/*
-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"
-
-// For TimeTaker
-#include "main.h"
-#include "utility.h"
+#include "gettime.h"
+#include "nodedef.h"
+#include "util/timetaker.h"
+#include <string.h> // memcpy, memset
/*
Debug stuff
m_flags = NULL;
}
-void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
+ VoxelPrintMode mode)
{
v3s16 em = m_area.getExtent();
v3s16 of = m_area.MinEdge;
else
{
c = 'X';
- u8 m = m_data[m_area.index(x,y,z)].d;
- u8 pr = m_data[m_area.index(x,y,z)].pressure;
+ 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 == MATERIAL_WATER)
+ if(ndef->get(m).isLiquid())
{
c = 'w';
if(pr <= 9)
c = pr + '0';
}
- else if(m == MATERIAL_AIR)
+ else if(m == CONTENT_AIR)
{
c = ' ';
}
c = '#';
}
}
+ else if(mode == VOXELPRINT_LIGHT_DAY)
+ {
+ if(ndef->get(m).light_source != 0)
+ c = 'S';
+ else if(ndef->get(m).light_propagates == false)
+ c = 'X';
+ else
+ {
+ u8 light = n.getLight(LIGHTBANK_DAY, ndef);
+ if(light < 10)
+ c = '0' + light;
+ else
+ c = 'a' + (light-10);
+ }
+ }
}
o<<c;
}
if(m_area.contains(area))
return;
- TimeTaker timer("addArea", g_device, &addarea_time);
+ TimeTaker timer("addArea", &addarea_time);
// Calculate new area
VoxelArea new_area;
}
}
-void VoxelManipulator::interpolate(VoxelArea area)
+void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
+ v3s16 dst_pos, v3s16 from_pos, v3s16 size)
{
- VoxelArea emerge_area = area;
- emerge_area.MinEdge -= v3s16(1,1,1);
- emerge_area.MaxEdge += v3s16(1,1,1);
- emerge(emerge_area);
-
- SharedBuffer<u8> buf(area.getVolume());
-
- for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
- for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
- for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
+ for(s16 z=0; z<size.Z; z++)
+ for(s16 y=0; y<size.Y; y++)
{
- v3s16 p(x,y,z);
-
- v3s16 dirs[] = {
- v3s16(1,1,0),
- v3s16(1,0,1),
- v3s16(1,-1,0),
- v3s16(1,0,-1),
- v3s16(-1,1,0),
- v3s16(-1,0,1),
- v3s16(-1,-1,0),
- v3s16(-1,0,-1),
- };
- //const v3s16 *dirs = g_26dirs;
-
- s16 total = 0;
- s16 airness = 0;
- u8 m = MATERIAL_IGNORE;
-
- for(s16 i=0; i<8; i++)
- //for(s16 i=0; i<26; i++)
- {
- v3s16 p2 = p + dirs[i];
-
- u8 f = m_flags[m_area.index(p2)];
- assert(!(f & VOXELFLAG_NOT_LOADED));
- if(f & VOXELFLAG_INEXISTENT)
- continue;
-
- MapNode &n = m_data[m_area.index(p2)];
-
- airness += (n.d == MATERIAL_AIR) ? 1 : -1;
- total++;
-
- if(m == MATERIAL_IGNORE && n.d != MATERIAL_AIR)
- m = n.d;
+ 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);
+ 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++;
}
-
- // 1 if air, 0 if not
- buf[area.index(p)] = airness > -total/2 ? MATERIAL_AIR : m;
- //buf[area.index(p)] = airness > -total ? MATERIAL_AIR : m;
- //buf[area.index(p)] = airness >= -7 ? MATERIAL_AIR : m;
- }
-
- for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
- for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
- for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
- {
- v3s16 p(x,y,z);
- m_data[m_area.index(p)].d = buf[area.index(p)];
+ //memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
}
}
+/*
+ Algorithms
+ -----------------------------------------------------
+*/
void VoxelManipulator::clearFlag(u8 flags)
{
// 0-1ms on moderate area
- TimeTaker timer("clearFlag", g_device, &clearflag_time);
+ 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;*/
}
-int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
+void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+ std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
- 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
+ v3s16(-1,0,0), // left
};
-
- // Load neighboring nodes
+
emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
- s32 i;
- for(i=0; i<6; i++)
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- v3s16 p2 = p + dirs[i];
+ // Get the position of the neighbor node
+ v3s16 n2pos = p + dirs[i];
- u8 f = m_flags[m_area.index(p2)];
+ u32 n2i = m_area.index(n2pos);
- // Ignore inexistent and checked nodes
- if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
continue;
