forked from Mirrorlandia_minetest/minetest
577701cabd
Directely or indirectly optimises the following functions: * MapBlockMesh::MapBlockMesh * MapBlockMesh::getTileInfo * MapBlockMesh::makeFastFace * MapBlockMesh::getSmoothLightCombined
722 lines
17 KiB
C++
722 lines
17 KiB
C++
/*
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Minetest
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Copyright (C) 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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#include "voxel.h"
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#include "map.h"
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#include "gettime.h"
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#include "nodedef.h"
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#include "util/timetaker.h"
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#include <string.h> // memcpy, memset
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/*
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Debug stuff
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*/
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u32 addarea_time = 0;
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u32 emerge_time = 0;
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u32 emerge_load_time = 0;
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u32 clearflag_time = 0;
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//u32 getwaterpressure_time = 0;
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//u32 spreadwaterpressure_time = 0;
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u32 updateareawaterpressure_time = 0;
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u32 flowwater_pre_time = 0;
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VoxelManipulator::VoxelManipulator():
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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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}
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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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delete[] m_data;
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m_data = NULL;
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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, INodeDefManager *ndef,
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VoxelPrintMode mode)
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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_NO_DATA)
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c = 'N';
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else
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{
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c = 'X';
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MapNode n = m_data[m_area.index(x,y,z)];
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content_t m = n.getContent();
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u8 pr = n.param2;
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if(mode == VOXELPRINT_MATERIAL)
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{
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if(m <= 9)
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c = m + '0';
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}
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else if(mode == VOXELPRINT_WATERPRESSURE)
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{
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if(ndef->get(m).isLiquid())
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{
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c = 'w';
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if(pr <= 9)
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c = pr + '0';
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}
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else if(m == CONTENT_AIR)
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{
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c = ' ';
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}
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else
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{
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c = '#';
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}
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}
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else if(mode == VOXELPRINT_LIGHT_DAY)
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{
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if(ndef->get(m).light_source != 0)
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c = 'S';
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else if(ndef->get(m).light_propagates == false)
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c = 'X';
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else
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{
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u8 light = n.getLight(LIGHTBANK_DAY, ndef);
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if(light < 10)
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c = '0' + light;
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else
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c = 'a' + (light-10);
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}
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}
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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(const VoxelArea &area)
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{
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// Cancel if requested area has zero volume
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if (area.hasEmptyExtent())
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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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TimeTaker timer("addArea", &addarea_time);
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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.hasEmptyExtent())
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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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s32 new_size = new_area.getVolume();
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/*dstream<<"adding area ";
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area.print(dstream);
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dstream<<", old area ";
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m_area.print(dstream);
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dstream<<", new area ";
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new_area.print(dstream);
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dstream<<", new_size="<<new_size;
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dstream<<std::endl;*/
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// Allocate new data and clear flags
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MapNode *new_data = new MapNode[new_size];
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assert(new_data);
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u8 *new_flags = new u8[new_size];
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assert(new_flags);
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memset(new_flags, VOXELFLAG_NO_DATA, new_size);
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// Copy old data
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s32 old_x_width = m_area.MaxEdge.X - m_area.MinEdge.X + 1;
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for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
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for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
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{
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unsigned int old_index = m_area.index(m_area.MinEdge.X,y,z);
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unsigned int new_index = new_area.index(m_area.MinEdge.X,y,z);
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memcpy(&new_data[new_index], &m_data[old_index],
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old_x_width * sizeof(MapNode));
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memcpy(&new_flags[new_index], &m_flags[old_index],
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old_x_width * sizeof(u8));
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}
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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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delete[] old_data;
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delete[] old_flags;
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//dstream<<"addArea done"<<std::endl;
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}
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void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
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v3s16 from_pos, v3s16 to_pos, v3s16 size)
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{
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/* The reason for this optimised code is that we're a member function
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* and the data type/layout of m_data is know to us: it's stored as
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* [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
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* (which performs the preceding mapping/indexing of m_data) out of the
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* inner loop and calculate the next index as we're iterating to gain
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* performance.
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*
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* src_step and dest_step is the amount required to be added to our index
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* every time y increments. Because the destination area may be larger
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* than the source area we need one additional variable (otherwise we could
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* just continue adding dest_step as is done for the source data): dest_mod.
