Remove unused light updating code

Also remove the unit test that tests the removed algorithms.
This commit is contained in:
Dániel Juhász 2018-02-04 04:16:45 +01:00 committed by Andrew Ward
parent cf0bcebc76
commit 735fc2a1f2
7 changed files with 0 additions and 709 deletions

@ -132,198 +132,6 @@ std::string MapBlock::getModifiedReasonString()
return reason;
}
/*
Propagates sunlight down through the block.
Doesn't modify nodes that are not affected by sunlight.
Returns false if sunlight at bottom block is invalid.
Returns true if sunlight at bottom block is valid.
Returns true if bottom block doesn't exist.
If there is a block above, continues from it.
If there is no block above, assumes there is sunlight, unless
is_underground is set or highest node is water.
All sunlighted nodes are added to light_sources.
if remove_light==true, sets non-sunlighted nodes black.
if black_air_left!=NULL, it is set to true if non-sunlighted
air is left in block.
*/
bool MapBlock::propagateSunlight(std::set<v3s16> & light_sources,
bool remove_light, bool *black_air_left)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
// Whether the sunlight at the top of the bottom block is valid
bool block_below_is_valid = true;
v3s16 pos_relative = getPosRelative();
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
{
#if 1
bool no_sunlight = false;
//bool no_top_block = false;
// Check if node above block has sunlight
bool is_valid_position;
MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z),
&is_valid_position);
if (is_valid_position)
{
if(n.getContent() == CONTENT_IGNORE)
{
// Trust heuristics
no_sunlight = is_underground;
}
else if(n.getLight(LIGHTBANK_DAY, m_gamedef->ndef()) != LIGHT_SUN)
{
no_sunlight = true;
}
}
else
{
//no_top_block = true;
// NOTE: This makes over-ground roofed places sunlighted
// Assume sunlight, unless is_underground==true
if(is_underground)
{
no_sunlight = true;
}
else
{
MapNode n = getNodeNoEx(v3s16(x, MAP_BLOCKSIZE-1, z));
if (!m_gamedef->ndef()->get(n).sunlight_propagates) {
no_sunlight = true;
}
}
// NOTE: As of now, this just would make everything dark.
// No sunlight here
//no_sunlight = true;
}
#endif
#if 0 // Doesn't work; nothing gets light.
bool no_sunlight = true;
bool no_top_block = false;
// Check if node above block has sunlight
try{
MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
{
no_sunlight = false;
}
}
catch(InvalidPositionException &e)
{
no_top_block = true;
}
#endif
/*std::cout<<"("<<x<<","<<z<<"): "
<<"no_top_block="<<no_top_block
<<", is_underground="<<is_underground
<<", no_sunlight="<<no_sunlight
<<std::endl;*/
s16 y = MAP_BLOCKSIZE-1;
// This makes difference to diminishing in water.
bool stopped_to_solid_object = false;
u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
for(; y >= 0; y--)
{
v3s16 pos(x, y, z);
MapNode &n = getNodeRef(pos);
if(current_light == 0)
{
// Do nothing
}
else if(current_light == LIGHT_SUN && nodemgr->get(n).sunlight_propagates)
{
// Do nothing: Sunlight is continued
} else if (!nodemgr->get(n).light_propagates) {
// A solid object is on the way.
stopped_to_solid_object = true;
// Light stops.
current_light = 0;
}
else
{
// Diminish light
current_light = diminish_light(current_light);
}
u8 old_light = n.getLight(LIGHTBANK_DAY, nodemgr);
if(current_light > old_light || remove_light)
{
n.setLight(LIGHTBANK_DAY, current_light, nodemgr);
}
if(diminish_light(current_light) != 0)
{
light_sources.insert(pos_relative + pos);
}
if(current_light == 0 && stopped_to_solid_object)
{
if(black_air_left)
{
*black_air_left = true;
}
}
}
// Whether or not the block below should see LIGHT_SUN
bool sunlight_should_go_down = (current_light == LIGHT_SUN);
/*
If the block below hasn't already been marked invalid:
Check if the node below the block has proper sunlight at top.
If not, the block below is invalid.
Ignore non-transparent nodes as they always have no light
*/
if(block_below_is_valid)
{
MapNode n = getNodeParent(v3s16(x, -1, z), &is_valid_position);
if (is_valid_position) {
if(nodemgr->get(n).light_propagates)
{
if(n.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN
&& !sunlight_should_go_down)
block_below_is_valid = false;
else if(n.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN
&& sunlight_should_go_down)
block_below_is_valid = false;
}
}
else
{
/*std::cout<<"InvalidBlockException for bottom block node"
<<std::endl;*/
// Just no block below, no need to panic.
}
}
}
}
return block_below_is_valid;
}
void MapBlock::copyTo(VoxelManipulator &dst)
{
v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);

