mirror of
https://github.com/minetest/minetest.git
synced 2024-08-21 14:04:13 +02:00
Modified block mesh generation to have clearer input and output. Instead of being a messy object oriented cludge, it now is a messy cludge with separate parameters.
This commit is contained in:
parent
01c2b003e1
commit
e0f7bd4d57
@ -1238,6 +1238,35 @@ bool Client::AsyncProcessPacket()
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block->deSerialize(istr, ser_version);
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sector->insertBlock(block);
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//block->setChangedFlag();
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//DEBUG
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/*NodeMod mod;
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mod.type = NODEMOD_CHANGECONTENT;
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mod.param = CONTENT_MESE;
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block->setTempMod(v3s16(8,10,8), mod);
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block->setTempMod(v3s16(8,9,8), mod);
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block->setTempMod(v3s16(8,8,8), mod);
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block->setTempMod(v3s16(8,7,8), mod);
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block->setTempMod(v3s16(8,6,8), mod);*/
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/*
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Add some coulds
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Well, this is a dumb way to do it, they should just
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be drawn as separate objects.
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*/
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/*if(p.Y == 3)
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{
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NodeMod mod;
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mod.type = NODEMOD_CHANGECONTENT;
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mod.param = CONTENT_CLOUD;
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v3s16 p2;
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p2.Y = 8;
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for(p2.X=3; p2.X<=13; p2.X++)
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for(p2.Z=3; p2.Z<=13; p2.Z++)
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{
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block->setTempMod(p2, mod);
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}
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}*/
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}
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} //envlock
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@ -891,7 +891,8 @@ void ClientEnvironment::step(float dtime)
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{
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v3s16 p_blocks = getNodeBlockPos(bottompos);
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MapBlock *b = m_map->getBlockNoCreate(p_blocks);
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b->updateMesh(m_daynight_ratio);
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//b->updateMesh(m_daynight_ratio);
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b->setMeshExpired(true);
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}
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}
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}
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@ -5482,8 +5482,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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mesh_update_count++;
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// Mesh has been expired: generate new mesh
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//block->updateMeshes(daynight_i);
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block->updateMesh(daynight_ratio);
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//m_client->addUpdateMeshTask(block);
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mesh_expired = false;
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}
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@ -5691,6 +5691,7 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
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v3s16 p = blockpos + v3s16(0,0,0);
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MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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//b->setMeshExpired(true);
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}
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catch(InvalidPositionException &e){}
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// Leading edge
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@ -5698,18 +5699,21 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
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v3s16 p = blockpos + v3s16(-1,0,0);
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MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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//b->setMeshExpired(true);
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}
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catch(InvalidPositionException &e){}
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try{
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v3s16 p = blockpos + v3s16(0,-1,0);
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MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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//b->setMeshExpired(true);
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}
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catch(InvalidPositionException &e){}
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try{
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v3s16 p = blockpos + v3s16(0,0,-1);
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MapBlock *b = getBlockNoCreate(p);
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b->updateMesh(daynight_ratio);
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//b->setMeshExpired(true);
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}
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catch(InvalidPositionException &e){}
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}
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191
src/mapblock.cpp
191
src/mapblock.cpp
@ -146,7 +146,7 @@ MapNode MapBlock::getNodeParentNoEx(v3s16 p)
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returns encoded light value.
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*/
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u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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v3s16 face_dir)
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{
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try{
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@ -182,7 +182,7 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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#ifndef SERVER
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void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
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void makeFastFace(TileSpec tile, u8 light, v3f p,
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v3s16 dir, v3f scale, v3f posRelative_f,
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core::array<FastFace> &dest)
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{
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@ -283,7 +283,7 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
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Gets node tile from any place relative to block.
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Returns TILE_NODE if doesn't exist or should not be drawn.
