forked from Mirrorlandia_minetest/minetest
some work-in-progress water stuff
This commit is contained in:
parent
38353751c9
commit
5e0c284f3a
4
Makefile
4
Makefile
@ -13,9 +13,9 @@ JTHREADPATH = ../jthread/jthread-1.2.1
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CPPFLAGS = -I$(IRRLICHTPATH)/include -I/usr/X11R6/include -I$(JTHREADPATH)/src
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#CXXFLAGS = -O2 -ffast-math -Wall -fomit-frame-pointer -pipe
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CXXFLAGS = -O2 -ffast-math -Wall -g -pipe
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#CXXFLAGS = -O2 -ffast-math -Wall -g -pipe
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#CXXFLAGS = -O1 -ffast-math -Wall -g
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#CXXFLAGS = -Wall -g -O0
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CXXFLAGS = -Wall -g -O0
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#CXXFLAGS = -O3 -ffast-math -Wall
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#CXXFLAGS = -O3 -ffast-math -Wall -g
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194
src/main.cpp
194
src/main.cpp
@ -81,6 +81,9 @@ SUGGESTION: Use same technique for sector heightmaps as what we're
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using for UnlimitedHeightmap? (getting all neighbors
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when generating)
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TODO: Proper handling of spawning place (try to find something that
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is not in the middle of an ocean (some land to stand on at
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least) and save it in map config.
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SUGG: Set server to automatically find a good spawning place in some
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place where there is water and land.
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- Map to have a getWalkableNear(p)
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@ -176,6 +179,197 @@ TODO: MovingObject::move and Player::move are basically the same.
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Doing now:
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======================================================================
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Water dynamics pseudo-code (block = MapNode):
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SUGG: Create separate flag table in VoxelManipulator to allow fast
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clearing of "modified" flags
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neighborCausedPressure(pos):
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pressure = 0
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dirs = {down, left, right, back, front, up}
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for d in dirs:
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pos2 = pos + d
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p = block_at(pos2).pressure
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if d.Y == 1 and p > min:
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p -= 1
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if d.Y == -1 and p < max:
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p += 1
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if p > pressure:
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pressure = p
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return pressure
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# This should somehow update all changed pressure values
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# in an unknown body of water
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updateWaterPressure(pos):
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TODO
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FIXME: This goes in an indefinite loop when there is an underwater
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chamber like this:
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#111######
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#222##22##
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#33333333x<- block removed from here
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##########
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#111######
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#222##22##
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#3333333x1
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##########
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#111######
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#222##22##
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#333333x11
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##########
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#111######
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#222##2x##
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#333333333
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##########
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#111######
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#222##x2##
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#333333333
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##########
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Now, consider moving to the last block not allowed.
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Consider it a 3D case with a depth of 2. We're now at this situation.
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Note the additional blocking ## in the second depth plane.
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z=1 z=2
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#111###### #111######
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#222##x2## #222##22##
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#333333333 #33333##33
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########## ##########
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#111###### #111######
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#222##22## #222##x2##
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#333333333 #33333##33
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########## ##########
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#111###### #111######
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#222##22## #222##2x##
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#333333333 #33333##33
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########## ##########
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Now there is nowhere to go, without going to an already visited block,
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but the pressure calculated in here from neighboring blocks is >= 2,
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so it is not the final ending.
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We will back up to a state where there is somewhere to go to.
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It is this state:
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#111###### #111######
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#222##22## #222##22##
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#333333x33 #33333##33
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########## ##########
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Then just go on, avoiding already visited blocks:
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#111###### #111######
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#222##22## #222##22##
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#33333x333 #33333##33
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########## ##########
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#111###### #111######
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#222##22## #222##22##
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#3333x3333 #33333##33
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########## ##########
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#111###### #111######
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#222##22## #222##22##
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#333x33333 #33333##33
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########## ##########
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#111###### #111######
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#222##22## #222##22##
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#33x333333 #33333##33
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########## ##########
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#111###### #111######
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#22x##22## #222##22##
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#333333333 #33333##33
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########## ##########
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#11x###### #111######
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#222##22## #222##22##
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#333333333 #33333##33
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########## ##########
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"Blob". the air bubble finally got out of the water.
