Improved lighting
This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light wasmutilcraft-mt53
parent
1fd9a07497
commit
c071efaa43
451
src/map.cpp
451
src/map.cpp
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapblock.h"
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#include "filesys.h"
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#include "voxel.h"
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#include "voxelalgorithms.h"
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#include "porting.h"
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#include "serialization.h"
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#include "nodemetadata.h"
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@ -234,7 +235,6 @@ void Map::setNode(v3s16 p, MapNode & n)
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block->setNodeNoCheck(relpos, n);
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}
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/*
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Goes recursively through the neighbours of the node.
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@ -413,20 +413,6 @@ void Map::unspreadLight(enum LightBank bank,
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unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
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}
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/*
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A single-node wrapper of the above
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*/
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void Map::unLightNeighbors(enum LightBank bank,
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v3s16 pos, u8 lightwas,
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std::set<v3s16> & light_sources,
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std::map<v3s16, MapBlock*> & modified_blocks)
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{
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std::map<v3s16, u8> from_nodes;
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from_nodes[pos] = lightwas;
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unspreadLight(bank, from_nodes, light_sources, modified_blocks);
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}
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/*
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Lights neighbors of from_nodes, collects all them and then
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goes on recursively.
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@ -568,108 +554,6 @@ void Map::spreadLight(enum LightBank bank,
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spreadLight(bank, lighted_nodes, modified_blocks);
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}
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/*
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A single-node source variation of the above.
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*/
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void Map::lightNeighbors(enum LightBank bank,
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v3s16 pos,
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std::map<v3s16, MapBlock*> & modified_blocks)
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{
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std::set<v3s16> from_nodes;
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from_nodes.insert(pos);
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spreadLight(bank, from_nodes, modified_blocks);
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}
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v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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u8 brightest_light = 0;
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v3s16 brightest_pos(0,0,0);
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bool found_something = false;
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// Loop through 6 neighbors
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for(u16 i=0; i<6; i++){
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// Get the position of the neighbor node
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v3s16 n2pos = p + dirs[i];
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MapNode n2;
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bool is_valid_position;
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n2 = getNodeNoEx(n2pos, &is_valid_position);
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if (!is_valid_position)
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continue;
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if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
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brightest_light = n2.getLight(bank, nodemgr);
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brightest_pos = n2pos;
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found_something = true;
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}
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}
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if(found_something == false)
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throw InvalidPositionException();
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return brightest_pos;
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}
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/*
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Propagates sunlight down from a node.
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Starting point gets sunlight.
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Returns the lowest y value of where the sunlight went.
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Mud is turned into grass in where the sunlight stops.
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*/
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s16 Map::propagateSunlight(v3s16 start,
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std::map<v3s16, MapBlock*> & modified_blocks)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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s16 y = start.Y;
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for(; ; y--)
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{
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v3s16 pos(start.X, y, start.Z);
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v3s16 blockpos = getNodeBlockPos(pos);
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MapBlock *block;
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try{
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block = getBlockNoCreate(blockpos);
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}
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catch(InvalidPositionException &e)
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{
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break;
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}
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v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
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bool is_valid_position;
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MapNode n = block->getNode(relpos, &is_valid_position);
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if (!is_valid_position)
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break;
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if(nodemgr->get(n).sunlight_propagates)
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{
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
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block->setNode(relpos, n);
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modified_blocks[blockpos] = block;
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}
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else
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{
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// Sunlight goes no further
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break;
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}
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}
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return y + 1;
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}
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void Map::updateLighting(enum LightBank bank,
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std::map<v3s16, MapBlock*> & a_blocks,
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std::map<v3s16, MapBlock*> & modified_blocks)
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@ -922,150 +806,29 @@ void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
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}
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}
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/*
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*/
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void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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std::map<v3s16, MapBlock*> &modified_blocks,
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bool remove_metadata)
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{
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INodeDefManager *ndef = m_gamedef->ndef();
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/*PrintInfo(m_dout);
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m_dout<<"Map::addNodeAndUpdate(): p=("
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<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
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/*
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From this node to nodes underneath:
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If lighting is sunlight (1.0), unlight neighbours and
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set lighting to 0.
