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735fc2a1f2
Also remove the unit test that tests the removed algorithms.
158 lines
4.5 KiB
C++
158 lines
4.5 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "voxel.h"
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#include "mapnode.h"
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#include "util/container.h"
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class Map;
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class ServerMap;
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class MapBlock;
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class MMVManip;
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namespace voxalgo
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{
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/*!
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* Updates the lighting on the map.
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* The result will be correct only if
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* no nodes were changed except the given ones.
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* Before calling this procedure make sure that all new nodes on
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* the map have zero light level!
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*
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* \param oldnodes contains the MapNodes that were replaced by the new
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* MapNodes and their positions
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* \param modified_blocks output, contains all map blocks that
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* the function modified
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*/
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void update_lighting_nodes(
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Map *map,
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std::vector<std::pair<v3s16, MapNode> > &oldnodes,
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std::map<v3s16, MapBlock*> &modified_blocks);
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/*!
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* Updates borders of the given mapblock.
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* Only updates if the block was marked with incomplete
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* lighting and the neighbor is also loaded.
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*
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* \param block the block to update
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* \param modified_blocks output, contains all map blocks that
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* the function modified
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*/
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void update_block_border_lighting(Map *map, MapBlock *block,
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std::map<v3s16, MapBlock*> &modified_blocks);
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/*!
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* Copies back nodes from a voxel manipulator
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* to the map and updates lighting.
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* For server use only.
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*
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* \param modified_blocks output, contains all map blocks that
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* the function modified
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*/
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void blit_back_with_light(ServerMap *map, MMVManip *vm,
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std::map<v3s16, MapBlock*> *modified_blocks);
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/*!
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* Corrects the light in a map block.
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* For server use only.
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*
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* \param block the block to update
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*/
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void repair_block_light(ServerMap *map, MapBlock *block,
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std::map<v3s16, MapBlock*> *modified_blocks);
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/*!
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* This class iterates trough voxels that intersect with
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* a line. The collision detection does not see nodeboxes,
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* every voxel is a cube and is returned.
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* This iterator steps to all nodes exactly once.
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*/
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struct VoxelLineIterator
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{
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public:
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//! Starting position of the line in world coordinates.
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v3f m_start_position;
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//! Direction and length of the line in world coordinates.
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v3f m_line_vector;
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/*!
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* Each component stores the next smallest positive number, by
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* which multiplying the line's vector gives a vector that ends
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* on the intersection of two nodes.
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*/
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v3f m_next_intersection_multi { 10000.0f, 10000.0f, 10000.0f };
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/*!
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* Each component stores the smallest positive number, by which
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* m_next_intersection_multi's components can be increased.
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*/
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v3f m_intersection_multi_inc { 10000.0f, 10000.0f, 10000.0f };
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/*!
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* Direction of the line. Each component can be -1 or 1 (if a
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* component of the line's vector is 0, then there will be 1).
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*/
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v3s16 m_step_directions { 1, 1, 1 };
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//! Position of the current node.
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v3s16 m_current_node_pos;
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//! Index of the current node
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s16 m_current_index = 0;
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//! Position of the start node.
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v3s16 m_start_node_pos;
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//! Index of the last node
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s16 m_last_index;
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/*!
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* Creates a voxel line iterator with the given line.
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* @param start_position starting point of the line
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* in voxel coordinates
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* @param line_vector length and direction of the
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* line in voxel coordinates. start_position+line_vector
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* is the end of the line
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*/
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VoxelLineIterator(const v3f &start_position,const v3f &line_vector);
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/*!
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* Steps to the next voxel.
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* Updates m_current_node_pos and
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* m_previous_node_pos.
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* Note that it works even if hasNext() is false,
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* continuing the line as a ray.
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*/
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void next();
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/*!
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* Returns true if the next voxel intersects the given line.
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*/
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inline bool hasNext() const
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{
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return m_current_index < m_last_index;
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}
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/*!
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* Returns how many times next() must be called until
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* voxel==m_current_node_pos.
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* If voxel does not intersect with the line,
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* the result is undefined.
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*/
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s16 getIndex(v3s16 voxel);
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};
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} // namespace voxalgo
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