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Then return recursively to a state where there is air next to water,
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clear the visit flags and feed the neighbor of the water recursively
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to the algorithm.
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#11 ###### #111######
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#222##22## #222##22##
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#333333333x #33333##33
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########## ##########
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#11 ###### #111######
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#222##22## #222##22##
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#33333333x3 #33333##33
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########## ##########
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...and so on.
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# removed_pos: a position that has been changed from something to air
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flowWater(removed_pos):
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dirs = {top, left, right, back, front, bottom}
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selected_dir = None
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for d in dirs:
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b2 = removed_pos + d
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# Ignore positions that don't have water
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if block_at(b2) != water:
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continue
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# Ignore positions that have already been checked
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if block_at(b2).checked:
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continue
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# If block is at top, select it always.
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if d.Y == 1:
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selected_dir = d
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break
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# If block is at bottom, select it if it has enough pressure.
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# >= 3 needed for stability (and sanity)
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if d.Y == -1:
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if block_at(b2).pressure >= 3:
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selected_dir = d
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break
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continue
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# Else block is at some side. select it if it has enough pressure.
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if block_at(b2).pressure >= 2:
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selected_dir = d
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break
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# If there is nothing to do anymore, return.
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if selected_dir == None
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return
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b2 = removed_pos + selected_dir
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# Move block
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set_block(removed_pos, block_at(b2))
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set_block(b2, air_block)
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# Update pressure
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updateWaterPressure(removed_pos)
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# Flow water to the newly created empty position
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flowWater(b2)
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# Check empty positions around and try flowing water to them
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for d in dirs:
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b3 = removed_pos + d
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# Ignore positions that are not air
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if block_at(b3) is not air:
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continue
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flowWater(b3)
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======================================================================
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@ -35,9 +35,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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/*
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Ignored node.
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param is used for custom information in special containers,
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like VoxelManipulator.
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Anything that stores MapNodes doesn't have to preserve parameters
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associated with this material.
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@ -67,27 +64,12 @@ enum Material
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MATERIAL_GRASS,
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/*
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For water, the param is water pressure. 0...127.
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TODO: No, at least the lowest nibble is used for lighting.
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- Water will be a bit like light, but with different flow
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behavior.
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- Water blocks will fall down if there is empty space below.
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- If there is water below, the pressure of the block below is
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the pressure of the current block + 1, or higher.
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- If there is any pressure in a horizontally neighboring
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block, a water block will try to move away from it.
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- If there is >=2 of pressure in a block below, water will
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try to move upwards.
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- NOTE: To keep large operations fast, we have to keep a
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cache of the water-air-surfaces, just like with light
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*/
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MATERIAL_WATER,
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MATERIAL_LIGHT,
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MATERIAL_TREE,
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MATERIAL_LEAVES,
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MATERIAL_GRASS_FOOTSTEPS,
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@ -216,6 +198,8 @@ struct MapNode
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*/
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s8 param;
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u8 pressure;
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MapNode(const MapNode & n)
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{
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*this = n;
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53
src/test.cpp
53
src/test.cpp
@ -158,16 +158,15 @@ struct TestVoxelManipulator
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dstream<<"*** Setting (-1,0,-1)=2 ***"<<std::endl;
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//v[v3s16(-1,0,-1)] = MapNode(2);
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v[v3s16(-1,0,-1)].d = 2;
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v.setNodeNoRef(v3s16(-1,0,-1), MapNode(2));
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v.print(dstream);
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assert(v[v3s16(-1,0,-1)].d == 2);
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assert(v.getNode(v3s16(-1,0,-1)).d == 2);
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dstream<<"*** Reading from inexistent (0,0,-1) ***"<<std::endl;
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assert(v[v3s16(0,0,-1)].d == MATERIAL_IGNORE);
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EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,0,-1)));
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v.print(dstream);
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@ -177,9 +176,51 @@ struct TestVoxelManipulator
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v.print(dstream);
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assert(v[v3s16(-1,0,-1)].d == 2);
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assert(v[v3s16(0,1,1)].d == MATERIAL_IGNORE);
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assert(v.getNode(v3s16(-1,0,-1)).d == 2);
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EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,1,1)));
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/*
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Water stuff
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*/
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v.clear();
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const char *content =
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"#...######"
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"#...##..##"
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"#........ "
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"##########"
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"#...######"
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"#...##..##"
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"#........ "
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"##########"
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;
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v3s16 size(10, 4, 2);
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const char *p = content;
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for(s16 z=0; z<size.Z; z++)
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for(s16 y=size.Y-1; y>=0; y--)
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for(s16 x=0; x<size.X; x++)
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{
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MapNode n;
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n.pressure = size.Y - y;
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if(*p == '#')
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n.d = MATERIAL_STONE;
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else if(*p == '.')