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Else discontinue.
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*/
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v3s16 toppos = p + v3s16(0,1,0);
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//v3s16 bottompos = p + v3s16(0,-1,0);
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bool node_under_sunlight = true;
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std::set<v3s16> light_sources;
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/*
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Collect old node for rollback
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*/
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// Collect old node for rollback
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RollbackNode rollback_oldnode(this, p, m_gamedef);
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/*
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If there is a node at top and it doesn't have sunlight,
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there has not been any sunlight going down.
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// This is needed for updating the lighting
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MapNode oldnode = getNodeNoEx(p);
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Otherwise there probably is.
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*/
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bool is_valid_position;
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MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
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if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
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node_under_sunlight = false;
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/*
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Remove all light that has come out of this node
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*/
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enum LightBank banks[] =
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{
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LIGHTBANK_DAY,
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LIGHTBANK_NIGHT
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};
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for(s32 i=0; i<2; i++)
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{
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enum LightBank bank = banks[i];
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u8 lightwas = getNodeNoEx(p).getLight(bank, ndef);
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// Add the block of the added node to modified_blocks
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v3s16 blockpos = getNodeBlockPos(p);
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MapBlock * block = getBlockNoCreate(blockpos);
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assert(block != NULL);
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modified_blocks[blockpos] = block;
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assert(isValidPosition(p));
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// Unlight neighbours of node.
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// This means setting light of all consequent dimmer nodes
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// to 0.
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// This also collects the nodes at the border which will spread
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// light again into this.
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unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
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n.setLight(bank, 0, ndef);
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}
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/*
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If node lets sunlight through and is under sunlight, it has
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sunlight too.
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*/
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if(node_under_sunlight && ndef->get(n).sunlight_propagates)
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{
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n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
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}
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/*
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Remove node metadata
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*/
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// Remove node metadata
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if (remove_metadata) {
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removeNodeMetadata(p);
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}
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/*
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Set the node on the map
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*/
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// Set the node on the map
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setNode(p, n);
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/*
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If node is under sunlight and doesn't let sunlight through,
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take all sunlighted nodes under it and clear light from them
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and from where the light has been spread.
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TODO: This could be optimized by mass-unlighting instead
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of looping
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*/
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if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
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{
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s16 y = p.Y - 1;
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for(;; y--){
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//m_dout<<"y="<<y<<std::endl;
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v3s16 n2pos(p.X, y, p.Z);
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// Update lighting
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voxalgo::update_lighting_node(this, ndef, p, oldnode, modified_blocks);
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MapNode n2;
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n2 = getNodeNoEx(n2pos, &is_valid_position);
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if (!is_valid_position)
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break;
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if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
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{
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unLightNeighbors(LIGHTBANK_DAY,
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n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
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light_sources, modified_blocks);
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n2.setLight(LIGHTBANK_DAY, 0, ndef);
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setNode(n2pos, n2);
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}
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else
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break;
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}
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}
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for(s32 i=0; i<2; i++)
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{
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enum LightBank bank = banks[i];
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/*
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Spread light from all nodes that might be capable of doing so
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*/
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spreadLight(bank, light_sources, modified_blocks);
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}
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/*
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Update information about whether day and night light differ
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*/
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for(std::map<v3s16, MapBlock*>::iterator
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i = modified_blocks.begin();
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i != modified_blocks.end(); ++i)
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@ -1073,187 +836,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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i->second->expireDayNightDiff();
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}
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/*
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Report for rollback
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*/
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if(m_gamedef->rollback())
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{
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RollbackNode rollback_newnode(this, p, m_gamedef);
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RollbackAction action;
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action.setSetNode(p, rollback_oldnode, rollback_newnode);
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m_gamedef->rollback()->reportAction(action);
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}
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/*
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Add neighboring liquid nodes and the node itself if it is
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liquid (=water node was added) to transform queue.
