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12d1e4ff04
Fix some documentations issues Use getNodeNoCheck(v3s16, ...) in some cases instead of getNodeNoCheck(x, y, z, ...)
509 lines
11 KiB
C++
509 lines
11 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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#pragma once
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#include "irrlichttypes.h"
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#include "irr_v3d.h"
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#include <iostream>
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#include <cassert>
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#include "exceptions.h"
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#include "mapnode.h"
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#include <set>
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#include <list>
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#include "util/basic_macros.h"
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class NodeDefManager;
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// For VC++
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#undef min
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#undef max
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/*
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A fast voxel manipulator class.
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In normal operation, it fetches more map when it is requested.
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It can also be used so that all allowed area is fetched at the
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start, using ManualMapVoxelManipulator.
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Not thread-safe.
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*/
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/*
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Debug stuff
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*/
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extern u64 emerge_time;
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extern u64 emerge_load_time;
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/*
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This class resembles aabbox3d<s16> a lot, but has inclusive
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edges for saner handling of integer sizes
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*/
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class VoxelArea
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{
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public:
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// Starts as zero sized
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VoxelArea() = default;
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VoxelArea(const v3s16 &min_edge, const v3s16 &max_edge):
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MinEdge(min_edge),
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MaxEdge(max_edge)
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{
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cacheExtent();
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}
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VoxelArea(const v3s16 &p):
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MinEdge(p),
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MaxEdge(p)
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{
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cacheExtent();
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}
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/*
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Modifying methods
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*/
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void addArea(const VoxelArea &a)
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{
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if (hasEmptyExtent())
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{
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*this = a;
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return;
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}
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if(a.MinEdge.X < MinEdge.X) MinEdge.X = a.MinEdge.X;
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if(a.MinEdge.Y < MinEdge.Y) MinEdge.Y = a.MinEdge.Y;
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if(a.MinEdge.Z < MinEdge.Z) MinEdge.Z = a.MinEdge.Z;
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if(a.MaxEdge.X > MaxEdge.X) MaxEdge.X = a.MaxEdge.X;
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if(a.MaxEdge.Y > MaxEdge.Y) MaxEdge.Y = a.MaxEdge.Y;
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if(a.MaxEdge.Z > MaxEdge.Z) MaxEdge.Z = a.MaxEdge.Z;
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cacheExtent();
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}
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void addPoint(const v3s16 &p)
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{
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if(hasEmptyExtent())
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{
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MinEdge = p;
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MaxEdge = p;
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cacheExtent();
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return;
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}
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if(p.X < MinEdge.X) MinEdge.X = p.X;
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if(p.Y < MinEdge.Y) MinEdge.Y = p.Y;
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if(p.Z < MinEdge.Z) MinEdge.Z = p.Z;
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if(p.X > MaxEdge.X) MaxEdge.X = p.X;
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if(p.Y > MaxEdge.Y) MaxEdge.Y = p.Y;
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if(p.Z > MaxEdge.Z) MaxEdge.Z = p.Z;
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cacheExtent();
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}
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// Pad with d nodes
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void pad(const v3s16 &d)
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{
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MinEdge -= d;
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MaxEdge += d;
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}
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/*
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const methods
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*/
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const v3s16 &getExtent() const
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{
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return m_cache_extent;
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}
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/* Because MaxEdge and MinEdge are included in the voxel area an empty extent
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* is not represented by (0, 0, 0), but instead (-1, -1, -1)
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*/
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bool hasEmptyExtent() const
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{
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return MaxEdge - MinEdge == v3s16(-1, -1, -1);
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}
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s32 getVolume() const
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{
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return (s32)m_cache_extent.X * (s32)m_cache_extent.Y * (s32)m_cache_extent.Z;
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}
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bool contains(const VoxelArea &a) const
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{
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// No area contains an empty area
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// NOTE: Algorithms depend on this, so do not change.
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if(a.hasEmptyExtent())
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return false;
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return(
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a.MinEdge.X >= MinEdge.X && a.MaxEdge.X <= MaxEdge.X &&
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a.MinEdge.Y >= MinEdge.Y && a.MaxEdge.Y <= MaxEdge.Y &&
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a.MinEdge.Z >= MinEdge.Z && a.MaxEdge.Z <= MaxEdge.Z
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);
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}
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bool contains(v3s16 p) const
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{
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return(
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p.X >= MinEdge.X && p.X <= MaxEdge.X &&
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p.Y >= MinEdge.Y && p.Y <= MaxEdge.Y &&
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p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z
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);
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}
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bool contains(s32 i) const
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{
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return (i >= 0 && i < getVolume());
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}
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bool operator==(const VoxelArea &other) const
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{
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return (MinEdge == other.MinEdge
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&& MaxEdge == other.MaxEdge);
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}
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VoxelArea operator+(const v3s16 &off) const
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{
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return {MinEdge+off, MaxEdge+off};
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}
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VoxelArea operator-(const v3s16 &off) const
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{
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return {MinEdge-off, MaxEdge-off};
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}
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/*
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Returns 0-6 non-overlapping areas that can be added to
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a to make up this area.