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n.d = MATERIAL_WATER;
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else if(*p == ' ')
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n.d = MATERIAL_AIR;
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else
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assert(0);
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v.setNode(v3s16(x,y,z), n);
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p++;
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}
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v.print(dstream);
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//assert(0);
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}
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};
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270
src/voxel.cpp
270
src/voxel.cpp
@ -21,36 +21,98 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "map.h"
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VoxelManipulator::VoxelManipulator():
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m_data(NULL)
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m_data(NULL),
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m_flags(NULL)
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{
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}
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VoxelManipulator::~VoxelManipulator()
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{
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clear();
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if(m_data)
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delete[] m_data;
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if(m_flags)
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delete[] m_flags;
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}
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void VoxelManipulator::clear()
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{
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// Reset area to volume=0
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m_area = VoxelArea();
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if(m_data)
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delete[] m_data;
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m_data = NULL;
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if(m_flags)
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delete[] m_flags;
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m_flags = NULL;
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}
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void VoxelManipulator::print(std::ostream &o)
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{
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v3s16 em = m_area.getExtent();
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v3s16 of = m_area.MinEdge;
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o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
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<<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
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for(s32 y=m_area.MaxEdge.Y; y>=m_area.MinEdge.Y; y--)
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{
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if(em.X >= 3 && em.Y >= 3)
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{
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if (y==m_area.MinEdge.Y+2) o<<"^ ";
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else if(y==m_area.MinEdge.Y+1) o<<"| ";
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else if(y==m_area.MinEdge.Y+0) o<<"y x-> ";
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else o<<" ";
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}
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for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
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{
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for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
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{
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u8 f = m_flags[m_area.index(x,y,z)];
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char c;
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if(f & VOXELFLAG_NOT_LOADED)
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c = 'N';
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else if(f & VOXELFLAG_INEXISTENT)
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c = 'I';
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else
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{
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c = 'X';
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u8 m = m_data[m_area.index(x,y,z)].d;
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if(m <= 9)
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c = m + '0';
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}
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o<<c;
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}
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o<<' ';
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}
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o<<std::endl;
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}
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}
