X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fvoxel.cpp;h=19f2deb3279445e51d7e3b3ab95f77761c6c6f28;hb=6ee0db6fec90471fb6873d7f3046aa8bfae8c2dd;hp=e94cba0f6a0885c18d72f25e01181eca2c8ec8a8;hpb=240499dc2c766c9d022e6df71e770a116a2c95de;p=minetest.git diff --git a/src/voxel.cpp b/src/voxel.cpp index e94cba0f6..19f2deb32 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -1,28 +1,28 @@ /* -Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Minetest +Copyright (C) 2013 celeron55, Perttu Ahola 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 // memcpy, memset /* Debug stuff @@ -41,7 +41,6 @@ VoxelManipulator::VoxelManipulator(): m_data(NULL), m_flags(NULL) { - m_disable_water_climb = false; } VoxelManipulator::~VoxelManipulator() @@ -65,13 +64,14 @@ void VoxelManipulator::clear() 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; o<<"size: "<=m_area.MinEdge.Y; y--) { if(em.X >= 3 && em.Y >= 3) @@ -88,15 +88,14 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) { 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)].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) @@ -104,13 +103,13 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) } else if(mode == VOXELPRINT_WATERPRESSURE) { - if(m == CONTENT_WATER) + if(ndef->get(m).isLiquid()) { c = 'w'; if(pr <= 9) c = pr + '0'; } - else if(liquid_replaces_content(m)) + else if(m == CONTENT_AIR) { c = ' '; } @@ -119,6 +118,21 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) 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< 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 -total/2 ? CONTENT_AIR : m; - //buf[area.index(p)] = airness > -total ? CONTENT_AIR : m; - //buf[area.index(p)] = airness >= -7 ? CONTENT_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)]; } } +/* + 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 " <<""< & 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(0,1,0), // top v3s16(1,0,0), // right - v3s16(-1,0,0), // left + v3s16(0,0,-1), // front 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)), 1); + addArea(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]; - 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) + // Get the position of the neighbor node + v3s16 n2pos = p + dirs[i]; + + u32 n2i = m_area.index(n2pos); + + if(m_flags[n2i] & VOXELFLAG_NO_DATA) continue; - int pr; + MapNode &n2 = m_data[n2i]; - // If at ocean surface - if(n.pressure == 1 && n.d == CONTENT_OCEAN) - //if(n.pressure == 1) // Causes glitches but is fast - { - pr = 1; - } - // Otherwise recurse more - else + /* + 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) { - pr = getWaterPressure(p2, highest_y, recur_count); - if(pr == -1) - 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 + */ - // If block is at top, pressure here is one higher - if(i == 0) - { - if(pr < 255) - pr++; + 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"< 1) - pr--; + else{ + light_sources.insert(n2pos); } - - // 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 &active_nodes, - int recur_count) +#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, + std::map & from_nodes, + std::set & light_sources, INodeDefManager *nodemgr) { - //if(recur_count > 10000) - /*throw ProcessingLimitException - ("spreadWaterPressure recur_count limit reached");*/ - if(recur_count > 10) + if(from_nodes.size() == 0) return; - recur_count++; - - /*dstream<<"spreadWaterPressure: p=(" - <get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0) + { + /* + Set light to 0 and add to queue + */ - s16 highest_y = -32768; - int recur_count = 0; - int pr = -1; + u8 current_light = n2.getLight(bank, nodemgr); + n2.setLight(bank, 0); - try - { - // 0-1ms @ recur_count <= 100 - //TimeTaker timer("getWaterPressure", g_device); - pr = getWaterPressure(p, highest_y, recur_count); - } - catch(ProcessingLimitException &e) - { - //dstream<<"getWaterPressure ProcessingLimitException"< 255) - pr = 255; - - /*dstream<<"WARNING: Pressure at (" - < 0) + unspreadLight(bank, unlighted_nodes, light_sources); } +#endif -bool VoxelManipulator::flowWater(v3s16 removed_pos, - core::map &active_nodes, - int recursion_depth, bool debugprint, - u32 stoptime) +void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p, + INodeDefManager *nodemgr) { - v3s16 dirs[6] = { - v3s16(0,1,0), // top - v3s16(0,0,-1), // front + const v3s16 dirs[6] = { 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++; + addArea(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1))); - 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="<= 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) - { - break; - } - } + u8 oldlight = n.getLight(bank, nodemgr); + u8 newlight = diminish_light(oldlight); - // If there is nothing to move, return - if(i==6) - return false; + // Loop through 6 neighbors + for(u16 i=0; i<6; i++) + { + // Get the position of the neighbor node + v3s16 n2pos = p + dirs[i]; - /* - Move water and bubble - */ + u32 n2i = m_area.index(n2pos); - u8 m = m_data[m_area.index(p)].d; - u8 f = m_flags[m_area.index(p)]; + if(m_flags[n2i] & VOXELFLAG_NO_DATA) + continue; - if(m == CONTENT_OCEAN) - from_ocean = true; + MapNode &n2 = m_data[n2i]; - // 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)]; - } - - /* - 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(); - - m_data[m_area.index(removed_pos)].d = m; - m_flags[m_area.index(removed_pos)] = f; - - m_data[m_area.index(removed_pos)].setLightBanks(light); - - /*// NOTE: HACK: This has to be set to LIGHT_MAX so that - // unspreadLight will clear all light that came from this node. - // Otherwise there will be weird bugs - m_data[m_area.index(removed_pos)].setLight(LIGHT_MAX);*/ - - // 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; - } - - /* - NOTE: This does not work as-is - if(m == CONTENT_OCEAN) - { - // 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:"<getTimer()->getRealTime(); - if(timenow >= stoptime || - (stoptime < 0x80000000 && timenow > 0x80000000)) + /* + 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)) { - dstream<<"flowWater: stoptime reached"<=0; i--) - { - // Don't try to flow to top - if(m_disable_water_climb && i == 0) - 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);*/ - - if(moved) + /* + If the neighbor is dimmer than how much light this node + would spread on it, add to list + */ + if(light2 < newlight) { - // Search again from all neighbors - goto find_again; + if(nodemgr->get(n2).light_propagates) + { + n2.setLight(bank, newlight, nodemgr); + spreadLight(bank, n2pos, nodemgr); + } } } - - return true; } -void VoxelManipulator::flowWater( - core::map &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 & 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"<::Node - *n = active_nodes.getIterator().getNode(); -#endif + u8 oldlight = n.getLight(bank, nodemgr); + u8 newlight = diminish_light(oldlight); -#if 1 - - core::map::Iterator - i = active_nodes.getIterator().getNode(); - for(s32 j=0; j::Node *n = i.getNode(); + // Get the position of the neighbor node + v3s16 n2pos = pos + dirs[i]; - // Decrement index if less than 0. - // This keeps us in existing indices always. - if(k > 0) - k--; -#endif + try + { + u32 n2i = m_area.index(n2pos); - v3s16 p = n->getKey(); - active_nodes.remove(p); - flowWater(p, active_nodes, recursion_depth, - debugprint, stoptime); - } + if(m_flags[n2i] & VOXELFLAG_NO_DATA) + 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"< 0) + spreadLight(bank, lighted_nodes, nodemgr); +} +#endif //END