X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fvoxel.cpp;h=f60b641f1af7954e3d9fd9cdab1c555d562ab946;hb=29932d4bddad6a0ad4269606e38701d544784951;hp=98c9817c5c9e9954ace62c841a429ac239871157;hpb=af95cfc7a15788386d055a5b4a7377673d36b8bf;p=dragonfireclient.git diff --git a/src/voxel.cpp b/src/voxel.cpp index 98c9817c5..f60b641f1 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -1,37 +1,158 @@ +/* +Minetest-c55 +Copyright (C) 2010 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 +(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. + +You should have received a copy of the GNU 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 "utility.h" +#include "gettime.h" + +/* + 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_data(NULL), + m_flags(NULL) { } VoxelManipulator::~VoxelManipulator() { + clear(); if(m_data) delete[] m_data; + if(m_flags) + delete[] m_flags; +} + +void VoxelManipulator::clear() +{ + // Reset area to volume=0 + m_area = VoxelArea(); + if(m_data) + delete[] m_data; + m_data = NULL; + if(m_flags) + delete[] m_flags; + m_flags = NULL; +} + +void VoxelManipulator::print(std::ostream &o, 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) + { + if (y==m_area.MinEdge.Y+2) o<<"^ "; + else if(y==m_area.MinEdge.Y+1) o<<"| "; + else if(y==m_area.MinEdge.Y+0) o<<"y x-> "; + else o<<" "; + } + + for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++) + { + for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++) + { + u8 f = m_flags[m_area.index(x,y,z)]; + char c; + if(f & VOXELFLAG_NOT_LOADED) + 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)].param2; + if(mode == VOXELPRINT_MATERIAL) + { + if(m <= 9) + c = m + '0'; + } + else if(mode == VOXELPRINT_WATERPRESSURE) + { + if(m == CONTENT_WATER) + { + c = 'w'; + if(pr <= 9) + c = pr + '0'; + } + else if(m == CONTENT_AIR) + { + c = ' '; + } + else + { + c = '#'; + } + } + } + o<= 3 && em.Y >= 3) - { - if(y==m_area.MinEdge.Y+0) o<<"y x-> "; - if(y==m_area.MinEdge.Y+1) o<<"| "; - if(y==m_area.MinEdge.Y+2) o<<"V "; - } - - for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++) - { - for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++) - { - u8 m = m_data[m_area.index(x,y,z)].d; - char c = 'X'; - if(m == MATERIAL_IGNORE) - c = 'I'; - else if(m <= 9) - c = m + '0'; - 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 ? 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 & light_sources) { - VoxelArea a_to(p_to, p_to+size-v3s16(1,1,1)); - addArea(a_to); - for(s16 z=0; zgetNode(p_from + p); - m_data[m_area.index(p_to + p)] = n; - } - catch(InvalidPositionException &e) - { - } + // Get the position of the neighbor node + v3s16 n2pos = p + dirs[i]; - /*v3s16 p(x,y,z); - MapNode n(MATERIAL_IGNORE); - try{ - n = c->getNode(p_from + p); - } - catch(InvalidPositionException &e) + 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) < oldlight) { + /* + And the neighbor is transparent and it has some light + */ + if(n2.light_propagates() && n2.getLight(bank) != 0) + { + /* + Set light to 0 and add to queue + */ + + u8 current_light = n2.getLight(bank); + n2.setLight(bank, 0); + + unspreadLight(bank, n2pos, current_light, light_sources); + + /* + 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"< & from_nodes, + core::map & light_sources) { - for(s16 z=0; z::Iterator j; + j = from_nodes.getIterator(); + + for(; j.atEnd() == false; j++) { - v3s16 p(x,y,z); - try{ - MapNode &n = m_data[m_area.index(p_from + p)]; - if(n.d == MATERIAL_IGNORE) - continue; - c->setNode(p_to + p, n); - } - catch(InvalidPositionException &e) - { - } + v3s16 pos = j.getNode()->getKey(); + + //MapNode &n = m_data[m_area.index(pos)]; + + u8 oldlight = j.getNode()->getValue(); + + unspreadLight(bank, pos, oldlight, light_sources); } } #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 & from_nodes, + core::map & 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 unlighted_nodes; + core::map::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) < oldlight) + { + /* + And the neighbor is transparent and it has some light + */ + if(n2.light_propagates() && n2.getLight(bank) != 0) + { + /* + Set light to 0 and add to queue + */ + + u8 current_light = n2.getLight(bank); + 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"< 0) + unspreadLight(bank, unlighted_nodes, light_sources); } +#endif -void MapVoxelManipulator::emerge(VoxelArea a) +void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p) { - 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 + }; + + emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1))); + + u32 i = m_area.index(p); + + if(m_flags[i] & VOXELFLAG_INEXISTENT) + return; - addArea(a); + MapNode &n = m_data[i]; - for(s16 z=0; zgetNode(a.MinEdge + p); - m_data[m_area.index(a.MinEdge + p)] = n; + // 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; + + 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) > undiminish_light(oldlight)) + { + spreadLight(bank, n2pos); } - catch(InvalidPositionException &e) + /* + If the neighbor is dimmer than how much light this node + would spread on it, add to list + */ + if(n2.getLight(bank) < newlight) { + if(n2.light_propagates()) + { + n2.setLight(bank, newlight); + spreadLight(bank, n2pos); + } } } } -void MapVoxelManipulator::blitBack - (core::map & 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 & 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 lighted_nodes; + core::map::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(); - MapNode &n = m_data[m_area.index(p)]; - if(n.d == MATERIAL_IGNORE) - continue; - - v3s16 blockpos = getNodeBlockPos(p); + spreadLight(bank, pos); + } +} +#endif + +#if 1 +/* + Lights neighbors of from_nodes, collects all them and then + goes on recursively. +*/ +void VoxelManipulator::spreadLight(enum LightBank bank, + core::map & from_nodes) +{ + 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; + + core::map lighted_nodes; + core::map::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))); + + u32 i = m_area.index(pos); - try - { - // Get block - if(block == NULL || blockpos != blockpos_last){ - block = m_map->getBlockNoCreate(blockpos); - blockpos_last = blockpos; - block_checked_in_modified = false; - } - - // Calculate relative position in block - v3s16 relpos = p - blockpos * MAP_BLOCKSIZE; + if(m_flags[i] & VOXELFLAG_INEXISTENT) + continue; - // Don't continue if nothing has changed here - if(block->getNode(relpos) == n) - continue; + MapNode &n = m_data[i]; + + u8 oldlight = n.getLight(bank); + u8 newlight = diminish_light(oldlight); - //m_map->setNode(m_area.MinEdge + p, n); - block->setNode(relpos, n); + // Loop through 6 neighbors + for(u16 i=0; i<6; i++) + { + // Get the position of the neighbor node + v3s16 n2pos = pos + dirs[i]; - /* - Make sure block is in modified_blocks - */ - if(block_checked_in_modified == false) + try { - modified_blocks[blockpos] = block; - block_checked_in_modified = true; + u32 n2i = m_area.index(n2pos); + + if(m_flags[n2i] & VOXELFLAG_INEXISTENT) + continue; + + 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) > 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) < newlight) + { + if(n2.light_propagates()) + { + n2.setLight(bank, newlight); + lighted_nodes.insert(n2pos, true); + } + } + } + catch(InvalidPositionException &e) + { + continue; } - } - catch(InvalidPositionException &e) - { } } + + /*dstream<<"spreadLight(): Changed block " + < 0) + spreadLight(bank, lighted_nodes); } +#endif //END