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*/
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v3s16 dirs[7] = {
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v3s16(0,0,0), // self
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<7; i++)
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{
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v3s16 p2 = p + dirs[i];
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MapNode n2 = getNodeNoEx(p2, &is_valid_position);
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if(is_valid_position
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&& (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
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{
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m_transforming_liquid.push_back(p2);
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}
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}
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}
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/*
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*/
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void Map::removeNodeAndUpdate(v3s16 p,
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std::map<v3s16, MapBlock*> &modified_blocks)
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{
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INodeDefManager *ndef = m_gamedef->ndef();
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/*PrintInfo(m_dout);
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m_dout<<"Map::removeNodeAndUpdate(): p=("
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<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
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bool node_under_sunlight = true;
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v3s16 toppos = p + v3s16(0,1,0);
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// Node will be replaced with this
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content_t replace_material = CONTENT_AIR;
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/*
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Collect old node for rollback
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*/
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RollbackNode rollback_oldnode(this, p, m_gamedef);
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/*
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If there is a node at top and it doesn't have sunlight,
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there will be no sunlight going down.
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*/
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bool is_valid_position;
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MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
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if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
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node_under_sunlight = false;
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std::set<v3s16> light_sources;
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enum LightBank banks[] =
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{
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LIGHTBANK_DAY,
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LIGHTBANK_NIGHT
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};
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for(s32 i=0; i<2; i++)
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{
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enum LightBank bank = banks[i];
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/*
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Unlight neighbors (in case the node is a light source)
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*/
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unLightNeighbors(bank, p,
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getNodeNoEx(p).getLight(bank, ndef),
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light_sources, modified_blocks);
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}
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/*
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Remove node metadata
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*/
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removeNodeMetadata(p);
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/*
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Remove the node.
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This also clears the lighting.
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*/
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MapNode n(replace_material);
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setNode(p, n);
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for(s32 i=0; i<2; i++)
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{
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enum LightBank bank = banks[i];
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/*
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Recalculate lighting
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*/
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spreadLight(bank, light_sources, modified_blocks);
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}
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// Add the block of the removed node to modified_blocks
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v3s16 blockpos = getNodeBlockPos(p);
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MapBlock * block = getBlockNoCreate(blockpos);
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assert(block != NULL);
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modified_blocks[blockpos] = block;
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/*
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If the removed node was under sunlight, propagate the
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sunlight down from it and then light all neighbors
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of the propagated blocks.
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*/
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if(node_under_sunlight)
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{
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s16 ybottom = propagateSunlight(p, modified_blocks);
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/*m_dout<<"Node was under sunlight. "
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"Propagating sunlight";
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m_dout<<" -> ybottom="<<ybottom<<std::endl;*/
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s16 y = p.Y;
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for(; y >= ybottom; y--)
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{
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v3s16 p2(p.X, y, p.Z);
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/*m_dout<<"lighting neighbors of node ("
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<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
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<<std::endl;*/
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lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
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}
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}
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else
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{
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// Set the lighting of this node to 0
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// TODO: Is this needed? Lighting is cleared up there already.
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MapNode n = getNodeNoEx(p, &is_valid_position);
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if (is_valid_position) {
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n.setLight(LIGHTBANK_DAY, 0, ndef);
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setNode(p, n);
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} else {
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FATAL_ERROR("Invalid position");
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}
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}
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for(s32 i=0; i<2; i++)
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{
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enum LightBank bank = banks[i];
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// Get the brightest neighbour node and propagate light from it
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v3s16 n2p = getBrightestNeighbour(bank, p);
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try{
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//MapNode n2 = getNode(n2p);
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lightNeighbors(bank, n2p, modified_blocks);
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}
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catch(InvalidPositionException &e)
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{
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}
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}
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/*
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Update information about whether day and night light differ
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*/
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for(std::map<v3s16, MapBlock*>::iterator
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i = modified_blocks.begin();
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i != modified_blocks.end(); ++i)
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{
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i->second->expireDayNightDiff();
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}
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/*
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Report for rollback
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*/
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// Report for rollback
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if(m_gamedef->rollback())
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{
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RollbackNode rollback_newnode(this, p, m_gamedef);
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@ -1264,8 +847,8 @@ void Map::removeNodeAndUpdate(v3s16 p,
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/*
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Add neighboring liquid nodes and this node to transform queue.