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void VoxelManipulator::addArea(VoxelArea area)
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{
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// Cancel if requested area has zero volume
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if(area.getExtent() == v3s16(0,0,0))
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return;
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// Cancel if m_area already contains the requested area
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if(m_area.contains(area))
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return;
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// Calculate new area
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VoxelArea new_area;
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// New area is the requested area if m_area has zero volume
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if(m_area.getExtent() == v3s16(0,0,0))
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{
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new_area = area;
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}
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// Else add requested area to m_area
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else
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{
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new_area = m_area;
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new_area.addArea(area);
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}
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if(new_area == m_area)
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return;
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s32 new_size = new_area.getVolume();
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/*dstream<<"adding area ";
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@ -63,11 +125,11 @@ void VoxelManipulator::addArea(VoxelArea area)
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dstream<<std::endl;*/
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// Allocate and clear new data
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MapNode *new_data;
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new_data = new MapNode[new_size];
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MapNode *new_data = new MapNode[new_size];
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u8 *new_flags = new u8[new_size];
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for(s32 i=0; i<new_size; i++)
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{
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new_data[i].d = MATERIAL_IGNORE;
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new_flags[i] = VOXELFLAG_NOT_LOADED;
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}
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// Copy old data
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@ -76,48 +138,31 @@ void VoxelManipulator::addArea(VoxelArea area)
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for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
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for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
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{
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new_data[new_area.index(z,y,x)] = m_data[m_area.index(x,y,z)];
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// If loaded, copy data and flags
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if((m_flags[m_area.index(x,y,z)] & VOXELFLAG_NOT_LOADED) == false)
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{
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new_data[new_area.index(x,y,z)] = m_data[m_area.index(x,y,z)];
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new_flags[new_area.index(x,y,z)] = m_flags[m_area.index(x,y,z)];
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}
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}
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// Replace member
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// Replace area, data and flags
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m_area = new_area;
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MapNode *old_data = m_data;
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u8 *old_flags = m_flags;
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/*dstream<<"old_data="<<(int)old_data<<", new_data="<<(int)new_data
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<<", old_flags="<<(int)m_flags<<", new_flags="<<(int)new_flags<<std::endl;*/
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m_data = new_data;
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m_flags = new_flags;
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if(old_data)
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delete[] old_data;
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}
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void VoxelManipulator::print(std::ostream &o)
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{
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v3s16 em = m_area.getExtent();
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v3s16 of = m_area.MinEdge;
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o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