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* dest_mod is the difference in size between a "row" in the source data
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* and a "row" in the destination data (I am using the term row loosely
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* and for illustrative purposes). E.g.
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*
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* src <-------------------->|'''''' dest mod ''''''''
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* dest <--------------------------------------------->
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*
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* dest_mod (it's essentially a modulus) is added to the destination index
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* after every full iteration of the y span.
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*
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* This method falls under the category "linear array and incrementing
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* index".
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*/
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s32 src_step = src_area.getExtent().X;
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s32 dest_step = m_area.getExtent().X;
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s32 dest_mod = m_area.index(to_pos.X, to_pos.Y, to_pos.Z + 1)
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- m_area.index(to_pos.X, to_pos.Y, to_pos.Z)
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- dest_step * size.Y;
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s32 i_src = src_area.index(from_pos.X, from_pos.Y, from_pos.Z);
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s32 i_local = m_area.index(to_pos.X, to_pos.Y, to_pos.Z);
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for (s16 z = 0; z < size.Z; z++) {
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for (s16 y = 0; y < size.Y; y++) {
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memcpy(&m_data[i_local], &src[i_src], size.X * sizeof(*m_data));
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memset(&m_flags[i_local], 0, size.X);
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i_src += src_step;
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i_local += dest_step;
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}
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i_local += dest_mod;
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}
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}
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void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
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v3s16 dst_pos, v3s16 from_pos, v3s16 size)
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{
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for(s16 z=0; z<size.Z; z++)
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for(s16 y=0; y<size.Y; y++)
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{
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s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
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s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
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for (s16 x = 0; x < size.X; x++) {
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if (m_data[i_local].getContent() != CONTENT_IGNORE)
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dst[i_dst] = m_data[i_local];
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i_dst++;
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i_local++;
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}
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}
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}
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/*
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Algorithms
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-----------------------------------------------------
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*/
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void VoxelManipulator::clearFlag(u8 flags)
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{
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// 0-1ms on moderate area
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TimeTaker timer("clearFlag", &clearflag_time);
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//v3s16 s = m_area.getExtent();
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/*dstream<<"clearFlag clearing area of size "
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<<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
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<<std::endl;*/
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//s32 count = 0;
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/*for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
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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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u8 f = m_flags[m_area.index(x,y,z)];
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m_flags[m_area.index(x,y,z)] &= ~flags;
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if(m_flags[m_area.index(x,y,z)] != f)
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count++;
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}*/
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s32 volume = m_area.getVolume();
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for(s32 i=0; i<volume; i++)
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{
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m_flags[i] &= ~flags;
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}
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/*s32 volume = m_area.getVolume();
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for(s32 i=0; i<volume; i++)
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{
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u8 f = m_flags[i];
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m_flags[i] &= ~flags;
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if(m_flags[i] != f)
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count++;
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}
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dstream<<"clearFlag changed "<<count<<" flags out of "
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<<volume<<" nodes"<<std::endl;*/
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}
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void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
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std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
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{
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
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addArea(voxel_area);
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// Loop through 6 neighbors
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for(u16 i=0; i<6; i++)
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{
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// Get the position of the neighbor node
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v3s16 n2pos = p + dirs[i];
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u32 n2i = m_area.index(n2pos);
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if(m_flags[n2i] & VOXELFLAG_NO_DATA)
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continue;
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MapNode &n2 = m_data[n2i];
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/*
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If the neighbor is dimmer than what was specified
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as oldlight (the light of the previous node)
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*/
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u8 light2 = n2.getLight(bank, nodemgr);
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if(light2 < oldlight)
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{
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/*
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And the neighbor is transparent and it has some light
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*/
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if(nodemgr->get(n2).light_propagates && light2 != 0)
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{
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/*
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Set light to 0 and add to queue
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*/
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n2.setLight(bank, 0, nodemgr);
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unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
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/*
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Remove from light_sources if it is there
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NOTE: This doesn't happen nearly at all
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*/
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/*if(light_sources.find(n2pos))
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{
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std::cout<<"Removed from light_sources"<<std::endl;
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light_sources.remove(n2pos);
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}*/
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}
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}
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else{
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light_sources.insert(n2pos);
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}
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}
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}
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#if 1
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/*
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Goes recursively through the neighbours of the node.
