/*
-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 "gettime.h"
+#include "nodedef.h"
+#include "util/timetaker.h"
+#include <string.h> // 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;
}
-void VoxelManipulator::print(std::ostream &o)
+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;
- if(m <= 9)
- c = m + '0';
+ 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)
+ c = m + '0';
+ }
+ else if(mode == VOXELPRINT_WATERPRESSURE)
+ {
+ if(ndef->get(m).isLiquid())
+ {
+ c = 'w';
+ if(pr <= 9)
+ c = pr + '0';
+ }
+ else if(m == CONTENT_AIR)
+ {
+ c = ' ';
+ }
+ else
+ {
+ 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", &addarea_time);
+
// Calculate new area
VoxelArea new_area;
// New area is the requested area if m_area has zero volume
delete[] old_data;
if(old_flags)
delete[] old_flags;
+
+ //dstream<<"addArea done"<<std::endl;
}
-void VoxelManipulator::interpolate(VoxelArea area)
+void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
+ v3s16 from_pos, v3s16 to_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(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);
+ }
+}
- 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++)
+void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
+ v3s16 dst_pos, v3s16 from_pos, v3s16 size)
+{
+ 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;
+ 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++;
+ }
+ //memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
+ }
+}
- for(s16 i=0; i<8; i++)
- //for(s16 i=0; i<26; i++)
- {
- v3s16 p2 = p + dirs[i];
+/*
+ Algorithms
+ -----------------------------------------------------
+*/
- u8 f = m_flags[m_area.index(p2)];
- assert(!(f & VOXELFLAG_NOT_LOADED));
- if(f & VOXELFLAG_INEXISTENT)
- continue;
+void VoxelManipulator::clearFlag(u8 flags)
+{
+ // 0-1ms on moderate area
+ TimeTaker timer("clearFlag", &clearflag_time);
- MapNode &n = m_data[m_area.index(p2)];
+ //v3s16 s = m_area.getExtent();
- airness += (n.d == MATERIAL_AIR) ? 1 : -1;
- total++;
+ /*dstream<<"clearFlag clearing area of size "
+ <<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
+ <<std::endl;*/
- if(m == MATERIAL_IGNORE && n.d != MATERIAL_AIR)
- m = n.d;
- }
+ //s32 count = 0;
- // 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=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++)
+ {
+ u8 f = m_flags[m_area.index(x,y,z)];
+ m_flags[m_area.index(x,y,z)] &= ~flags;
+ if(m_flags[m_area.index(x,y,z)] != f)
+ count++;
+ }*/
+
+ s32 volume = m_area.getVolume();
+ for(s32 i=0; i<volume; i++)
+ {
+ m_flags[i] &= ~flags;
}
- 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++)
+ /*s32 volume = m_area.getVolume();
+ for(s32 i=0; i<volume; i++)
{
- v3s16 p(x,y,z);
- m_data[m_area.index(p)].d = buf[area.index(p)];
+ u8 f = m_flags[i];
+ m_flags[i] &= ~flags;
+ if(m_flags[i] != f)
+ count++;
}
+
+ dstream<<"clearFlag changed "<<count<<" flags out of "
+ <<volume<<" nodes"<<std::endl;*/
}
-void VoxelManipulator::flowWater(v3s16 removed_pos)
+void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+ std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
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
};
+
+ emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
- v3s16 p;
-
- // Load neighboring nodes
- // TODO: A bigger area would be better
- emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)));
-
- s32 i;
- for(i=0; i<6; i++)
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- p = removed_pos + dirs[i];
- 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)
+ // 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;
- // 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];
+
+ /*
+ 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)
{
- if(n.pressure >= 3)
- break;
- continue;
+ /*
+ 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 block is at some side. Select it if it has enough pressure
- if(n.pressure >= 2)
- {
- break;
+ else{
+ light_sources.insert(n2pos);
}
}
+}
- // If there is nothing to move, return
- if(i==6)
- return;
-
- // Switch nodes at p and removed_pos
- MapNode n = m_data[m_area.index(p)];
- u8 f = m_flags[m_area.index(p)];
- m_data[m_area.index(p)] = m_data[m_area.index(removed_pos)];
- m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
- m_data[m_area.index(removed_pos)] = n;
- m_flags[m_area.index(removed_pos)] = f;
-
- // Mark p checked
- m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED;
-
- // Update pressure
- //TODO
+#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.