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*/
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TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
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TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
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NodeModMap &temp_mods)
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{
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TileSpec spec;
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@ -335,7 +335,7 @@ TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
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return spec;
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}
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u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
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u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
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{
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/*
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Check temporary modifications on this node
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@ -378,7 +378,7 @@ u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
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translate_dir: unit vector with only one of x, y or z
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face_dir: unit vector with only one of x, y or z
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*/
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void MapBlock::updateFastFaceRow(
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void updateFastFaceRow(
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u32 daynight_ratio,
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v3f posRelative_f,
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v3s16 startpos,
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@ -388,19 +388,19 @@ void MapBlock::updateFastFaceRow(
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v3s16 face_dir,
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v3f face_dir_f,
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core::array<FastFace> &dest,
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NodeModMap &temp_mods)
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NodeModMap &temp_mods,
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VoxelManipulator &vmanip,
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v3s16 blockpos_nodes)
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{
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v3s16 p = startpos;
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u16 continuous_tiles_count = 0;
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MapNode n0 = getNodeParentNoEx(p);
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MapNode n1 = getNodeParentNoEx(p + face_dir);
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u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
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MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
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MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
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TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
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TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
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u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
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for(u16 j=0; j<length; j++)
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{
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@ -418,8 +418,9 @@ void MapBlock::updateFastFaceRow(
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if(j != length - 1)
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{
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p_next = p + translate_dir;
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n0_next = getNodeParentNoEx(p_next);
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n1_next = getNodeParentNoEx(p_next + face_dir);
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n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
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n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
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tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
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tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
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light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
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@ -610,36 +611,20 @@ private:
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core::array<PreMeshBuffer> m_prebuffers;
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};
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void MapBlock::updateMesh(u32 daynight_ratio)
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scene::SMesh* makeMapBlockMesh(
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u32 daynight_ratio,
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NodeModMap &temp_mods,
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VoxelManipulator &vmanip,
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v3s16 blockpos_nodes)
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{
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#if 0
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/*
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DEBUG: If mesh has been generated, don't generate it again
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*/
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{
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JMutexAutoLock meshlock(mesh_mutex);
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if(mesh != NULL)
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return;
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}
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#endif
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// 4-21ms for MAP_BLOCKSIZE=16
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// 24-155ms for MAP_BLOCKSIZE=32
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//TimeTaker timer1("updateMesh()");
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//TimeTaker timer1("makeMapBlockMesh()");
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core::array<FastFace> fastfaces_new;
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v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
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getPosRelative().Z); // floating point conversion
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/*
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Avoid interlocks by copying m_temp_mods
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*/
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NodeModMap temp_mods;
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{
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JMutexAutoLock lock(m_temp_mods_mutex);
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m_temp_mods.copy(temp_mods);
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}
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// floating point conversion
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v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
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/*
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Some settings
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@ -675,7 +660,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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v3s16(0,1,0), //face dir
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v3f (0,1,0),
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fastfaces_new,
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temp_mods);
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temp_mods,