@ -348,10 +348,6 @@ public:
setNode(x0 + x, y0 + y, z0 + z, node);
}
// See comments in mapblock.cpp
bool propagateSunlight(std::set<v3s16> &light_sources,
bool remove_light=false, bool *black_air_left=NULL);
// Copies data to VoxelManipulator to getPosRelative()
void copyTo(VoxelManipulator &dst);

@ -30,8 +30,6 @@ public:
void runTests(IGameDef *gamedef);
void testPropogateSunlight(INodeDefManager *ndef);
void testClearLightAndCollectSources(INodeDefManager *ndef);
void testVoxelLineIterator(INodeDefManager *ndef);
};
@ -41,171 +39,11 @@ void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
{
INodeDefManager *ndef = gamedef->getNodeDefManager();
TEST(testPropogateSunlight, ndef);
TEST(testClearLightAndCollectSources, ndef);
TEST(testVoxelLineIterator, ndef);
}
////////////////////////////////////////////////////////////////////////////////
void TestVoxelAlgorithms::testPropogateSunlight(INodeDefManager *ndef)
{
VoxelManipulator v;
for (u16 z = 0; z < 3; z++)
for (u16 y = 0; y < 3; y++)
for (u16 x = 0; x < 3; x++) {
v3s16 p(x,y,z);
v.setNodeNoRef(p, MapNode(CONTENT_AIR));
}
VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
== LIGHT_SUN);
}
v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
== LIGHT_SUN);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(2,0,2)).getLight(LIGHTBANK_DAY, ndef)
== 0);
}
v.setNodeNoRef(v3s16(1,3,2), MapNode(t_CONTENT_STONE));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,1,2)).getLight(LIGHTBANK_DAY, ndef)
== 0);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
UASSERT(v.getNode(v3s16(1,0,2)).getLight(LIGHTBANK_DAY, ndef)
== 0);
}
{
MapNode n(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, 10, ndef);
v.setNodeNoRef(v3s16(1,-1,2), n);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
}
{
MapNode n(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
v.setNodeNoRef(v3s16(1,-1,2), n);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == false);
}
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, false, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == false);
}
v.setNodeNoRef(v3s16(1,3,2), MapNode(CONTENT_IGNORE));
{
std::set<v3s16> light_sources;
voxalgo::setLight(v, a, 0, ndef);
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
v, a, true, light_sources, ndef);
UASSERT(res.bottom_sunlight_valid == true);
}
}
void TestVoxelAlgorithms::testClearLightAndCollectSources(INodeDefManager *ndef)
{
VoxelManipulator v;
for (u16 z = 0; z < 3; z++)
for (u16 y = 0; y < 3; y++)
for (u16 x = 0; x < 3; x++) {
v3s16 p(x,y,z);
v.setNode(p, MapNode(CONTENT_AIR));
}
VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));
v.setNodeNoRef(v3s16(1,1,1), MapNode(t_CONTENT_TORCH));
{
MapNode n(CONTENT_AIR);
n.setLight(LIGHTBANK_DAY, 1, ndef);
v.setNode(v3s16(1,1,2), n);
}
{
std::set<v3s16> light_sources;
std::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(v, a, LIGHTBANK_DAY,
ndef, light_sources, unlight_from);
//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
UASSERT(v.getNode(v3s16(0,1,1)).getLight(LIGHTBANK_DAY, ndef) == 0);
UASSERT(light_sources.find(v3s16(1,1,1)) != light_sources.end());
UASSERT(light_sources.size() == 1);
UASSERT(unlight_from.find(v3s16(1,1,2)) != unlight_from.end());
UASSERT(unlight_from.size() == 1);
}
}
void TestVoxelAlgorithms::testVoxelLineIterator(INodeDefManager *ndef)
{
// Test some lines

@ -315,194 +315,6 @@ void VoxelManipulator::clearFlag(u8 flags)
<<volume<<" nodes"<<std::endl;*/
}
void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
addArea(voxel_area);
// Loop through 6 neighbors
for (const v3s16 &dir : g_6dirs) {
// Get the position of the neighbor node
v3s16 n2pos = p + dir;
u32 n2i = m_area.index(n2pos);
if(m_flags[n2i] & VOXELFLAG_NO_DATA)
continue;
MapNode &n2 = m_data[n2i];
/*
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
u8 light2 = n2.getLight(bank, nodemgr);
if(light2 < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
if(nodemgr->get(n2).light_propagates && light2 != 0)
{
/*
Set light to 0 and add to queue
*/
n2.setLight(bank, 0, nodemgr);
unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
/*
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);
}
}
}
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
INodeDefManager *nodemgr)
{
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 (const auto &dir : g_6dirs) {
// Get the position of the neighbor node
v3s16 n2pos = p + dir;
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);
}
}
}
}
const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
/*
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)
{
if(from_nodes.empty())
return;
std::set<v3s16> lighted_nodes;
for (const v3s16 &pos : from_nodes) {
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 (const v3s16 &dir : g_6dirs) {
// Get the position of the neighbor node
v3s16 n2pos = pos + dir;
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);
}
//END