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(it's vital for the node itself to get updated last.)
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*/
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(it's vital for the node itself to get updated last, if it was removed.)
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*/
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v3s16 dirs[7] = {
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v3s16(0,0,1), // back
|
||||
v3s16(0,1,0), // top
|
||||
|
@ -1279,9 +862,9 @@ void Map::removeNodeAndUpdate(v3s16 p,
|
|||
{
|
||||
v3s16 p2 = p + dirs[i];
|
||||
|
||||
bool is_position_valid;
|
||||
MapNode n2 = getNodeNoEx(p2, &is_position_valid);
|
||||
if (is_position_valid
|
||||
bool is_valid_position;
|
||||
MapNode n2 = getNodeNoEx(p2, &is_valid_position);
|
||||
if(is_valid_position
|
||||
&& (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
|
||||
{
|
||||
m_transforming_liquid.push_back(p2);
|
||||
|
@ -1289,6 +872,12 @@ void Map::removeNodeAndUpdate(v3s16 p,
|
|||
}
|
||||
}
|
||||
|
||||
void Map::removeNodeAndUpdate(v3s16 p,
|
||||
std::map<v3s16, MapBlock*> &modified_blocks)
|
||||
{
|
||||
addNodeAndUpdate(p, MapNode(CONTENT_AIR), modified_blocks, true);
|
||||
}
|
||||
|
||||
bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata)
|
||||
{
|
||||
MapEditEvent event;
|
||||
|
|
16
src/map.h
16
src/map.h
|
@ -211,24 +211,10 @@ public:
|
|||
std::set<v3s16> & light_sources,
|
||||
std::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
||||
void unLightNeighbors(enum LightBank bank,
|
||||
v3s16 pos, u8 lightwas,
|
||||
std::set<v3s16> & light_sources,
|
||||
std::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
||||
void spreadLight(enum LightBank bank,
|
||||
std::set<v3s16> & from_nodes,
|
||||
std::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
||||
void lightNeighbors(enum LightBank bank,
|
||||
v3s16 pos,
|
||||
std::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
||||
v3s16 getBrightestNeighbour(enum LightBank bank, v3s16 p);
|
||||
|
||||
s16 propagateSunlight(v3s16 start,
|
||||
std::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
||||
|
||||
void updateLighting(enum LightBank bank,
|
||||
std::map<v3s16, MapBlock*> & a_blocks,
|
||||
std::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
|
|
@ -54,10 +54,10 @@ MapNode::MapNode(INodeDefManager *ndef, const std::string &name,
|
|||
param2 = a_param2;
|
||||
}
|
||||
|
||||
void MapNode::setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr)
|
||||
void MapNode::setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f)
|
||||
{
|
||||
// If node doesn't contain light data, ignore this
|
||||
if(nodemgr->get(*this).param_type != CPT_LIGHT)
|
||||
if(f.param_type != CPT_LIGHT)
|
||||
return;
|
||||
if(bank == LIGHTBANK_DAY)
|
||||
{
|
||||
|
@ -73,6 +73,11 @@ void MapNode::setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr
|
|||
assert("Invalid light bank" == NULL);
|
||||
}
|
||||
|
||||
void MapNode::setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr)
|
||||
{
|
||||
setLight(bank, a_light, nodemgr->get(*this));
|
||||
}
|
||||
|
||||
bool MapNode::isLightDayNightEq(INodeDefManager *nodemgr) const
|
||||
{
|
||||
const ContentFeatures &f = nodemgr->get(*this);
|
||||
|
@ -103,6 +108,13 @@ u8 MapNode::getLight(enum LightBank bank, INodeDefManager *nodemgr) const
|
|||
return MYMAX(f.light_source, light);
|
||||
}
|
||||
|
||||
u8 MapNode::getLightRaw(enum LightBank bank, const ContentFeatures &f) const
|
||||
{
|
||||
if(f.param_type == CPT_LIGHT)
|
||||
return bank == LIGHTBANK_DAY ? param1 & 0x0f : (param1 >> 4) & 0x0f;
|
||||
return 0;
|
||||
}
|
||||
|
||||
u8 MapNode::getLightNoChecks(enum LightBank bank, const ContentFeatures *f) const
|
||||
{
|
||||
return MYMAX(f->light_source,
|
||||
|
|
|
@ -191,6 +191,8 @@ struct MapNode
|
|||
param2 = p;
|
||||
}
|
||||
|
||||
void setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f);
|
||||
|
||||
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
|
||||
|
||||
/**
|
||||
|
@ -202,6 +204,13 @@ struct MapNode
|
|||
|
||||
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
|
||||
|
||||
/*!
