#include "voxel.h"
#include "map.h"
-
-// For TimeTaker
-#include "utility.h"
+#include "utility.h" // For TimeTaker
#include "gettime.h"
+#include "nodedef.h"
/*
Debug stuff
m_data(NULL),
m_flags(NULL)
{
- m_disable_water_climb = false;
}
VoxelManipulator::~VoxelManipulator()
m_flags = NULL;
}
-void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, INodeDefManager *nodemgr,
+ 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;
+ content_t m = m_data[m_area.index(x,y,z)].getContent();
+ u8 pr = m_data[m_area.index(x,y,z)].param2;
if(mode == VOXELPRINT_MATERIAL)
{
if(m <= 9)
}
else if(mode == VOXELPRINT_WATERPRESSURE)
{
- if(m == CONTENT_WATER)
+ if(nodemgr->get(m).isLiquid())
{
c = 'w';
if(pr <= 9)
c = pr + '0';
}
- else if(liquid_replaces_content(m))
+ else if(m == CONTENT_AIR)
{
c = ' ';
}
}
}
+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++)
+ {
+ 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));
+ }
+}
+
+/*
+ Algorithms
+ -----------------------------------------------------
+*/
void VoxelManipulator::clearFlag(u8 flags)
{
<<volume<<" nodes"<<std::endl;*/
}
-#if 0
-int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
+void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+ core::map<v3s16, bool> & light_sources, INodeDefManager *nodemgr)
{
- m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED2;
-
- if(p.Y > highest_y)
- highest_y = p.Y;
-
- /*if(recur_count > 1000)
- throw ProcessingLimitException
- ("getWaterPressure recur_count limit reached");*/
-
- if(recur_count > 10000)
- return -1;
-
- recur_count++;
-
v3s16 dirs[6] = {
- v3s16(0,1,0), // top
v3s16(0,0,1), // back
- v3s16(0,0,-1), // front
- v3s16(1,0,0), // right
- v3s16(-1,0,0), // left
- v3s16(0,-1,0), // bottom
- };
-
- // Load neighboring nodes
- emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 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(content_liquid(n.d) == false)
- continue;
-
- int pr;
-
- // If at ocean surface
- if(n.pressure == 1 && n.d == CONTENT_WATERSOURCE)
- //if(n.pressure == 1) // Causes glitches but is fast
- {
- 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)
-{
- //if(recur_count > 10000)
- /*throw ProcessingLimitException
- ("spreadWaterPressure recur_count limit reached");*/
- if(recur_count > 10)
- return;
- recur_count++;
-
- /*dstream<<"spreadWaterPressure: p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"
- <<", oldpr="<<(int)m_data[m_area.index(p)].pressure
- <<", pr="<<pr
- <<", recur_count="<<recur_count
- <<", request_area=";
- request_area.print(dstream);
- dstream<<std::endl;*/
-
- 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
};
+
+ emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
- // Load neighboring nodes
- emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 2);
-
- 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(liquid_replaces_content(n.d))
+ if(n2.getLight(bank, nodemgr) < oldlight)
{
- bool pressure_causes_flow = false;
- // If empty block is at top
- if(i == 0)
+ /*
+ And the neighbor is transparent and it has some light
+ */
+ if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
{
- if(m_disable_water_climb)
- continue;
+ /*
+ Set light to 0 and add to queue
+ */
+
+ u8 current_light = n2.getLight(bank, nodemgr);
+ n2.setLight(bank, 0, nodemgr);
- //if(pr >= PRESERVE_WATER_VOLUME ? 3 : 2)
- 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 >= PRESERVE_WATER_VOLUME ? 2 : 1)
- if(pr >= 2)
- pressure_causes_flow = true;
- }
-
- if(pressure_causes_flow)
- {
- active_nodes[p2] = 1;
+ unspreadLight(bank, n2pos, current_light, 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(content_liquid(n.d) == false)
- continue;
-
- int pr2 = pr;
- // If block is at top, pressure there is lower
- if(i == 0)
- {
- if(pr2 > 0)
- pr2--;
+ else{
+ light_sources.insert(n2pos, true);
}
- // If block is at bottom, pressure there is higher
- else if(i == 5)
- {
- if(pr2 < 255)
- pr2++;
- }
-
- /*if(m_disable_water_climb)
- {
- if(pr2 > 3)
- pr2 = 3;
- }*/
-
- // Ignore if correct pressure is already set and is not on
- // request_area.