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<<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
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for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
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{
|
||||
if(em.X >= 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<<c;
|
||||
}
|
||||
o<<' ';
|
||||
}
|
||||
o<<std::endl;
|
||||
}
|
||||
if(old_flags)
|
||||
delete[] old_flags;
|
||||
}
|
||||
|
||||
void VoxelManipulator::interpolate(VoxelArea area)
|
||||
@ -156,10 +201,13 @@ void VoxelManipulator::interpolate(VoxelArea area)
|
||||
{
|
||||
v3s16 p2 = p + dirs[i];
|
||||
|
||||
MapNode &n = m_data[m_area.index(p2)];
|
||||
if(n.d == MATERIAL_IGNORE)
|
||||
u8 f = m_flags[m_area.index(p2)];
|
||||
assert(!(f & VOXELFLAG_NOT_LOADED));
|
||||
if(f & VOXELFLAG_INEXISTENT)
|
||||
continue;
|
||||
|
||||
MapNode &n = m_data[m_area.index(p2)];
|
||||
|
||||
airness += (n.d == MATERIAL_AIR) ? 1 : -1;
|
||||
total++;
|
||||
|
||||
@ -182,57 +230,91 @@ void VoxelManipulator::interpolate(VoxelArea area)
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
void VoxelManipulator::blitFromNodeContainer
|
||||
(v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c)
|
||||
void VoxelManipulator::flowWater(v3s16 removed_pos)
|
||||
{
|
||||
VoxelArea a_to(p_to, p_to+size-v3s16(1,1,1));
|
||||
addArea(a_to);
|
||||
for(s16 z=0; z<size.Z; z++)
|
||||
for(s16 y=0; y<size.Y; y++)
|
||||
for(s16 x=0; x<size.X; x++)
|
||||
{
|
||||
v3s16 p(x,y,z);
|
||||
try{
|
||||
MapNode n = c->getNode(p_from + p);
|
||||
m_data[m_area.index(p_to + p)] = n;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
}
|
||||
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 p(x,y,z);
|
||||
MapNode n(MATERIAL_IGNORE);
|
||||
try{
|
||||
n = c->getNode(p_from + p);
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
}
|
||||
m_data[m_area.index(p_to + p)] = n;*/
|
||||
}
|
||||
}
|
||||
v3s16 p;
|
||||
|
||||
void VoxelManipulator::blitToNodeContainer
|
||||
(v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c)
|
||||
// Load neighboring nodes
|
||||
// TODO: A bigger area would be better
|
||||
emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)));
|
||||
|
||||
s32 i;
|
||||
for(i=0; i<6; i++)
|
||||
{
|
||||
for(s16 z=0; z<size.Z; z++)
|
||||
for(s16 y=0; y<size.Y; y++)
|
||||
for(s16 x=0; x<size.X; x++)
|
||||
{
|
||||
v3s16 p(x,y,z);
|
||||
try{
|
||||
MapNode &n = m_data[m_area.index(p_from + p)];
|
||||
if(n.d == MATERIAL_IGNORE)
|
||||
p = removed_pos + dirs[i];
|
||||
u8 f = m_flags[m_area.index(p)];
|
||||
// Inexistent or checked nodes can't move
|
||||
if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
|
||||
continue;
|
||||
c->setNode(p_to + p, n);
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
MapNode &n = m_data[m_area.index(p)];
|
||||
// Only liquid nodes can move
|
||||
if(material_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 >= 3)
|
||||
break;
|
||||
continue;
|
||||
}
|
||||
// Else block is at some side. Select it if it has enough pressure
|
||||
if(n.pressure >= 2)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If there is nothing to move, return
|
||||
if(i==6)
|
||||
return;
|
||||
|
||||
// Switch nodes at p and removed_pos
|
||||
MapNode n = m_data[m_area.index(p)];
|
||||
u8 f = m_flags[m_area.index(p)];
|
||||
m_data[m_area.index(p)] = m_data[m_area.index(removed_pos)];
|
||||
m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
|
||||
m_data[m_area.index(removed_pos)] = n;
|
||||
m_flags[m_area.index(removed_pos)] = f;
|
||||
|
||||
// Mark p checked
|
||||
m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED;
|
||||
|
||||
// Update pressure
|
||||
//TODO
|
||||
|
||||
// Flow water to the newly created empty position
|
||||
flowWater(p);
|
||||
|
||||
// Try flowing water to empty positions around removed_pos.
|
||||
// They are checked in reverse order compared to the previous loop.
|
||||
for(i=5; i>=0; i--)
|
||||
{
|
||||
p = removed_pos + dirs[i];
|
||||
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(n.d != MATERIAL_AIR)
|
||||
continue;
|
||||
flowWater(p);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
MapVoxelManipulator
|
||||
@ -254,12 +336,18 @@ void MapVoxelManipulator::emerge(VoxelArea a)
|
||||
for(s16 x=0; x<size.X; x++)
|
||||
{
|
||||
v3s16 p(x,y,z);
|
||||
s32 i = m_area.index(a.MinEdge + p);
|
||||
// Don't touch nodes that have already been loaded
|
||||
if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
|
||||
continue;
|
||||
try{
|
||||
MapNode n = m_map->getNode(a.MinEdge + p);
|
||||
m_data[m_area.index(a.MinEdge + p)] = n;
|
||||
m_data[i] = n;
|
||||
m_flags[i] = 0;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
m_flags[i] = VOXELFLAG_INEXISTENT;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -280,10 +368,12 @@ void MapVoxelManipulator::blitBack
|
||||
{
|
||||
v3s16 p(x,y,z);
|
||||
|
||||
MapNode &n = m_data[m_area.index(p)];
|
||||
if(n.d == MATERIAL_IGNORE)
|
||||
u8 f = m_flags[m_area.index(p)];
|
||||
if(f & (VOXELFLAG_NOT_LOADED|VOXELFLAG_INEXISTENT))
|
||||
continue;
|
||||
|
||||
MapNode &n = m_data[m_area.index(p)];
|
||||
|
||||
v3s16 blockpos = getNodeBlockPos(p);
|
||||
|
||||
try
|
||||
|
115
src/voxel.h
115
src/voxel.h
@ -25,7 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <iostream>
|
||||
|
||||
/*
|
||||
TODO: A fast voxel manipulator class
|
||||
A fast voxel manipulator class
|
||||
|
||||
Not thread-safe.
