X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fvoxel.h;h=e7155dfacce367165b2735744203a61cabc12ef5;hb=420de7ad5e1bf2d8017705dcddcdcd03709d4410;hp=c377dfe7a54cc57e6ff8787f10b0138432f05ece;hpb=7274b82ef4a19a87b794fd0642a34a18eb9a4b96;p=dragonfireclient.git diff --git a/src/voxel.h b/src/voxel.h index c377dfe7a..e7155dfac 100644 --- a/src/voxel.h +++ b/src/voxel.h @@ -3,16 +3,16 @@ 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 +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. */ @@ -20,17 +20,25 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef VOXEL_HEADER #define VOXEL_HEADER -#include "common_irrlicht.h" +#include "irrlichttypes.h" +#include "irr_v3d.h" +#include #include #include "debug.h" #include "mapnode.h" +class INodeDefManager; + // For VC++ #undef min #undef max /* - A fast voxel manipulator class + A fast voxel manipulator class. + + In normal operation, it fetches more map when it is requested. + It can also be used so that all allowed area is fetched at the + start, using ManualMapVoxelManipulator. Not thread-safe. */ @@ -152,6 +160,10 @@ class VoxelArea p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z ); } + bool contains(s32 i) const + { + return (i >= 0 && i < getVolume()); + } bool operator==(const VoxelArea &other) const { return (MinEdge == other.MinEdge @@ -262,7 +274,31 @@ class VoxelArea { return index(p.X, p.Y, p.Z); } + + // Translate index in the X coordinate + void add_x(const v3s16 &extent, u32 &i, s16 a) + { + i += a; + } + // Translate index in the Y coordinate + void add_y(const v3s16 &extent, u32 &i, s16 a) + { + i += a * extent.X; + } + // Translate index in the Z coordinate + void add_z(const v3s16 &extent, u32 &i, s16 a) + { + i += a * extent.X*extent.Y; + } + // Translate index in space + void add_p(const v3s16 &extent, u32 &i, v3s16 a) + { + i += a.Z*extent.X*extent.Y + a.Y*extent.X + a.X; + } + /* + Print method for debugging + */ void print(std::ostream &o) const { v3s16 e = getExtent(); @@ -286,16 +322,12 @@ class VoxelArea // Checked as being inexistent in source #define VOXELFLAG_INEXISTENT (1<<1) // Algorithm-dependent -// flowWater: "visited" -#define VOXELFLAG_CHECKED (1<<2) +#define VOXELFLAG_CHECKED1 (1<<2) // Algorithm-dependent -// getWaterPressure: "visited" #define VOXELFLAG_CHECKED2 (1<<3) // Algorithm-dependent -// spreadWaterPressure: "visited" #define VOXELFLAG_CHECKED3 (1<<4) // Algorithm-dependent -// water: "pressure check route node" #define VOXELFLAG_CHECKED4 (1<<5) enum VoxelPrintMode @@ -303,6 +335,7 @@ enum VoxelPrintMode VOXELPRINT_NOTHING, VOXELPRINT_MATERIAL, VOXELPRINT_WATERPRESSURE, + VOXELPRINT_LIGHT_DAY, }; class VoxelManipulator /*: public NodeContainer*/ @@ -323,25 +356,78 @@ class VoxelManipulator /*: public NodeContainer*/ emerge(p); return !(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT); }*/ - // These are a bit slow and shouldn't be used internally + + /* + These are a bit slow and shouldn't be used internally. + Use m_data[m_area.index(p)] instead. + */ MapNode getNode(v3s16 p) { emerge(p); if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT) { - dstream<<"EXCEPT: VoxelManipulator::getNode(): " + /*dstream<<"EXCEPT: VoxelManipulator::getNode(): " <<"p=("< &active_nodes, - int recur_count); + void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight, + core::map & light_sources, INodeDefManager *nodemgr); + void unspreadLight(enum LightBank bank, + core::map & from_nodes, + core::map & light_sources, INodeDefManager *nodemgr); - /* - VOXELFLAG_CHECKED3s must usually be cleared before calling. - */ - void updateAreaWaterPressure(VoxelArea a, - core::map &active_nodes, - bool checked3_is_clear=false); + void spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr); + void spreadLight(enum LightBank bank, + core::map & from_nodes, INodeDefManager *nodemgr); - /* - Returns true if moved something - */ - bool flowWater(v3s16 removed_pos, - core::map &active_nodes, - int recursion_depth=0, - bool debugprint=false, - u32 stoptime=0 - ); - - /* - To flow some water, call this with the target node in - active_nodes - TODO: Make the active_nodes map to contain some vectors - that are properly sorted according to water flow order. - The current order makes water flow strangely if the - first one is always taken. - No, active_nodes should preserve the order stuff is - added to it, in addition to adhering the water flow - order. - */ - void flowWater(core::map &active_nodes, - int recursion_depth=0, - bool debugprint=false, - u32 timelimit=50 - ); -#endif - /* Virtual functions */ @@ -510,7 +585,7 @@ class VoxelManipulator /*: public NodeContainer*/ /* Some settings */ - bool m_disable_water_climb; + //bool m_disable_water_climb; private: };