- // Thus, request_area can be used for updating as much
- // pressure info in some area as possible to possibly
- // make some calls to getWaterPressure unnecessary.
- 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", &updateareawaterpressure_time);
+#if 1
+/*
+ Goes recursively through the neighbours of the node.
- emerge(a, 3);
-
- bool checked2_clear = false;
-
- if(checked3_is_clear == false)
- {
- //clearFlag(VOXELFLAG_CHECKED3);
+ Alters only transparent nodes.
- clearFlag(VOXELFLAG_CHECKED3 | VOXELFLAG_CHECKED2);
- checked2_clear = true;
- }
+ 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, INodeDefManager *nodemgr)
+{
+ if(from_nodes.size() == 0)
+ return;
+ core::map<v3s16, u8>::Iterator j;
+ j = from_nodes.getIterator();
- 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++)
+ for(; j.atEnd() == false; j++)
{
- v3s16 p(x,y,z);
-
- 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(content_liquid(n.d) == false)
- continue;
+ v3s16 pos = j.getNode()->getKey();
- if(checked2_clear == false)
- {
- clearFlag(VOXELFLAG_CHECKED2);
- checked2_clear = true;
- }
+ //MapNode &n = m_data[m_area.index(pos)];
+
+ u8 oldlight = j.getNode()->getValue();
+
+ unspreadLight(bank, pos, oldlight, light_sources, nodemgr);
+ }
+}
+#endif
- checked2_clear = false;
+#if 0
+/*
+ Goes recursively through the neighbours of the node.
- s16 highest_y = -32768;
- int recur_count = 0;
- int pr = -1;
+ Alters only transparent nodes.
- try
- {
- // 0-1ms @ recur_count <= 100
- //TimeTaker timer("getWaterPressure", g_irrlicht);
- pr = getWaterPressure(p, highest_y, recur_count);
- }
- catch(ProcessingLimitException &e)
- {
- //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
- }
+ 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.
- 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_irrlicht);
- spreadWaterPressure(p, pr, a, active_nodes, 0);
- }
- catch(ProcessingLimitException &e)
- {
- //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
- }
- }
-}
+ 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.
-bool VoxelManipulator::flowWater(v3s16 removed_pos,
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth, bool debugprint,
- u32 stoptime)
+ 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(0,1,0), // top
- v3s16(0,0,-1), // front
v3s16(0,0,1), // back
- v3s16(-1,0,0), // left
+ 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
};
-
- recursion_depth++;
-
- v3s16 p;
- bool from_ocean = false;
- // 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", &flowwater_pre_time);
-
- // Load neighboring nodes
- emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)), 4);
-
- // 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)];
- // Ignore nodes to which the water can't go
- if(liquid_replaces_content(n.d) == false)
- return false;
- }
+ if(from_nodes.size() == 0)
+ return;
- s32 i;
- for(i=0; i<6; i++)
- {
- // Don't raise water from bottom
- if(m_disable_water_climb && i == 5)
- continue;
+ core::map<v3s16, u8> unlighted_nodes;
+ core::map<v3s16, u8>::Iterator j;
+ j = from_nodes.getIterator();
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
+ for(; j.atEnd() == false; j++)
+ {
+ 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)];
- // 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(content_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 >= PRESERVE_WATER_VOLUME ? 3 : 2)
- if(n.pressure >= 3)
- break;
- continue;
- }
- // Else block is at some side. Select it if it has enough pressure
- //if(n.pressure >= PRESERVE_WATER_VOLUME ? 2 : 1)
- if(n.pressure >= 2)
+ //MapNode &n = m_data[m_area.index(pos)];
+
+ u8 oldlight = j.getNode()->getValue();
+
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- break;
+ // 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);
+ }
}
}
- // If there is nothing to move, return
- if(i==6)
- return false;
-
- /*
- Move water and bubble
- */
+ /*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
- u8 m = m_data[m_area.index(p)].d;
- u8 f = m_flags[m_area.index(p)];
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
+ 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(m == CONTENT_WATERSOURCE)
- from_ocean = true;
+ emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
- // Move air bubble if not taking water from ocean
- if(from_ocean == false)
- {
- 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)];
- }
+ u32 i = m_area.index(p);
- /*
- This has to be done to copy the brightness of a light source
- correctly. Otherwise unspreadLight will fuck up when water
- has replaced a light source.