|
||||
*/
|
||||
@ -71,16 +71,24 @@ public:
|
||||
if(p.Y > MaxEdge.Y) MaxEdge.Y = p.Y;
|
||||
if(p.Z > MaxEdge.Z) MaxEdge.Z = p.Z;
|
||||
}
|
||||
v3s16 getExtent()
|
||||
v3s16 getExtent() const
|
||||
{
|
||||
return MaxEdge - MinEdge + v3s16(1,1,1);
|
||||
}
|
||||
s32 getVolume()
|
||||
s32 getVolume() const
|
||||
{
|
||||
v3s16 e = getExtent();
|
||||
return (s32)e.X * (s32)e.Y * (s32)e.Z;
|
||||
}
|
||||
bool isInside(v3s16 p)
|
||||
bool contains(VoxelArea &a) const
|
||||
{
|
||||
return(
|
||||
a.MinEdge.X >= MinEdge.X && a.MaxEdge.X <= MaxEdge.X &&
|
||||
a.MinEdge.Y >= MinEdge.Y && a.MaxEdge.Y <= MaxEdge.Y &&
|
||||
a.MinEdge.Z >= MinEdge.Z && a.MaxEdge.Z <= MaxEdge.Z
|
||||
);
|
||||
}
|
||||
bool contains(v3s16 p) const
|
||||
{
|
||||
return(
|
||||
p.X >= MinEdge.X && p.X <= MaxEdge.X &&
|
||||
@ -88,7 +96,7 @@ public:
|
||||
p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z
|
||||
);
|
||||
}
|
||||
bool operator==(const VoxelArea &other)
|
||||
bool operator==(const VoxelArea &other) const
|
||||
{
|
||||
return (MinEdge == other.MinEdge
|
||||
&& MaxEdge == other.MaxEdge);
|
||||
@ -97,7 +105,7 @@ public:
|
||||
/*
|
||||
Translates position from virtual coordinates to array index
|
||||
*/
|
||||
s32 index(s16 x, s16 y, s16 z)
|
||||
s32 index(s16 x, s16 y, s16 z) const
|
||||
{
|
||||
v3s16 em = getExtent();
|
||||
v3s16 off = MinEdge;
|
||||
@ -105,12 +113,12 @@ public:
|
||||
//dstream<<" i("<<x<<","<<y<<","<<z<<")="<<i<<" ";
|
||||
return i;
|
||||
}
|
||||
s32 index(v3s16 p)
|
||||
s32 index(v3s16 p) const
|
||||
{
|
||||
return index(p.X, p.Y, p.Z);
|
||||
}
|
||||
|
||||
void print(std::ostream &o)
|
||||
void print(std::ostream &o) const
|
||||
{
|
||||
o<<"("<<MinEdge.X
|
||||
<<","<<MinEdge.Y
|
||||
@ -126,6 +134,13 @@ public:
|
||||
v3s16 MaxEdge;
|
||||
};
|
||||
|
||||
// Hasn't been copied from source (emerged)
|
||||
#define VOXELFLAG_NOT_LOADED (1<<0)
|
||||
// Checked as being inexistent in source
|
||||
#define VOXELFLAG_INEXISTENT (1<<1)
|
||||
// Algorithm-dependent
|
||||
#define VOXELFLAG_CHECKED (1<<2)
|
||||
|
||||
class VoxelManipulator : public NodeContainer
|
||||
{
|
||||
public:
|
||||
@ -141,53 +156,77 @@ public:
|
||||
}
|
||||
bool isValidPosition(v3s16 p)
|
||||
{
|
||||
return m_area.isInside(p);
|
||||
emerge(p);
|
||||
return !(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT);
|
||||
}
|
||||
// These are a bit slow and shouldn't be used internally
|
||||
MapNode getNode(v3s16 p)
|
||||
{
|
||||
if(isValidPosition(p) == false)
|
||||
emerge(VoxelArea(p));
|
||||
emerge(p);
|
||||
|
||||
MapNode &n = m_data[m_area.index(p)];
|
||||
|
||||
//TODO: Is this the right behaviour?