|
||||
* Returns the node's light level from param1.
|
||||
* If the node emits light, it is ignored.
|
||||
* \param f the ContentFeatures of this node.
|
||||
*/
|
||||
u8 getLightRaw(enum LightBank bank, const ContentFeatures &f) const;
|
||||
|
||||
/**
|
||||
* This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
|
||||
* in that the ContentFeatures of the node in question are not retrieved by
|
||||
|
|
|
@ -19,6 +19,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#include "voxelalgorithms.h"
|
||||
#include "nodedef.h"
|
||||
#include "mapblock.h"
|
||||
#include "map.h"
|
||||
#include "util/timetaker.h"
|
||||
|
||||
namespace voxalgo
|
||||
{
|
||||
|
@ -153,5 +156,586 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
|
|||
return SunlightPropagateResult(bottom_sunlight_valid);
|
||||
}
|
||||
|
||||
/*!
|
||||
* A direction.
|
||||
* 0=X+
|
||||
* 1=Y+
|
||||
* 2=Z+
|
||||
* 3=Z-
|
||||
* 4=Y-
|
||||
* 5=X-
|
||||
* 6=no direction
|
||||
* Two directions ate opposite only if their sum is 5.
|
||||
*/
|
||||
typedef u8 direction;
|
||||
/*!
|
||||
* Relative node position.
|
||||
* This represents a node's position in its map block.
|
||||
* All coordinates must be between 0 and 15.
|
||||
*/
|
||||
typedef v3s16 relative_v3;
|
||||
/*!
|
||||
* Position of a map block.
|
||||
* One block_pos unit is as long as 16 node position units.
|
||||
*/
|
||||
typedef v3s16 mapblock_v3;
|
||||
|
||||
//! Contains information about a node whose light is about to change.
|
||||
struct ChangingLight {
|
||||
//! Relative position of the node in its map block.
|
||||
relative_v3 rel_position;
|
||||
//! Position of the node's block.
|
||||
mapblock_v3 block_position;
|
||||
//! Reference to the node's block.
|
||||
MapBlock *block;
|
||||
/*!
|
||||
* Direction from the node that caused this node's changing
|
||||
* to this node.
|
||||
*/
|
||||
direction source_direction;
|
||||
|
||||
ChangingLight() :
|
||||
rel_position(),
|
||||
block_position(),
|
||||
block(NULL),
|
||||
source_direction(6)
|
||||
{}
|
||||
|
||||
ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
|
||||
MapBlock *b, direction source_dir) :
|
||||
rel_position(rel_pos),
|
||||
block_position(block_pos),
|
||||
block(b),
|
||||
source_direction(source_dir)
|
||||
{}
|
||||
};
|
||||
|
||||
/*!
|
||||
* A fast, priority queue-like container to contain ChangingLights.
|
||||
* The ChangingLights are ordered by the given light levels.
|
||||
* The brightest ChangingLight is returned first.
|
||||
*/
|
||||
struct LightQueue {
|
||||
//! For each light level there is a vector.