- */
- u8 light = m_data[m_area.index(removed_pos)].getLightBanksWithSource();
+ if(m_flags[i] & VOXELFLAG_INEXISTENT)
+ return;
- m_data[m_area.index(removed_pos)].d = m;
- m_flags[m_area.index(removed_pos)] = f;
+ MapNode &n = m_data[i];
- m_data[m_area.index(removed_pos)].setLightBanks(light);
-
- // Mark removed_pos checked
- m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
+ u8 oldlight = n.getLight(bank, nodemgr);
+ u8 newlight = diminish_light(oldlight);
- // If block was dropped from surface, increase pressure
- if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- m_data[m_area.index(removed_pos)].pressure = 2;
- }
-
- /*
- NOTE: This does not work as-is
- if(m == CONTENT_WATERSOURCE)
- {
- // If block was raised to surface, increase pressure of
- // source node
- if(i == 5 && m_data[m_area.index(p)].pressure == 1)
- {
- m_data[m_area.index(p)].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();
- }*/
+ // Get the position of the neighbor node
+ v3s16 n2pos = p + dirs[i];
+
+ u32 n2i = m_area.index(n2pos);
- if(debugprint)
- {
- dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
- print(dstream, VOXELPRINT_WATERPRESSURE);
- //std::cin.get();
- }
-
- }//timer1
-
- //if(PRESERVE_WATER_VOLUME)
- if(from_ocean == false)
- {
- // Flow water to the newly created empty position
- /*flowWater(p, active_nodes, recursion_depth,
- debugprint, counter, counterlimit);*/
- flowWater(p, active_nodes, recursion_depth,
- debugprint, stoptime);
- }
-
- if(stoptime != 0)
- {
- u32 timenow = getTimeMs();
- // Well, it is a bit hard to guess because we don't know the
- // start time...
- bool overflow = timenow < stoptime - 100000;
- if(timenow >= stoptime || overflow)
- {
- dstream<<"flowWater: stoptime reached"<<std::endl;
- throw ProcessingLimitException("flowWater stoptime reached");
- }
- }
-
-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--)
- {
- // Don't try to flow to top
- if(m_disable_water_climb && i == 0)
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
continue;
- //v3s16 p = removed_pos + dirs[i];
- p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
-
- 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(liquid_replaces_content(n.d) == false)
- continue;
-
- // Flow water to node
- bool moved =
- flowWater(p, active_nodes, recursion_depth,
- debugprint, stoptime);
- /*flowWater(p, active_nodes, recursion_depth,
- debugprint, counter, counterlimit);*/
+ MapNode &n2 = m_data[n2i];
- if(moved)
+ /*
+ 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, nodemgr) > undiminish_light(oldlight))
{
- // Search again from all neighbors
- goto find_again;
+ spreadLight(bank, n2pos, nodemgr);
+ }
+ /*
+ If the neighbor is dimmer than how much light this node
+ would spread on it, add to list
+ */
+ if(n2.getLight(bank, nodemgr) < newlight)
+ {
+ if(nodemgr->get(n2).light_propagates)
+ {
+ n2.setLight(bank, newlight, nodemgr);
+ spreadLight(bank, n2pos, nodemgr);
+ }
}
}
-
- return true;
}
-void VoxelManipulator::flowWater(
- core::map<v3s16, u8> &active_nodes,
- int recursion_depth, bool debugprint,
- u32 timelimit)
+#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)
{
- addarea_time = 0;
- emerge_time = 0;
- emerge_load_time = 0;
- clearflag_time = 0;
- updateareawaterpressure_time = 0;