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vmanip,
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blockpos_nodes);
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}
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}
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/*
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@ -690,7 +677,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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v3s16(1,0,0),
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v3f (1,0,0),
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fastfaces_new,
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temp_mods);
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temp_mods,
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vmanip,
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blockpos_nodes);
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}
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}
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/*
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@ -705,7 +694,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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v3s16(0,0,1),
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v3f (0,0,1),
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fastfaces_new,
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temp_mods);
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temp_mods,
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vmanip,
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blockpos_nodes);
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}
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}
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}
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@ -790,7 +781,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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{
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v3s16 p(x,y,z);
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MapNode &n = getNodeRef(x,y,z);
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MapNode &n = vmanip.getNodeRef(blockpos_nodes+p);
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/*
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Add torches to mesh
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@ -825,7 +816,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXZBy(-45);
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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// Set material
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@ -890,7 +881,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXYBy(90);
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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// Set material
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@ -917,7 +908,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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{
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bool top_is_water = false;
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try{
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MapNode n = getNodeParent(v3s16(x,y+1,z));
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MapNode n = vmanip.getNode(blockpos_nodes + v3s16(x,y+1,z));
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if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
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top_is_water = true;
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}catch(InvalidPositionException &e){}
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@ -950,7 +941,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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try{
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// Check neighbor
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v3s16 p2 = p + neighbor_dirs[i];
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MapNode n2 = getNodeParent(p2);
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MapNode n2 = vmanip.getNode(blockpos_nodes + p2);
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content = n2.d;
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@ -964,7 +955,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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// NOTE: This doesn't get executed if neighbor
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// doesn't exist
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p2.Y += 1;
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n2 = getNodeParent(p2);
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n2 = vmanip.getNode(blockpos_nodes + p2);
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if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
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flags |= neighborflag_top_is_water;
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}
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@ -1124,7 +1115,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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if(dir == v3s16(1,0,-0))
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vertices[j].Pos.rotateXZBy(-90);
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vertices[j].Pos += intToFloat(p + getPosRelative(), BS);
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vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@ -1163,7 +1154,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
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s32 j = corner_resolve[i];
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vertices[i].Pos.Y += corner_levels[j];
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@ -1179,7 +1170,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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//bool top_is_water = false;
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bool top_is_air = false;
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try{
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MapNode n = getNodeParent(v3s16(x,y+1,z));
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MapNode n = vmanip.getNode(blockpos_nodes + v3s16(x,y+1,z));
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/*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
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top_is_water = true;*/
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if(n.d == CONTENT_AIR)
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@ -1213,7 +1204,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@ -1280,7 +1271,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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for(u16 i=0; i<4; i++)
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{
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vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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@ -1334,11 +1325,92 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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the hardware buffer and then delete the mesh
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*/
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}
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return mesh_new;
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//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
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}
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/*scene::SMesh* makeMapBlockMesh(
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u32 daynight_ratio,
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NodeModMap &temp_mods,
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VoxelManipulator &vmanip,
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v3s16 blockpos_nodes)
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{
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}*/
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#if 1
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void MapBlock::updateMesh(u32 daynight_ratio)
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{
