forked from Mirrorlandia_minetest/minetest
master #7
@ -329,7 +329,7 @@ void ClientMap::updateDrawList()
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MapBlockVect sectorblocks;
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MapBlockVect sectorblocks;
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for (auto §or_it : m_sectors) {
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for (auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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const MapSector *sector = sector_it.second;
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v2s16 sp = sector->getPos();
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v2s16 sp = sector->getPos();
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blocks_loaded += sector->size();
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blocks_loaded += sector->size();
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@ -339,11 +339,9 @@ void ClientMap::updateDrawList()
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continue;
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continue;
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}
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}
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sectorblocks.clear();
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sector->getBlocks(sectorblocks);
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// Loop through blocks in sector
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// Loop through blocks in sector
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for (MapBlock *block : sectorblocks) {
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for (const auto &entry : sector->getBlocks()) {
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MapBlock *block = entry.second.get();
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MapBlockMesh *mesh = block->mesh;
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MapBlockMesh *mesh = block->mesh;
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// Calculate the coordinates for range and frustum culling
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// Calculate the coordinates for range and frustum culling
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@ -649,7 +647,7 @@ void ClientMap::touchMapBlocks()
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u32 blocks_in_range_with_mesh = 0;
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u32 blocks_in_range_with_mesh = 0;
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for (const auto §or_it : m_sectors) {
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for (const auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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const MapSector *sector = sector_it.second;
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v2s16 sp = sector->getPos();
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v2s16 sp = sector->getPos();
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blocks_loaded += sector->size();
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blocks_loaded += sector->size();
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@ -659,14 +657,12 @@ void ClientMap::touchMapBlocks()
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continue;
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continue;
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}
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}
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MapBlockVect sectorblocks;
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sector->getBlocks(sectorblocks);
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/*
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/*
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Loop through blocks in sector
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Loop through blocks in sector
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*/
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*/
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for (MapBlock *block : sectorblocks) {
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for (const auto &entry : sector->getBlocks()) {
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MapBlock *block = entry.second.get();
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MapBlockMesh *mesh = block->mesh;
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MapBlockMesh *mesh = block->mesh;
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// Calculate the coordinates for range and frustum culling
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// Calculate the coordinates for range and frustum culling
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@ -1266,18 +1262,16 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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u32 blocks_in_range_with_mesh = 0;
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u32 blocks_in_range_with_mesh = 0;
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for (auto §or_it : m_sectors) {
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for (auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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const MapSector *sector = sector_it.second;
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if (!sector)
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if (!sector)
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continue;
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continue;
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blocks_loaded += sector->size();
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blocks_loaded += sector->size();
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MapBlockVect sectorblocks;
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sector->getBlocks(sectorblocks);
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/*
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/*
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Loop through blocks in sector
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Loop through blocks in sector
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*/
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*/
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for (MapBlock *block : sectorblocks) {
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for (const auto &entry : sector->getBlocks()) {
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MapBlock *block = entry.second.get();
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MapBlockMesh *mesh = block->mesh;
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MapBlockMesh *mesh = block->mesh;
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if (!mesh) {
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if (!mesh) {
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// Ignore if mesh doesn't exist
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// Ignore if mesh doesn't exist
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@ -45,7 +45,7 @@ public:
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void deleteBlocks();
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void deleteBlocks();
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v2s16 getPos()
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v2s16 getPos() const
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{
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{
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return m_pos;
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return m_pos;
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}
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}
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@ -62,8 +62,16 @@ public:
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// Returns an owning ptr to block.
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// Returns an owning ptr to block.
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std::unique_ptr<MapBlock> detachBlock(MapBlock *block);
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std::unique_ptr<MapBlock> detachBlock(MapBlock *block);
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// This makes a copy of the internal collection.
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// Prefer getBlocks() if possible.
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void getBlocks(MapBlockVect &dest);
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void getBlocks(MapBlockVect &dest);
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// Get access to the internal collection
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// This is explicitly only allowed on a const object since modifying anything while iterating is unsafe.
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// The caller needs to make sure that this does not happen.
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const auto &getBlocks() const { return m_blocks; }
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const auto &getBlocks() = delete;
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bool empty() const { return m_blocks.empty(); }
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bool empty() const { return m_blocks.empty(); }
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int size() const { return m_blocks.size(); }
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int size() const { return m_blocks.size(); }
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