- MapNode &n = m_data[m_area.index(p2)];
+ MapNode &n2 = m_data[n2i];
/*
- 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 the neighbor is dimmer than what was specified
+ as oldlight (the light of the previous node)
*/
- if(n.d == MATERIAL_AIR)
+ u8 light2 = n2.getLight(bank, nodemgr);
+ if(light2 < oldlight)
{
- 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)
+ /*
+ And the neighbor is transparent and it has some light
+ */
+ if(nodemgr->get(n2).light_propagates && light2 != 0)
{
- active_nodes[p2] = 1;
+ /*
+ 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);
+ }*/
}
-
- 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++;
+ else{
+ light_sources.insert(n2pos);
}
-
- // 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);
+#if 1
+/*
+ Goes recursively through the neighbours of the node.
- emerge(a);
-
- bool checked2_clear = false;
+ 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,
+ std::map<v3s16, u8> & from_nodes,
+ std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
+{
+ if(from_nodes.size() == 0)
+ return;
- if(checked3_is_clear == false)
+ for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
+ j != from_nodes.end(); ++j)
{
- //clearFlag(VOXELFLAG_CHECKED3);
-
- clearFlag(VOXELFLAG_CHECKED3 | VOXELFLAG_CHECKED2);
- checked2_clear = true;
+ unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
}
-
+}
+#endif
- 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);
+#if 0
+/*
+ Goes recursively through the neighbours of the node.
- 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;
- }
+ Alters only transparent nodes.
- checked2_clear = false;
+ 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.
- s16 highest_y = -32768;
- int recur_count = 0;
- int pr = -1;
+ 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.
- 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)
+ 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), // left
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
- v3s16(0,0,1), // back
v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
};
-
- 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();
- }
+ if(from_nodes.size() == 0)
+ return;
- }//timer1
+ core::map<v3s16, u8> unlighted_nodes;
+ core::map<v3s16, u8>::Iterator j;
+ j = from_nodes.getIterator();
- // 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--)
+ for(; j.atEnd() == false; j++)
{
- //v3s16 p = removed_pos + dirs[i];
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
+ v3s16 pos = j.getNode()->getKey();
+
+ emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
- 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);
+ //MapNode &n = m_data[m_area.index(pos)];
- if(moved)
+ u8 oldlight = j.getNode()->getValue();
+
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- // Search again from all neighbors
- goto find_again;
- }
- }
+ // Get the position of the neighbor node
+ v3s16 n2pos = pos + dirs[i];
+
+ u32 n2i = m_area.index(n2pos);
- if(counter != NULL)
- {
- (*counter)++;
- if((*counter) % 10 == 0)
- dstream<<"flowWater(): moved "<<(*counter)<<" nodes"
- <<std::endl;
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ continue;
- if(counterlimit != -1 && (*counter) > counterlimit)
- {
- dstream<<"Counter limit reached; returning"<<std::endl;
- throw ProcessingLimitException("flowWater counterlimit reached");
+ 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, nodemgr) < oldlight)
+ {
+ /*
+ And the neighbor is transparent and it has some light
+ */
+ if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
+ {
+ /*
+ Set light to 0 and add to queue
+ */
+
+ u8 current_light = n2.getLight(bank, nodemgr);
+ 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;*/
- return true;
+ if(unlighted_nodes.size() > 0)
+ unspreadLight(bank, unlighted_nodes, light_sources);
}
-bool VoxelManipulator::flowWater(v3s16 removed_pos,
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth, bool debugprint,
- int *counter, int counterlimit)
+#endif
+
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
+ INodeDefManager *nodemgr)
{
- v3s16 dirs[6] = {