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Alters only transparent nodes.
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If the lighting of the neighbour is lower than the lighting of
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the node was (before changing it to 0 at the step before), the
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lighting of the neighbour is set to 0 and then the same stuff
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repeats for the neighbour.
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The ending nodes of the routine are stored in light_sources.
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This is useful when a light is removed. In such case, this
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routine can be called for the light node and then again for
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light_sources to re-light the area without the removed light.
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values of from_nodes are lighting values.
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*/
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void VoxelManipulator::unspreadLight(enum LightBank bank,
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std::map<v3s16, u8> & from_nodes,
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std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
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{
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if(from_nodes.empty())
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return;
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for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
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j != from_nodes.end(); ++j)
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{
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unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
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}
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}
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#endif
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#if 0
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/*
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Goes recursively through the neighbours of the node.
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Alters only transparent nodes.
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If the lighting of the neighbour is lower than the lighting of
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the node was (before changing it to 0 at the step before), the
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lighting of the neighbour is set to 0 and then the same stuff
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repeats for the neighbour.
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The ending nodes of the routine are stored in light_sources.
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This is useful when a light is removed. In such case, this
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routine can be called for the light node and then again for
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light_sources to re-light the area without the removed light.
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values of from_nodes are lighting values.
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*/
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void VoxelManipulator::unspreadLight(enum LightBank bank,
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core::map<v3s16, u8> & from_nodes,
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core::map<v3s16, bool> & light_sources)
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{
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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if(from_nodes.size() == 0)
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return;
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core::map<v3s16, u8> unlighted_nodes;
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core::map<v3s16, u8>::Iterator j;
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j = from_nodes.getIterator();
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for(; j.atEnd() == false; j++)
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{
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v3s16 pos = j.getNode()->getKey();
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addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
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//MapNode &n = m_data[m_area.index(pos)];
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u8 oldlight = j.getNode()->getValue();
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// Loop through 6 neighbors
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for(u16 i=0; i<6; i++)
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{
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// Get the position of the neighbor node
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v3s16 n2pos = pos + dirs[i];
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u32 n2i = m_area.index(n2pos);
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if(m_flags[n2i] & VOXELFLAG_NO_DATA)
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continue;