- flowwater_pre_time = 0;
-
- if(active_nodes.size() == 0)
- {
- dstream<<"flowWater: no active nodes"<<std::endl;
+ if(from_nodes.size() == 0)
return;
- }
-
- //TimeTaker timer1("flowWater (active_nodes)", g_irrlicht);
+
+ core::map<v3s16, bool> lighted_nodes;
+ core::map<v3s16, bool>::Iterator j;
+ j = from_nodes.getIterator();
- //dstream<<"active_nodes.size() = "<<active_nodes.size()<<std::endl;
+ for(; j.atEnd() == false; j++)
+ {
+ v3s16 pos = j.getNode()->getKey();
+ spreadLight(bank, pos);
+ }
+}
+#endif
- u32 stoptime = 0;
- stoptime = getTimeMs() + timelimit;
+#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, 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
+ };
- // Count of handled active nodes
- u32 handled_count = 0;
+ if(from_nodes.size() == 0)
+ return;
+
+ core::map<v3s16, bool> lighted_nodes;
+ core::map<v3s16, bool>::Iterator j;
+ j = from_nodes.getIterator();
- try
+ for(; j.atEnd() == false; j++)
{
+ v3s16 pos = j.getNode()->getKey();
- /*
- Take random one at first
-
- This is randomized only at the first time so that all
- subsequent nodes will be taken at roughly the same position
- */
- s32 k = 0;
- if(active_nodes.size() != 0)
- k = (s32)myrand() % (s32)active_nodes.size();
-
- // Flow water to active nodes
- for(;;)
- //for(s32 h=0; h<1; h++)
- {
- if(active_nodes.size() == 0)
- break;
+ emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
- handled_count++;
+ u32 i = m_area.index(pos);
- // Clear check flags
- clearFlag(VOXELFLAG_CHECKED);
-
- //dstream<<"Selecting a new active_node"<<std::endl;
+ if(m_flags[i] & VOXELFLAG_INEXISTENT)
+ continue;
-#if 0
- // Take first one
- core::map<v3s16, u8>::Node
- *n = active_nodes.getIterator().getNode();
-#endif
+ MapNode &n = m_data[i];
-#if 1
-
- core::map<v3s16, u8>::Iterator
- i = active_nodes.getIterator().getNode();
- for(s32 j=0; j<k; j++)
+ u8 oldlight = n.getLight(bank, nodemgr);
+ u8 newlight = diminish_light(oldlight);
+
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
{
- i++;
- }
- core::map<v3s16, u8>::Node *n = i.getNode();
+ // Get the position of the neighbor node
+ v3s16 n2pos = pos + dirs[i];
+
+ try
+ {
+ u32 n2i = m_area.index(n2pos);
- // Decrement index if less than 0.
- // This keeps us in existing indices always.
- if(k > 0)
- k--;
-#endif
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ continue;
- v3s16 p = n->getKey();
- active_nodes.remove(p);
- flowWater(p, active_nodes, recursion_depth,
- debugprint, stoptime);
+ 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, nodemgr) > 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, nodemgr) < newlight)
+ {
+ if(nodemgr->get(n2).light_propagates)
+ {
+ n2.setLight(bank, newlight, nodemgr);
+ lighted_nodes.insert(n2pos, true);
+ }
+ }
+ }
+ 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): "
- <<"area ended up as "
- <<e.X<<"x"<<e.Y<<"x"<<e.Z<<" = "<<v
- <<", handled a_node count: "<<handled_count
- <<", active_nodes.size() = "<<active_nodes.size()
- <<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
+ /*dstream<<"spreadLight(): Changed block "
+ <<blockchangecount<<" times"
+ <<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
+
+ if(lighted_nodes.size() > 0)
+ spreadLight(bank, lighted_nodes, nodemgr);
}
#endif