+ const v3s16 dirs[6] = {
+ v3s16(0,0,1), // back
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
+ v3s16(-1,0,0), // left
};
- recursion_depth++;
+ emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
- v3s16 p;
+ u32 i = m_area.index(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;
+ if(m_flags[i] & VOXELFLAG_INEXISTENT)
+ return;
+ MapNode &n = m_data[i];
+
+ u8 oldlight = n.getLight(bank, nodemgr);
+ u8 newlight = diminish_light(oldlight);
+
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- 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);
+ // Get the position of the neighbor node
+ v3s16 n2pos = p + dirs[i];
+
+ u32 n2i = m_area.index(n2pos);
- 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)
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
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)
+
+ 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))
{
- if(n.pressure >= 3)
- break;
- continue;
+ spreadLight(bank, n2pos, nodemgr);
}
- // Else block is at some side. Select it if it has enough pressure
- if(n.pressure >= 2)
+ /*
+ If the neighbor is dimmer than how much light this node
+ would spread on it, add to list
+ */
+ if(light2 < newlight)
{
- break;
+ if(nodemgr->get(n2).light_propagates)
+ {
+ n2.setLight(bank, newlight, nodemgr);
+ spreadLight(bank, n2pos, nodemgr);
+ }
}
}
+}
- // 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 0
+/*
+ Lights neighbors of from_nodes, collects all them and then
+ goes on recursively.
- if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- //std::cin.get();
- }
+ 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;
- }//timer1
+ core::map<v3s16, bool> lighted_nodes;
+ core::map<v3s16, bool>::Iterator j;
+ j = from_nodes.getIterator();
- // 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--)
+ for(; j.atEnd() == false; j++)
{
- //v3s16 p = removed_pos + dirs[i];
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
+ v3s16 pos = j.getNode()->getKey();
- 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;
- }
+ spreadLight(bank, pos);
}
-
- 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;
}
+#endif
-void VoxelManipulator::flowWater(
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth, bool debugprint,
- int counterlimit)
+#if 1
+/*
+ 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)
{
- 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;
+ 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
+ };
- int counter = 0;
+ if(from_nodes.size() == 0)
+ return;
+
+ std::set<v3s16> lighted_nodes;
- try
+ for(std::set<v3s16>::iterator j = from_nodes.begin();
+ j != from_nodes.end(); ++j)
{
+ v3s16 pos = *j;
- // Flow water to active nodes
- for(;;)
- {
- // Clear check flags
- clearFlag(VOXELFLAG_CHECKED);
+ emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+
+ u32 i = m_area.index(pos);
- if(active_nodes.size() == 0)
- break;
+ if(m_flags[i] & VOXELFLAG_INEXISTENT)
+ continue;
- dstream<<"Selecting a new active_node"<<std::endl;
+ MapNode &n = m_data[i];
-#if 0
- // Take first one
- core::map<v3s16, u8>::Node
- *n = active_nodes.getIterator().getNode();
-#endif
+ u8 oldlight = n.getLight(bank, nodemgr);
+ u8 newlight = diminish_light(oldlight);
-#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++)
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- i++;
- }
- core::map<v3s16, u8>::Node *n = i.getNode();
-#endif
+ // Get the position of the neighbor node
+ v3s16 n2pos = pos + dirs[i];
+
+ try
+ {
+ u32 n2i = m_area.index(n2pos);
- v3s16 p = n->getKey();
- active_nodes.remove(p);
- flowWater(p, active_nodes, recursion_depth,
- debugprint, &counter, counterlimit);
- }
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ 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;
+ }
+ }
}
- 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<<"spreadLight(): Changed block "
+ <<blockchangecount<<" times"
+ <<" for "<<from_nodes.size()<<" nodes"
+ <<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;
+ if(lighted_nodes.size() > 0)
+ spreadLight(bank, lighted_nodes, nodemgr);
}
-
+#endif
//END