources.
- This is useful when a light is removed. In such case, this
- routine can be called for the light node and then again for
- light_sources to re-light the area without the removed light.
-
- values of from_nodes are lighting values.
-*/
-void VoxelManipulator::unspreadLight(enum LightBank bank,
- core::map<v3s16, u8> & from_nodes,
- core::map<v3s16, bool> & light_sources)
-{
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- if(from_nodes.size() == 0)
- return;
-
- core::map<v3s16, u8> unlighted_nodes;
- core::map<v3s16, u8>::Iterator j;
- j = from_nodes.getIterator();
-
- for(; j.atEnd() == false; j++)
- {
- v3s16 pos = j.getNode()->getKey();
-
- emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
-
- //MapNode &n = m_data[m_area.index(pos)];
-
- u8 oldlight = j.getNode()->getValue();
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = pos + dirs[i];
-
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- /*
- If the neighbor is dimmer than what was specified
- as oldlight (the light of the previous node)
- */
- if(n2.getLight(bank) < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(n2.light_propagates() && n2.getLight(bank) != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- u8 current_light = n2.getLight(bank);
- n2.setLight(bank, 0);
-
- unlighted_nodes.insert(n2pos, current_light);
-
- /*
- 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, true);
- }
- }
- }
-
- /*dstream<<"unspreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(unlighted_nodes.size() > 0)
- unspreadLight(bank, unlighted_nodes, light_sources);
-}
-#endif
-
-void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
-{
- const v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
-
- u32 i = m_area.index(p);
-
- if(m_flags[i] & VOXELFLAG_INEXISTENT)
- return;
-
- MapNode &n = m_data[i];
-
- u8 oldlight = n.getLight(bank);
- u8 newlight = diminish_light(oldlight);
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = p + dirs[i];
-
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- /*
- If the neighbor is brighter than the current node,
- add to list (it will light up this node on its turn)
- */
- if(n2.getLight(bank) > undiminish_light(oldlight))
- {
- spreadLight(bank, n2pos);
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(n2.getLight(bank) < newlight)
- {
- if(n2.light_propagates())
- {
- n2.setLight(bank, newlight);
- spreadLight(bank, n2pos);
- }
- }
- }
-}
-
-#if 0
-/*
- Lights neighbors of from_nodes, collects all them and then
- goes on recursively.
-
- NOTE: This is faster on small areas but will overflow the
- stack on large areas. Thus it is not used.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
- core::map<v3s16, bool> & from_nodes)
-{
- if(from_nodes.size() == 0)
- return;
-
- core::map<v3s16, bool> lighted_nodes;
- core::map<v3s16, bool>::Iterator j;
- j = from_nodes.getIterator();
-
- for(; j.atEnd() == false; j++)
- {
- v3s16 pos = j.getNode()->getKey();
-
- spreadLight(bank, pos);
- }
-}
-#endif
-
-#if 1
-/*
- Lights neighbors of from_nodes, collects all them and then
- goes on recursively.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
- core::map<v3s16, bool> & from_nodes)
-{
- const v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- if(from_nodes.size() == 0)
- return;
-
- core::map<v3s16, bool> lighted_nodes;
- core::map<v3s16, bool>::Iterator j;
- j = from_nodes.getIterator();
-
- for(; j.atEnd() == false; j++)
- {
- v3s16 pos = j.getNode()->getKey();
-
- emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
-
- u32 i = m_area.index(pos);
-
- if(m_flags[i] & VOXELFLAG_INEXISTENT)
- continue;
-
- MapNode &n = m_data[i];
-
- u8 oldlight = n.getLight(bank);
- u8 newlight = diminish_light(oldlight);
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = pos + dirs[i];
-
- try
- {
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- /*
- If the neighbor is brighter than the current node,
- add to list (it will light up this node on its turn)
- */
- if(n2.getLight(bank) > undiminish_light(oldlight))
- {
- lighted_nodes.insert(n2pos, true);
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(n2.getLight(bank) < newlight)
- {
- if(n2.light_propagates())
- {
- n2.setLight(bank, newlight);
- lighted_nodes.insert(n2pos, true);
- }
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
- }
- }
-
- /*dstream<<"spreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(lighted_nodes.size() > 0)
- spreadLight(bank, lighted_nodes);
-}
-#endif
+const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
//END