@ -471,15 +471,6 @@ public:
void clearFlag(u8 flag);
// TODO: Move to voxelalgorithms.h
void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
std::set<v3s16> & light_sources, INodeDefManager *nodemgr);
void spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr);
void spreadLight(enum LightBank bank,
std::set<v3s16> & from_nodes, INodeDefManager *nodemgr);
/*
Member variables
*/

@ -25,136 +25,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
namespace voxalgo
{
void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
INodeDefManager *ndef)
{
for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
{
v3s16 p(x,y,z);
MapNode &n = v.getNodeRefUnsafe(p);
n.setLight(LIGHTBANK_DAY, light, ndef);
n.setLight(LIGHTBANK_NIGHT, light, ndef);
}
}
void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
enum LightBank bank, INodeDefManager *ndef,
std::set<v3s16> & light_sources,
std::map<v3s16, u8> & unlight_from)
{
// The full area we shall touch
VoxelArea required_a = a;
required_a.pad(v3s16(0,0,0));
// Make sure we have access to it
v.addArea(a);
for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
{
v3s16 p(x,y,z);
MapNode &n = v.getNodeRefUnsafe(p);
u8 oldlight = n.getLight(bank, ndef);
n.setLight(bank, 0, ndef);
// If node sources light, add to list
u8 source = ndef->get(n).light_source;
if(source != 0)
light_sources.insert(p);
// Collect borders for unlighting
if((x==a.MinEdge.X || x == a.MaxEdge.X
|| y==a.MinEdge.Y || y == a.MaxEdge.Y
|| z==a.MinEdge.Z || z == a.MaxEdge.Z)
&& oldlight != 0)
{
unlight_from[p] = oldlight;
}
}
}
SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
bool inexistent_top_provides_sunlight,
std::set<v3s16> & light_sources,
INodeDefManager *ndef)
{
// Return values
bool bottom_sunlight_valid = true;
// The full area we shall touch extends one extra at top and bottom
VoxelArea required_a = a;
required_a.pad(v3s16(0,1,0));
// Make sure we have access to it
v.addArea(a);
s16 max_y = a.MaxEdge.Y;
s16 min_y = a.MinEdge.Y;
for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
{
v3s16 p_overtop(x, max_y+1, z);
bool overtop_has_sunlight = false;
// If overtop node does not exist, trust heuristics
if(!v.exists(p_overtop))
overtop_has_sunlight = inexistent_top_provides_sunlight;
else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE)
overtop_has_sunlight = inexistent_top_provides_sunlight;
// Otherwise refer to it's light value
else
overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
LIGHTBANK_DAY, ndef) == LIGHT_SUN);
// Copy overtop's sunlight all over the place
u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
for(s32 y=max_y; y>=min_y; y--)
{
v3s16 p(x,y,z);
MapNode &n = v.getNodeRefUnsafe(p);
if(incoming_light == 0){
// Do nothing
} else if(incoming_light == LIGHT_SUN &&
ndef->get(n).sunlight_propagates){
// Do nothing
} else if(!ndef->get(n).sunlight_propagates){
incoming_light = 0;
} else {
incoming_light = diminish_light(incoming_light);
}
u8 old_light = n.getLight(LIGHTBANK_DAY, ndef);
if(incoming_light > old_light)
n.setLight(LIGHTBANK_DAY, incoming_light, ndef);
if(diminish_light(incoming_light) != 0)
light_sources.insert(p);
}
// Check validity of sunlight at top of block below if it
// hasn't already been proven invalid
if(bottom_sunlight_valid)
{
bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN);
v3s16 p_overbottom(x, min_y-1, z);
if(!v.exists(p_overbottom) ||
v.getNodeRefUnsafe(p_overbottom
).getContent() == CONTENT_IGNORE){
// Is not known, cannot compare
} else {
bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom
).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN);
if(sunlight_should_continue_down != overbottom_has_sunlight){
bottom_sunlight_valid = false;
}
}
}
}
return {bottom_sunlight_valid};
}
/*!
* A direction.
* 0=X+

@ -31,30 +31,6 @@ class MMVManip;
namespace voxalgo
{
// TODO: Move unspreadLight and spreadLight from VoxelManipulator to here
void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
INodeDefManager *ndef);
void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
enum LightBank bank, INodeDefManager *ndef,
std::set<v3s16> & light_sources,
std::map<v3s16, u8> & unlight_from);
struct SunlightPropagateResult
{
bool bottom_sunlight_valid;
SunlightPropagateResult(bool bottom_sunlight_valid_):
bottom_sunlight_valid(bottom_sunlight_valid_)
{}
};
SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
bool inexistent_top_provides_sunlight,
std::set<v3s16> & light_sources,
INodeDefManager *ndef);
/*!
* Updates the lighting on the map.
* The result will be correct only if