|
||||
std::vector<ChangingLight> lights[LIGHT_SUN + 1];
|
||||
//! Light of the brightest ChangingLight in the queue.
|
||||
u8 max_light;
|
||||
|
||||
/*!
|
||||
* Creates a LightQueue.
|
||||
* \param reserve for each light level that many slots are reserved.
|
||||
*/
|
||||
LightQueue(size_t reserve)
|
||||
{
|
||||
max_light = LIGHT_SUN;
|
||||
for (u8 i = 0; i <= LIGHT_SUN; i++) {
|
||||
lights[i].reserve(reserve);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* Returns the next brightest ChangingLight and
|
||||
* removes it from the queue.
|
||||
* If there were no elements in the queue, the given parameters
|
||||
* remain unmodified.
|
||||
* \param light light level of the popped ChangingLight
|
||||
* \param data the ChangingLight that was popped
|
||||
* \returns true if there was a ChangingLight in the queue.
|
||||
*/
|
||||
bool next(u8 &light, ChangingLight &data)
|
||||
{
|
||||
while (lights[max_light].empty()) {
|
||||
if (max_light == 0) {
|
||||
return false;
|
||||
}
|
||||
max_light--;
|
||||
}
|
||||
light = max_light;
|
||||
data = lights[max_light].back();
|
||||
lights[max_light].pop_back();
|
||||
return true;
|
||||
}
|
||||
|
||||
/*!
|
||||
* Adds an element to the queue.
|
||||
* The parameters are the same as in ChangingLight's constructor.
|
||||
* \param light light level of the ChangingLight
|
||||
*/
|
||||
inline void push(u8 light, relative_v3 &rel_pos, mapblock_v3 &block_pos,
|
||||
MapBlock *block, direction source_dir)
|
||||
{
|
||||
lights[light].push_back(
|
||||
ChangingLight(rel_pos, block_pos, block, source_dir));
|
||||
}
|
||||
};
|
||||
|
||||
/*!
|
||||
* This type of light queue is for unlighting.
|
||||
* A node can be pushed in it only if its raw light is zero.
|
||||
* This prevents pushing nodes twice into this queue.
|
||||
* The light of the pushed ChangingLight must be the
|
||||
* light of the node before unlighting it.
|
||||
*/
|
||||
typedef LightQueue UnlightQueue;
|
||||
/*!
|
||||
* This type of light queue is for spreading lights.
|
||||
* While spreading lights, all the nodes in it must
|
||||
* have the same light as the light level the ChangingLights
|
||||
* were pushed into this queue with. This prevents unnecessary
|
||||
* re-pushing of the nodes into the queue.
|
||||
* If a node doesn't let light trough but emits light, it can be added
|
||||
* too.
|
||||
*/
|
||||
typedef LightQueue ReLightQueue;
|
||||
|
||||
/*!
|
||||
* neighbor_dirs[i] points towards
|
||||
* the direction i.
|
||||
* See the definition of the type "direction"
|
||||
*/
|
||||
const static v3s16 neighbor_dirs[6] = {
|
||||
v3s16(1, 0, 0), // right
|
||||
v3s16(0, 1, 0), // top
|
||||
v3s16(0, 0, 1), // back
|
||||
v3s16(0, 0, -1), // front
|
||||
v3s16(0, -1, 0), // bottom
|
||||
v3s16(-1, 0, 0), // left
|
||||
};
|
||||
|
||||
/*!
|
||||
* Transforms the given map block offset by one node towards
|
||||
* the specified direction.