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#if 0
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/*
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DEBUG: If mesh has been generated, don't generate it again
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*/
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{
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JMutexAutoLock meshlock(mesh_mutex);
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if(mesh != NULL)
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return;
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}
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#endif
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/*
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Avoid interlocks by copying m_temp_mods
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*/
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NodeModMap temp_mods;
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copyTempMods(temp_mods);
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v3s16 blockpos_nodes = getPosRelative();
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VoxelManipulator vmanip;
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// Allocate this block + borders
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vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1),
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blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE));
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// Copy our data
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copyTo(vmanip);
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// Copy borders from map
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// +-Z
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for(s16 x=-1; x<=MAP_BLOCKSIZE; x++)
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for(s16 y=-1; y<=MAP_BLOCKSIZE; y++)
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for(s16 z=-1; z<=MAP_BLOCKSIZE; z+=MAP_BLOCKSIZE+1)
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{
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v3s16 p(x,y,z);
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vmanip.setNodeNoRef(blockpos_nodes+p, getNodeParentNoEx(p));
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}
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// +-Y
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for(s16 x=-1; x<=MAP_BLOCKSIZE; x++)
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for(s16 y=-1; y<=MAP_BLOCKSIZE; y+=MAP_BLOCKSIZE+1)
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for(s16 z=-1; z<=MAP_BLOCKSIZE; z++)
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{
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v3s16 p(x,y,z);
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vmanip.setNodeNoRef(blockpos_nodes+p, getNodeParentNoEx(p));
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}
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// +-Z
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for(s16 x=-1; x<=MAP_BLOCKSIZE; x+=MAP_BLOCKSIZE+1)
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for(s16 y=-1; y<=MAP_BLOCKSIZE; y++)
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for(s16 z=-1; z<=MAP_BLOCKSIZE; z++)
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{
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v3s16 p(x,y,z);
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vmanip.setNodeNoRef(blockpos_nodes+p, getNodeParentNoEx(p));
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}
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scene::SMesh *mesh_new = makeMapBlockMesh(
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daynight_ratio,
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temp_mods,
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vmanip,
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getPosRelative()
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);
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/*
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Replace the mesh
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*/
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replaceMesh(mesh_new);
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}
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#endif
|
||||
|
||||
void MapBlock::replaceMesh(scene::SMesh *mesh_new)
|
||||
{
|
||||
mesh_mutex.Lock();
|
||||
|
||||
//scene::SMesh *mesh_old = mesh[daynight_i];
|
||||
@ -1375,22 +1447,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
}
|
||||
|
||||
mesh_mutex.Unlock();
|
||||
|
||||
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
||||
}
|
||||
|
||||
/*void MapBlock::updateMeshes(s32 first_i)
|
||||
{
|
||||
assert(first_i >= 0 && first_i <= DAYNIGHT_CACHE_COUNT);
|
||||
updateMesh(first_i);
|
||||
for(s32 i=0; i<DAYNIGHT_CACHE_COUNT; i++)
|
||||
{
|
||||
if(i == first_i)
|
||||
continue;
|
||||
updateMesh(i);
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
#endif // !SERVER
|
||||
|
||||
/*
|
||||
@ -1597,6 +1655,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
|
||||
return block_below_is_valid;
|
||||
}
|
||||
|
||||
|
||||
void MapBlock::copyTo(VoxelManipulator &dst)
|
||||
{
|
||||
v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
|
||||
|
@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "voxel.h"
|
||||
#include "nodemetadata.h"
|
||||
|
||||
|
||||
// Named by looking towards z+
|
||||
enum{
|
||||
FACE_BACK=0,
|
||||
@ -157,6 +158,23 @@ public:
|
||||
virtual u16 nodeContainerId() const = 0;
|
||||
};
|
||||
|
||||
/*
|
||||
Plain functions in mapblock.cpp
|
||||
*/
|
||||
|
||||
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
||||
v3s16 face_dir);
|
||||
|
||||
scene::SMesh* makeMapBlockMesh(
|
||||
u32 daynight_ratio,
|
||||
NodeModMap &temp_mods,
|
||||
VoxelManipulator &vmanip,
|
||||
v3s16 blockpos_nodes);
|
||||
|
||||
/*
|
||||
MapBlock itself
|
||||
*/
|
||||
|
||||
class MapBlock : public NodeContainer
|
||||
{
|
||||
public:
|
||||
@ -380,11 +398,18 @@ public:
|
||||
Graphics-related methods
|
||||
*/
|
||||
|
||||
// A quick version with nodes passed as parameters
|
||||
/*// A quick version with nodes passed as parameters
|
||||
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
||||
v3s16 face_dir);
|
||||
// A more convenient version
|
||||
v3s16 face_dir);*/
|
||||
/*// A more convenient version
|
||||
u8 getFaceLight(u32 daynight_ratio, v3s16 p, v3s16 face_dir)
|
||||
{
|
||||
return getFaceLight(daynight_ratio,
|
||||
getNodeParentNoEx(p),
|
||||
getNodeParentNoEx(p + face_dir),
|
||||
face_dir);
|
||||
}*/
|
||||
u8 getFaceLight2(u32 daynight_ratio, v3s16 p, v3s16 face_dir)
|
||||
{
|
||||
return getFaceLight(daynight_ratio,
|
||||
getNodeParentNoEx(p),
|
||||
@ -394,14 +419,14 @@ public:
|
||||
|
||||
#ifndef SERVER
|
||||
// light = 0...255
|
||||
static void makeFastFace(TileSpec tile, u8 light, v3f p,
|
||||
/*static void makeFastFace(TileSpec tile, u8 light, v3f p,
|
||||
v3s16 dir, v3f scale, v3f posRelative_f,
|
||||
core::array<FastFace> &dest);
|
||||
core::array<FastFace> &dest);*/
|
||||
|
||||
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
|
||||
NodeModMap &temp_mods);
|
||||
u8 getNodeContent(v3s16 p, MapNode mn,
|
||||
NodeModMap &temp_mods);
|
||||
/*TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
|
||||
NodeModMap &temp_mods);*/
|
||||
/*u8 getNodeContent(v3s16 p, MapNode mn,
|
||||
NodeModMap &temp_mods);*/
|
||||
|
||||
/*
|
||||
Generates the FastFaces of a node row. This has a
|
||||
@ -411,7 +436,7 @@ public:
|
||||
translate_dir: unit vector with only one of x, y or z
|
||||
face_dir: unit vector with only one of x, y or z
|
||||
*/
|
||||
void updateFastFaceRow(
|
||||
/*void updateFastFaceRow(
|
||||
u32 daynight_ratio,
|
||||
v3f posRelative_f,
|
||||
v3s16 startpos,
|
||||
@ -421,12 +446,16 @@ public:
|
||||
v3s16 face_dir,
|
||||
v3f face_dir_f,
|
||||
core::array<FastFace> &dest,
|
||||
NodeModMap &temp_mods);
|
||||
NodeModMap &temp_mods);*/
|
||||
|
||||
/*
|
||||
Thread-safely updates the whole mesh of the mapblock.