- // Flow water to the newly created empty position
- flowWater(p);
+ 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;
- // Try flowing water to empty positions around removed_pos.
- // They are checked in reverse order compared to the previous loop.
- for(i=5; i>=0; i--)
+ for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
+ j != from_nodes.end(); ++j)
{
- p = removed_pos + dirs[i];
- 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;
- flowWater(p);
+ unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
}
}
+#endif
+#if 0
/*
- MapVoxelManipulator
-*/
+ Goes recursively through the neighbours of the node.
+
+ Alters only transparent nodes.
-MapVoxelManipulator::MapVoxelManipulator(Map *map)
+ 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)
{
- m_map = map;
+ 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, 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;*/
+
+ if(unlighted_nodes.size() > 0)
+ unspreadLight(bank, unlighted_nodes, light_sources);
}
+#endif
-void MapVoxelManipulator::emerge(VoxelArea a)
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
+ INodeDefManager *nodemgr)
{
- v3s16 size = a.getExtent();
+ 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
+ };
- addArea(a);
+ emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
- for(s16 z=0; z<size.Z; z++)
- for(s16 y=0; y<size.Y; y++)
- for(s16 x=0; x<size.X; x++)
+ u32 i = m_area.index(p);
+
+ 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++)
{
- v3s16 p(x,y,z);
- s32 i = m_area.index(a.MinEdge + p);
- // Don't touch nodes that have already been loaded
- if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
+ // 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;
- try{
- MapNode n = m_map->getNode(a.MinEdge + p);
- m_data[i] = n;
- m_flags[i] = 0;
+
+ 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);
}
- catch(InvalidPositionException &e)
+ /*
+ If the neighbor is dimmer than how much light this node
+ would spread on it, add to list
+ */
+ if(light2 < newlight)
{
- m_flags[i] = VOXELFLAG_INEXISTENT;
+ if(nodemgr->get(n2).light_propagates)
+ {
+ n2.setLight(bank, newlight, nodemgr);
+ spreadLight(bank, n2pos, nodemgr);
+ }
}
}
}
-void MapVoxelManipulator::blitBack
- (core::map<v3s16, MapBlock*> & modified_blocks)
+#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)
{
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- bool block_checked_in_modified = false;
+ if(from_nodes.size() == 0)
+ return;
+
+ core::map<v3s16, bool> lighted_nodes;
+ core::map<v3s16, bool>::Iterator j;
+ j = from_nodes.getIterator();
- 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++)
+ for(; j.atEnd() == false; j++)
{
- v3s16 p(x,y,z);
+ v3s16 pos = j.getNode()->getKey();
- u8 f = m_flags[m_area.index(p)];
- if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
- continue;
+ spreadLight(bank, pos);
+ }
+}
+#endif
- MapNode &n = m_data[m_area.index(p)];
-
- v3s16 blockpos = getNodeBlockPos(p);
+#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)
+{
+ 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;
+
+ std::set<v3s16> lighted_nodes;
+
+ for(std::set<v3s16>::iterator j = from_nodes.begin();
+ j != from_nodes.end(); ++j)
+ {
+ v3s16 pos = *j;
+
+ emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+
+ u32 i = m_area.index(pos);
- try
+ if(m_flags[i] & VOXELFLAG_INEXISTENT)
+ continue;
+
+ 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++)
{
- // Get block
- if(block == NULL || blockpos != blockpos_last){
- block = m_map->getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
- block_checked_in_modified = false;
- }
+ // Get the position of the neighbor node
+ v3s16 n2pos = pos + dirs[i];
- // Calculate relative position in block
- v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
+ try
+ {
+ u32 n2i = m_area.index(n2pos);
- // Don't continue if nothing has changed here
- if(block->getNode(relpos) == n)
- continue;
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ continue;
- //m_map->setNode(m_area.MinEdge + p, n);
- block->setNode(relpos, n);
-
- /*
- Make sure block is in modified_blocks
- */
- if(block_checked_in_modified == false)
+ 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)
{
- modified_blocks[blockpos] = block;
- block_checked_in_modified = true;
+ continue;
}
}
- catch(InvalidPositionException &e)
- {
- }
}
+
+ /*dstream<<"spreadLight(): Changed block "
+ <<blockchangecount<<" times"
+ <<" for "<<from_nodes.size()<<" nodes"
+ <<std::endl;*/
+
+ if(lighted_nodes.size() > 0)
+ spreadLight(bank, lighted_nodes, nodemgr);
}
+#endif
//END