|
||||
if(n.d == MATERIAL_IGNORE)
|
||||
if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
|
||||
{
|
||||
dstream<<"ERROR: VoxelManipulator::getNode(): "
|
||||
<<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
|
||||
<<", index="<<m_area.index(p)
|
||||
<<", flags="<<(int)m_flags[m_area.index(p)]
|
||||
<<" is inexistent"<<std::endl;
|
||||
throw InvalidPositionException
|
||||
("Not returning MATERIAL_IGNORE in VoxelManipulator");
|
||||
("VoxelManipulator: getNode: inexistent");
|
||||
}
|
||||
|
||||
return n;
|
||||
return m_data[m_area.index(p)];
|
||||
}
|
||||
void setNode(v3s16 p, MapNode &n)
|
||||
{
|
||||
if(isValidPosition(p) == false)
|
||||
emerge(VoxelArea(p));
|
||||
emerge(p);
|
||||
|
||||
m_data[m_area.index(p)] = n;
|
||||
m_flags[m_area.index(p)] &= ~VOXELFLAG_INEXISTENT;
|
||||
m_flags[m_area.index(p)] &= ~VOXELFLAG_NOT_LOADED;
|
||||
}
|
||||
void setNodeNoRef(v3s16 p, MapNode n)
|
||||
{
|
||||
setNode(p, n);
|
||||
}
|
||||
|
||||
MapNode & operator[](v3s16 p)
|
||||
/*void setExists(VoxelArea a)
|
||||
{
|
||||
emerge(a);
|
||||
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++)
|
||||
{
|
||||
m_flags[m_area.index(x,y,z)] &= ~VOXELFLAG_INEXISTENT;
|
||||
}
|
||||
}*/
|
||||
|
||||
/*MapNode & operator[](v3s16 p)
|
||||
{
|
||||
//dstream<<"operator[] p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
|
||||
if(isValidPosition(p) == false)
|
||||
emerge(VoxelArea(p));
|
||||
|
||||
return m_data[m_area.index(p)];
|
||||
}
|
||||
}*/
|
||||
|
||||
/*
|
||||
Manipulation of bigger chunks
|
||||
Control
|
||||
*/
|
||||
|
||||
void clear();
|
||||
|
||||
void print(std::ostream &o);
|
||||
|
||||
void addArea(VoxelArea area);
|
||||
|
||||
/*
|
||||
Algorithms
|
||||
*/
|
||||
|
||||
void interpolate(VoxelArea area);
|
||||
|
||||
/*void blitFromNodeContainer
|
||||
(v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c);
|
||||
|
||||
void blitToNodeContainer
|
||||
(v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c);*/
|
||||
void flowWater(v3s16 removed_pos);
|
||||
|
||||
/*
|
||||
Virtual functions
|
||||
@ -195,13 +234,25 @@ public:
|
||||
|
||||
/*
|
||||
Get the contents of the requested area from somewhere.
|
||||
Shall touch only nodes that have VOXELFLAG_NOT_LOADED
|
||||
Shall reset VOXELFLAG_NOT_LOADED
|
||||
|
||||
If not found from source, add as MATERIAL_IGNORE.
|
||||
If not found from source, add with VOXELFLAG_INEXISTENT
|
||||
*/
|
||||
virtual void emerge(VoxelArea a)
|
||||
{
|
||||
//dstream<<"emerge p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
|
||||
addArea(a);
|
||||
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++)
|
||||
{
|
||||
s32 i = m_area.index(x,y,z);
|
||||
// Don't touch nodes that have already been loaded
|
||||
if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
|
||||
continue;
|
||||
m_flags[i] = VOXELFLAG_INEXISTENT;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -215,12 +266,14 @@ public:
|
||||
*/
|
||||
VoxelArea m_area;
|
||||
/*
|
||||
NULL if data size is 0
|
||||
NULL if data size is 0 (extent (0,0,0))
|
||||
Data is stored as [z*h*w + y*h + x]
|
||||
Special data values:
|
||||
MATERIAL_IGNORE: Unspecified node
|
||||
*/
|
||||
MapNode *m_data;
|
||||
/*
|
||||
Flags of all nodes
|
||||
*/
|
||||
u8 *m_flags;
|
||||
private:
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user