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a: area inside *this
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*/
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void diff(const VoxelArea &a, std::list<VoxelArea> &result)
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{
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/*
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This can result in a maximum of 6 areas
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*/
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// If a is an empty area, return the current area as a whole
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if(a.getExtent() == v3s16(0,0,0))
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{
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VoxelArea b = *this;
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if(b.getVolume() != 0)
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result.push_back(b);
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return;
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}
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assert(contains(a)); // pre-condition
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// Take back area, XY inclusive
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{
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v3s16 min(MinEdge.X, MinEdge.Y, a.MaxEdge.Z+1);
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v3s16 max(MaxEdge.X, MaxEdge.Y, MaxEdge.Z);
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VoxelArea b(min, max);
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if(b.getVolume() != 0)
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result.push_back(b);
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}
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// Take front area, XY inclusive
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{
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v3s16 min(MinEdge.X, MinEdge.Y, MinEdge.Z);
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v3s16 max(MaxEdge.X, MaxEdge.Y, a.MinEdge.Z-1);
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VoxelArea b(min, max);
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if(b.getVolume() != 0)
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result.push_back(b);
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}
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// Take top area, X inclusive
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{
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v3s16 min(MinEdge.X, a.MaxEdge.Y+1, a.MinEdge.Z);
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v3s16 max(MaxEdge.X, MaxEdge.Y, a.MaxEdge.Z);
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VoxelArea b(min, max);
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if(b.getVolume() != 0)
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result.push_back(b);
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}
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// Take bottom area, X inclusive
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{
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v3s16 min(MinEdge.X, MinEdge.Y, a.MinEdge.Z);
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v3s16 max(MaxEdge.X, a.MinEdge.Y-1, a.MaxEdge.Z);
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VoxelArea b(min, max);
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if(b.getVolume() != 0)
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result.push_back(b);
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}
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// Take left area, non-inclusive
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{
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v3s16 min(MinEdge.X, a.MinEdge.Y, a.MinEdge.Z);
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v3s16 max(a.MinEdge.X-1, a.MaxEdge.Y, a.MaxEdge.Z);
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VoxelArea b(min, max);
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if(b.getVolume() != 0)
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result.push_back(b);
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}
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// Take right area, non-inclusive
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{
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v3s16 min(a.MaxEdge.X+1, a.MinEdge.Y, a.MinEdge.Z);
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v3s16 max(MaxEdge.X, a.MaxEdge.Y, a.MaxEdge.Z);
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VoxelArea b(min, max);
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if(b.getVolume() != 0)
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result.push_back(b);
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}
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}
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/*
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Translates position from virtual coordinates to array index
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*/
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s32 index(s16 x, s16 y, s16 z) const
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{
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s32 i = (s32)(z - MinEdge.Z) * m_cache_extent.Y * m_cache_extent.X
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+ (y - MinEdge.Y) * m_cache_extent.X
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+ (x - MinEdge.X);
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return i;
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}
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s32 index(v3s16 p) const
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{
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return index(p.X, p.Y, p.Z);
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}
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/**
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* Translate index in the X coordinate
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*/
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static void add_x(const v3s16 &extent, u32 &i, s16 a)
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{
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i += a;
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}
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/**
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* Translate index in the Y coordinate
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*/
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static void add_y(const v3s16 &extent, u32 &i, s16 a)
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{
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i += a * extent.X;
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}
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/**
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* Translate index in the Z coordinate
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*/
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static void add_z(const v3s16 &extent, u32 &i, s16 a)
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{
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i += a * extent.X * extent.Y;
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}
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/**
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* Translate index in space
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*/
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static void add_p(const v3s16 &extent, u32 &i, v3s16 a)
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{
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i += a.Z * extent.X * extent.Y + a.Y * extent.X + a.X;
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}
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/*
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Print method for debugging
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*/
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void print(std::ostream &o) const
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{
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o << PP(MinEdge) << PP(MaxEdge) << "="
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<< m_cache_extent.X << "x" << m_cache_extent.Y << "x" << m_cache_extent.Z
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<< "=" << getVolume();
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}
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// Edges are inclusive
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v3s16 MinEdge = v3s16(1,1,1);
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v3s16 MaxEdge;
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private:
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void cacheExtent()
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{
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m_cache_extent = MaxEdge - MinEdge + v3s16(1,1,1);
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}
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v3s16 m_cache_extent = v3s16(0,0,0);
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};
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// unused
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#define VOXELFLAG_UNUSED (1 << 0)
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// no data about that node
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#define VOXELFLAG_NO_DATA (1 << 1)
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// Algorithm-dependent
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#define VOXELFLAG_CHECKED1 (1 << 2)
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// Algorithm-dependent
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#define VOXELFLAG_CHECKED2 (1 << 3)
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// Algorithm-dependent
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#define VOXELFLAG_CHECKED3 (1 << 4)
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// Algorithm-dependent
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#define VOXELFLAG_CHECKED4 (1 << 5)
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enum VoxelPrintMode
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{
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VOXELPRINT_NOTHING,
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VOXELPRINT_MATERIAL,
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VOXELPRINT_WATERPRESSURE,
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VOXELPRINT_LIGHT_DAY,
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};
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class VoxelManipulator
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{
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public:
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VoxelManipulator() = default;
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virtual ~VoxelManipulator();
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/*
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These are a bit slow and shouldn't be used internally.
