namespace voxalgo
{
-// TODO: Move unspreadLight and spreadLight from VoxelManipulator to here
-
-void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
- INodeDefManager *ndef);
-
-void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
- enum LightBank bank, INodeDefManager *ndef,
- std::set<v3s16> & light_sources,
- std::map<v3s16, u8> & unlight_from);
-
-struct SunlightPropagateResult
-{
- bool bottom_sunlight_valid;
-
- SunlightPropagateResult(bool bottom_sunlight_valid_):
- bottom_sunlight_valid(bottom_sunlight_valid_)
- {}
-};
-
-SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
- bool inexistent_top_provides_sunlight,
- std::set<v3s16> & light_sources,
- INodeDefManager *ndef);
-
/*!
* Updates the lighting on the map.
* The result will be correct only if