forked from Mirrorlandia_minetest/minetest
57e5aa6628
This is not really different from the light update of a voxel manipulator. This update does not assume that the lighting was correct before, therefore it is useful for correction. Also expose this function to the Lua API for light correction, and allow voxel manipulators not to update the light.
174 lines
4.9 KiB
C++
174 lines
4.9 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef VOXELALGORITHMS_HEADER
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#define VOXELALGORITHMS_HEADER
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#include "voxel.h"
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#include "mapnode.h"
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#include "util/container.h"
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#include "util/cpp11_container.h"
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class Map;
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class ServerMap;
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class MapBlock;
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class MMVManip;
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namespace voxalgo
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{
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// TODO: Move unspreadLight and spreadLight from VoxelManipulator to here
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void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
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INodeDefManager *ndef);
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void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
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enum LightBank bank, INodeDefManager *ndef,
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std::set<v3s16> & light_sources,
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std::map<v3s16, u8> & unlight_from);
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struct SunlightPropagateResult
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{
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bool bottom_sunlight_valid;
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SunlightPropagateResult(bool bottom_sunlight_valid_):
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bottom_sunlight_valid(bottom_sunlight_valid_)
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{}
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};
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SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
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bool inexistent_top_provides_sunlight,
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std::set<v3s16> & light_sources,
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INodeDefManager *ndef);
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/*!
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* Updates the lighting on the map.
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* The result will be correct only if
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* no nodes were changed except the given ones.
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* Before calling this procedure make sure that all new nodes on
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* the map have zero light level!
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*
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* \param oldnodes contains the MapNodes that were replaced by the new
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* MapNodes and their positions
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* \param modified_blocks output, contains all map blocks that
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* the function modified
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*/
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void update_lighting_nodes(
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Map *map,
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std::vector<std::pair<v3s16, MapNode> > &oldnodes,
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std::map<v3s16, MapBlock*> &modified_blocks);
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/*!
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* Updates borders of the given mapblock.
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* Only updates if the block was marked with incomplete
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* lighting and the neighbor is also loaded.
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*
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* \param block the block to update
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* \param modified_blocks output, contains all map blocks that
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* the function modified
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*/
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void update_block_border_lighting(Map *map, MapBlock *block,
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std::map<v3s16, MapBlock*> &modified_blocks);
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/*!
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* Copies back nodes from a voxel manipulator
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* to the map and updates lighting.
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* For server use only.
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*
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* \param modified_blocks output, contains all map blocks that
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* the function modified
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*/
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void blit_back_with_light(ServerMap *map, MMVManip *vm,
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std::map<v3s16, MapBlock*> *modified_blocks);
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/*!
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* Corrects the light in a map block.
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* For server use only.
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*
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* \param block the block to update
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*/
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void repair_block_light(ServerMap *map, MapBlock *block,
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std::map<v3s16, MapBlock*> *modified_blocks);
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/*!
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* This class iterates trough voxels that intersect with
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* a line. The collision detection does not see nodeboxes,
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* every voxel is a cube and is returned.
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* This iterator steps to all nodes exactly once.
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*/
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struct VoxelLineIterator
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{
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public:
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//! Starting position of the line in world coordinates.
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v3f m_start_position;
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//! Direction and length of the line in world coordinates.
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v3f m_line_vector;
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/*!
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* Each component stores the next smallest positive number, by
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* which multiplying the line's vector gives a vector that ends
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* on the intersection of two nodes.
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*/
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v3f m_next_intersection_multi;
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/*!
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* Each component stores the smallest positive number, by which
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* m_next_intersection_multi's components can be increased.
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*/
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v3f m_intersection_multi_inc;
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/*!
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* Direction of the line. Each component can be -1 or 1 (if a
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* component of the line's vector is 0, then there will be 1).
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*/
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v3s16 m_step_directions;
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//! Position of the current node.
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v3s16 m_current_node_pos;
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//! If true, the next node will intersect the line, too.
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bool m_has_next;
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/*!
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* Creates a voxel line iterator with the given line.
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* @param start_position starting point of the line
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* in voxel coordinates
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* @param line_vector length and direction of the
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* line in voxel coordinates. start_position+line_vector
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* is the end of the line
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*/
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VoxelLineIterator(const v3f &start_position,const v3f &line_vector);
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/*!
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* Steps to the next voxel.
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* Updates m_current_node_pos and
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* m_previous_node_pos.
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* Note that it works even if hasNext() is false,
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* continuing the line as a ray.
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*/
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void next();
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/*!
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* Returns true if the next voxel intersects the given line.
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*/
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inline bool hasNext() const { return m_has_next; }
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};
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} // namespace voxalgo
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#endif
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