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LuaVoxelManip: Add area parameters back to calc_lighting and set_lighting, made optional this time; also fixed a slight bug with night values being ignored
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@ -1815,18 +1815,19 @@ methods:
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- update_map(): Update map after writing chunk back to map.
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- update_map(): Update map after writing chunk back to map.
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^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
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^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
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^ retrieved from minetest.get_mapgen_object
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^ retrieved from minetest.get_mapgen_object
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- set_lighting(light): Set the lighting within the VoxelManip
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- set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
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^ light is a table, {day=<0...15>, night=<0...15>}
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^ light is a table, {day=<0...15>, night=<0...15>}
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^ To be used only by a VoxelManip object from minetest.get_mapgen_object
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^ To be used only by a VoxelManip object from minetest.get_mapgen_object
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^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
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- get_light_data(): Gets the light data read into the VoxelManip object
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- get_light_data(): Gets the light data read into the VoxelManip object
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^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
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^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
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^ Each value is the bitwise combination of day and night light values (0..15 each)
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^ Each value is the bitwise combination of day and night light values (0..15 each)
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^ light = day + (night * 16)
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^ light = day + (night * 16)
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- set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
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- set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
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^ expects lighting data in the same format that get_light_data() returns
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^ expects lighting data in the same format that get_light_data() returns
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- calc_lighting(): Calculate lighting within the VoxelManip
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- calc_lighting(p1, p2): Calculate lighting within the VoxelManip
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^ To be used only by a VoxelManip object from minetest.get_mapgen_object
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^ To be used only by a VoxelManip object from minetest.get_mapgen_object
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^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
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- update_liquids(): Update liquid flow
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- update_liquids(): Update liquid flow
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VoxelArea: A helper class for voxel areas
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VoxelArea: A helper class for voxel areas
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@ -135,18 +135,23 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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LuaVoxelManip *o = checkobject(L, 1);
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LuaVoxelManip *o = checkobject(L, 1);
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if (!o->is_mapgen_vm)
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if (!o->is_mapgen_vm)
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return 0;
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return 0;
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INodeDefManager *ndef = getServer(L)->getNodeDefManager();
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INodeDefManager *ndef = getServer(L)->getNodeDefManager();
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EmergeManager *emerge = getServer(L)->getEmergeManager();
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EmergeManager *emerge = getServer(L)->getEmergeManager();
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ManualMapVoxelManipulator *vm = o->vm;
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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Mapgen mg;
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mg.vm = vm;
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mg.vm = vm;
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mg.ndef = ndef;
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mg.ndef = ndef;
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mg.water_level = emerge->params->water_level;
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mg.water_level = emerge->params->water_level;
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mg.calcLighting(vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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mg.calcLighting(p1, p2);
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE);
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return 0;
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return 0;
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}
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}
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@ -164,16 +169,20 @@ int LuaVoxelManip::l_set_lighting(lua_State *L)
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u8 light;
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u8 light;
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light = (getintfield_default(L, 2, "day", 0) & 0x0F);
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light = (getintfield_default(L, 2, "day", 0) & 0x0F);
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light |= (getintfield_default(L, 2, "night", 0) & 0x0F) << 8;
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light |= (getintfield_default(L, 2, "night", 0) & 0x0F) << 4;
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ManualMapVoxelManipulator *vm = o->vm;
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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Mapgen mg;
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mg.vm = vm;
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mg.vm = vm;
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mg.setLighting(vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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mg.setLighting(p1, p2, light);
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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light);
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return 0;
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return 0;
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}
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}
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