|
||||
*/
|
||||
#if 1
|
||||
void updateMesh(u32 daynight_ratio);
|
||||
#endif
|
||||
|
||||
void replaceMesh(scene::SMesh *mesh_new);
|
||||
|
||||
#endif // !SERVER
|
||||
|
||||
@ -545,6 +574,11 @@ public:
|
||||
|
||||
return m_temp_mods.clear();
|
||||
}
|
||||
void copyTempMods(NodeModMap &dst)
|
||||
{
|
||||
JMutexAutoLock lock(m_temp_mods_mutex);
|
||||
m_temp_mods.copy(dst);
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
@ -517,14 +517,14 @@ struct TestMapBlock
|
||||
assert(b.getNode(v3s16(1,1,0)).getLight(LIGHTBANK_DAY) == 0);
|
||||
assert(b.getNode(v3s16(1,0,0)).getLight(LIGHTBANK_DAY) == 0);
|
||||
assert(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == LIGHT_SUN);
|
||||
assert(b.getFaceLight(1000, p, v3s16(0,1,0)) == LIGHT_SUN);
|
||||
assert(b.getFaceLight(1000, p, v3s16(0,-1,0)) == 0);
|
||||
assert(b.getFaceLight(0, p, v3s16(0,-1,0)) == 0);
|
||||
assert(b.getFaceLight2(1000, p, v3s16(0,1,0)) == LIGHT_SUN);
|
||||
assert(b.getFaceLight2(1000, p, v3s16(0,-1,0)) == 0);
|
||||
assert(b.getFaceLight2(0, p, v3s16(0,-1,0)) == 0);
|
||||
// According to MapBlock::getFaceLight,
|
||||
// The face on the z+ side should have double-diminished light
|
||||
//assert(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX)));
|
||||
// The face on the z+ side should have diminished light
|
||||
assert(b.getFaceLight(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
|
||||
assert(b.getFaceLight2(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
|
||||
}
|
||||
/*
|
||||
Check how the block handles being in between blocks with some non-sunlight
|
||||
|
@ -271,6 +271,7 @@ struct TileSpec
|
||||
// Use this so that leaves don't need a separate material
|
||||
//material_type(MATERIAL_ALPHA_SIMPLE),
|
||||
material_flags(
|
||||
//0 // <- DEBUG, Use the one below
|
||||
MATERIAL_FLAG_BACKFACE_CULLING
|
||||
)
|
||||
{
|
||||
|
@ -1391,6 +1391,7 @@ public:
|
||||
}
|
||||
u32 size()
|
||||
{
|
||||
JMutexAutoLock lock(m_mutex);
|
||||
return m_list.size();
|
||||
}
|
||||
void push_back(T t)
|
||||
|
28
src/voxel.h
28
src/voxel.h
@ -373,6 +373,34 @@ public:
|
||||
|
||||
return m_data[m_area.index(p)];
|
||||
}
|
||||
MapNode getNodeNoEx(v3s16 p)
|
||||
{
|
||||
emerge(p);
|
||||
|
||||
if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
|
||||
{
|
||||
return MapNode(CONTENT_IGNORE);
|
||||
}
|
||||
|
||||
return m_data[m_area.index(p)];
|
||||
}
|
||||
MapNode & getNodeRef(v3s16 p)
|
||||
{
|
||||
emerge(p);
|
||||
|
||||
if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
|
||||
{
|
||||
dstream<<"EXCEPT: 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
|
||||
("VoxelManipulator: getNode: inexistent");
|
||||
}
|
||||
|
||||
return m_data[m_area.index(p)];
|
||||
}
|
||||
void setNode(v3s16 p, MapNode &n)
|
||||
{
|
||||
emerge(p);
|
||||
|
Loading…
Reference in New Issue
Block a user