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MapNode &n2 = m_data[n2i];
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/*
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If the neighbor is dimmer than what was specified
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as oldlight (the light of the previous node)
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*/
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if(n2.getLight(bank, nodemgr) < oldlight)
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{
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/*
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And the neighbor is transparent and it has some light
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*/
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if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
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{
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/*
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Set light to 0 and add to queue
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*/
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u8 current_light = n2.getLight(bank, nodemgr);
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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"<<std::endl;
|
|
light_sources.remove(n2pos);
|
|
}*/
|
|
}
|
|
}
|
|
else{
|
|
light_sources.insert(n2pos, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*dstream<<"unspreadLight(): Changed block "
|
|
<<blockchangecount<<" times"
|
|
<<" for "<<from_nodes.size()<<" nodes"
|
|
<<std::endl;*/
|
|
|
|
if(unlighted_nodes.size() > 0)
|
|
unspreadLight(bank, unlighted_nodes, light_sources);
|
|
}
|
|
#endif
|
|
|
|
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
|
|
INodeDefManager *nodemgr)
|
|
{
|
|
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
|
|
};
|
|
|
|
VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
|
|
addArea(voxel_area);
|
|
|
|
u32 i = m_area.index(p);
|
|
|
|
if(m_flags[i] & VOXELFLAG_NO_DATA)
|
|
return;
|
|
|
|
MapNode &n = m_data[i];
|
|
|
|
u8 oldlight = n.getLight(bank, nodemgr);
|
|
u8 newlight = diminish_light(oldlight);
|
|
|
|
// Loop through 6 neighbors
|
|
for(u16 i=0; i<6; i++)
|
|
{
|
|
// Get the position of the neighbor node
|
|
v3s16 n2pos = p + dirs[i];
|
|
|
|
u32 n2i = m_area.index(n2pos);
|
|
|
|
if(m_flags[n2i] & VOXELFLAG_NO_DATA)
|
|
continue;
|
|
|
|
MapNode &n2 = m_data[n2i];
|
|
|
|
u8 light2 = n2.getLight(bank, nodemgr);
|
|
|
|
/*
|
|
If the neighbor is brighter than the current node,
|
|
add to list (it will light up this node on its turn)
|
|
*/
|
|
if(light2 > undiminish_light(oldlight))
|
|
{
|
|
spreadLight(bank, n2pos, nodemgr);
|
|
}
|
|
/*
|
|
If the neighbor is dimmer than how much light this node
|
|
would spread on it, add to list
|
|
*/
|
|
if(light2 < newlight)
|
|
{
|
|
if(nodemgr->get(n2).light_propagates)
|
|
{
|
|
n2.setLight(bank, newlight, nodemgr);
|
|
spreadLight(bank, n2pos, nodemgr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#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<v3s16, bool> & from_nodes)
|
|
{
|
|
if(from_nodes.size() == 0)
|
|
return;
|
|
|
|
core::map<v3s16, bool> lighted_nodes;
|
|
core::map<v3s16, bool>::Iterator j;
|
|
j = from_nodes.getIterator();
|
|
|
|
for(; j.atEnd() == false; j++)
|
|
{
|
|
v3s16 pos = j.getNode()->getKey();
|
|
|
|
spreadLight(bank, pos);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
|
|
|
|
#if 1
|
|
/*
|
|
Lights neighbors of from_nodes, collects all them and then
|
|
goes on recursively.
|
|
*/
|
|
void VoxelManipulator::spreadLight(enum LightBank bank,
|
|
std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
|
|
{
|
|
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.empty())
|
|
return;
|
|
|
|
std::set<v3s16> lighted_nodes;
|
|
|
|
for(std::set<v3s16>::iterator j = from_nodes.begin();
|
|
j != from_nodes.end(); ++j)
|
|
{
|
|
v3s16 pos = *j;
|
|
|
|
VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
|
|
addArea(voxel_area);
|
|
|
|
u32 i = m_area.index(pos);
|
|
|
|
if(m_flags[i] & VOXELFLAG_NO_DATA)
|
|
continue;
|
|
|
|
MapNode &n = m_data[i];
|
|
|
|
u8 oldlight = n.getLight(bank, nodemgr);
|
|
u8 newlight = diminish_light(oldlight);
|
|
|
|
// Loop through 6 neighbors
|
|
for(u16 i=0; i<6; i++)
|
|
{
|
|
// Get the position of the neighbor node
|
|
v3s16 n2pos = pos + dirs[i];
|
|
|
|
try
|
|
{
|
|
u32 n2i = m_area.index(n2pos);
|
|
|
|
if(m_flags[n2i] & VOXELFLAG_NO_DATA)
|
|
continue;
|
|
|
|
MapNode &n2 = m_data[n2i];
|
|
|
|
u8 light2 = n2.getLight(bank, nodemgr);
|
|
|
|
/*
|
|
If the neighbor is brighter than the current node,
|
|
add to list (it will light up this node on its turn)
|
|
*/
|
|
if(light2 > undiminish_light(oldlight))
|
|
{
|
|
lighted_nodes.insert(n2pos);
|
|
}
|
|
/*
|
|
If the neighbor is dimmer than how much light this node
|
|
would spread on it, add to list
|
|
*/
|
|
if(light2 < newlight)
|
|
{
|
|
if(nodemgr->get(n2).light_propagates)
|
|
{
|
|
n2.setLight(bank, newlight, nodemgr);
|
|
lighted_nodes.insert(n2pos);
|
|
}
|
|
}
|
|
}
|
|
catch(InvalidPositionException &e)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*dstream<<"spreadLight(): Changed block "
|
|
<<blockchangecount<<" times"
|
|
<<" for "<<from_nodes.size()<<" nodes"
|
|
<<std::endl;*/
|
|
|
|
if(!lighted_nodes.empty())
|
|
spreadLight(bank, lighted_nodes, nodemgr);
|
|
}
|
|
#endif
|
|
|
|
//END
|