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Use m_data[m_area.index(p)] instead.
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*/
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MapNode getNode(const v3s16 &p)
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{
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VoxelArea voxel_area(p);
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addArea(voxel_area);
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if (m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA) {
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/*dstream<<"EXCEPT: VoxelManipulator::getNode(): "
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<<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
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<<", index="<<m_area.index(p)
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<<", flags="<<(int)m_flags[m_area.index(p)]
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<<" is inexistent"<<std::endl;*/
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throw InvalidPositionException
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("VoxelManipulator: getNode: inexistent");
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}
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return m_data[m_area.index(p)];
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}
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MapNode getNodeNoEx(const v3s16 &p)
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{
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VoxelArea voxel_area(p);
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addArea(voxel_area);
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if (m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA) {
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return {CONTENT_IGNORE};
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}
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return m_data[m_area.index(p)];
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}
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MapNode getNodeNoExNoEmerge(const v3s16 &p)
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{
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if (!m_area.contains(p))
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return {CONTENT_IGNORE};
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if (m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA)
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return {CONTENT_IGNORE};
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return m_data[m_area.index(p)];
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}
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// Stuff explodes if non-emerged area is touched with this.
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// Emerge first, and check VOXELFLAG_NO_DATA if appropriate.
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MapNode & getNodeRefUnsafe(const v3s16 &p)
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{
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return m_data[m_area.index(p)];
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}
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const MapNode & getNodeRefUnsafeCheckFlags(const v3s16 &p)
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{
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s32 index = m_area.index(p);
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if (m_flags[index] & VOXELFLAG_NO_DATA)
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return ContentIgnoreNode;
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return m_data[index];
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}
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u8 & getFlagsRefUnsafe(const v3s16 &p)
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{
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return m_flags[m_area.index(p)];
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}
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bool exists(const v3s16 &p)
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{
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return m_area.contains(p) &&
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!(getFlagsRefUnsafe(p) & VOXELFLAG_NO_DATA);
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}
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void setNode(const v3s16 &p, const MapNode &n)
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{
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VoxelArea voxel_area(p);
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addArea(voxel_area);
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m_data[m_area.index(p)] = n;
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m_flags[m_area.index(p)] &= ~VOXELFLAG_NO_DATA;
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}
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// TODO: Should be removed and replaced with setNode
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void setNodeNoRef(const v3s16 &p, const MapNode &n)
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{
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setNode(p, n);
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}
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/*
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Set stuff if available without an emerge.
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Return false if failed.
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This is convenient but slower than playing around directly
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with the m_data table with indices.
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*/
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bool setNodeNoEmerge(const v3s16 &p, MapNode n)
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{
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if(!m_area.contains(p))
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return false;
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m_data[m_area.index(p)] = n;
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return true;
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}
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/*
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Control
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*/
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virtual void clear();
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void print(std::ostream &o, const NodeDefManager *nodemgr,
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VoxelPrintMode mode=VOXELPRINT_MATERIAL);
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void addArea(const VoxelArea &area);
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/*
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Copy data and set flags to 0
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dst_area.getExtent() <= src_area.getExtent()
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*/
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void copyFrom(MapNode *src, const VoxelArea& src_area,
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v3s16 from_pos, v3s16 to_pos, const v3s16 &size);
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// Copy data
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void copyTo(MapNode *dst, const VoxelArea& dst_area,
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v3s16 dst_pos, v3s16 from_pos, const v3s16 &size);
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/*
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Algorithms
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*/
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void clearFlag(u8 flag);
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/*
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Member variables
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*/
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/*
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The area that is stored in m_data.
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addInternalBox should not be used if getExtent() == v3s16(0,0,0)
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MaxEdge is 1 higher than maximum allowed position
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*/
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VoxelArea m_area;
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/*
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nullptr if data size is 0 (extent (0,0,0))
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Data is stored as [z*h*w + y*h + x]
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*/
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MapNode *m_data = nullptr;
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/*
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Flags of all nodes
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*/
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u8 *m_flags = nullptr;
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static const MapNode ContentIgnoreNode;
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};
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