|
||||
* \param dir the direction of the transformation
|
||||
* \param rel_pos the node's relative position in its map block
|
||||
* \param block_pos position of the node's block
|
||||
*/
|
||||
bool stepRelBlockPos(direction dir, relative_v3 &rel_pos,
|
||||
mapblock_v3 &block_pos)
|
||||
{
|
||||
switch (dir) {
|
||||
case 0:
|
||||
if (rel_pos.X < MAP_BLOCKSIZE - 1) {
|
||||
rel_pos.X++;
|
||||
} else {
|
||||
rel_pos.X = 0;
|
||||
block_pos.X++;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
|
||||
rel_pos.Y++;
|
||||
} else {
|
||||
rel_pos.Y = 0;
|
||||
block_pos.Y++;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
|
||||
rel_pos.Z++;
|
||||
} else {
|
||||
rel_pos.Z = 0;
|
||||
block_pos.Z++;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if (rel_pos.Z > 0) {
|
||||
rel_pos.Z--;
|
||||
} else {
|
||||
rel_pos.Z = MAP_BLOCKSIZE - 1;
|
||||
block_pos.Z--;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
if (rel_pos.Y > 0) {
|
||||
rel_pos.Y--;
|
||||
} else {
|
||||
rel_pos.Y = MAP_BLOCKSIZE - 1;
|
||||
block_pos.Y--;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (rel_pos.X > 0) {
|
||||
rel_pos.X--;
|
||||
} else {
|
||||
rel_pos.X = MAP_BLOCKSIZE - 1;
|
||||
block_pos.X--;
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
* Removes all light that is potentially emitted by the specified
|
||||
* light sources. These nodes will have zero light.
|
||||
* Returns all nodes whose light became zero but should be re-lighted.
|
||||
*
|
||||
* \param bank the light bank in which the procedure operates
|
||||
* \param from_nodes nodes whose light is removed
|
||||
* \param light_sources nodes that should be re-lighted
|
||||
* \param modified_blocks output, all modified map blocks are added to this
|
||||
*/
|
||||
void unspreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
|
||||
UnlightQueue &from_nodes, ReLightQueue &light_sources,
|
||||
std::map<v3s16, MapBlock*> & modified_blocks)
|
||||
{
|
||||
// Stores data popped from from_nodes
|
||||
u8 current_light;
|
||||
ChangingLight current;
|
||||
// Data of the current neighbor
|
||||
mapblock_v3 neighbor_block_pos;
|
||||
relative_v3 neighbor_rel_pos;
|
||||
// A dummy boolean
|
||||
bool is_valid_position;
|
||||
// Direction of the brightest neighbor of the node
|
||||
direction source_dir;
|
||||
while (from_nodes.next(current_light, current)) {
|
||||
// For all nodes that need unlighting
|
||||
|
||||
// There is no brightest neighbor
|
||||
source_dir = 6;
|
||||
// The current node
|
||||
const MapNode &node = current.block->getNodeNoCheck(
|
||||
current.rel_position, &is_valid_position);
|
||||
const ContentFeatures &f = nodemgr->get(node);
|
||||
// If the node emits light, it behaves like it had a
|
||||
// brighter neighbor.
|
||||
u8 brightest_neighbor_light = f.light_source + 1;
|
||||
for (direction i = 0; i < 6; i++) {
|
||||
//For each neighbor
|
||||
|
||||
// The node that changed this node has already zero light
|
||||
// and it can't give light to this node
|
||||
if (current.source_direction + i == 5) {
|
||||
continue;
|
||||
}
|
||||
// Get the neighbor's position and block
|
||||
neighbor_rel_pos = current.rel_position;
|
||||
neighbor_block_pos = current.block_position;
|
||||
MapBlock *neighbor_block;
|
||||
if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
|
||||
neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
|
||||
if (neighbor_block == NULL) {
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
neighbor_block = current.block;
|
||||
}
|
||||
// Get the neighbor itself
|
||||
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
|
||||
&is_valid_position);
|
||||
const ContentFeatures &neighbor_f = nodemgr->get(
|
||||
neighbor.getContent());
|
||||
u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
|
||||
// If the neighbor has at least as much light as this node, then
|
||||
// it won't lose its light, since it should have been added to
|
||||
// from_nodes earlier, so its light would be zero.
|
||||
if (neighbor_f.light_propagates && neighbor_light < current_light) {
|
||||
// Unlight, but only if the node has light.
|
||||
if (neighbor_light > 0) {
|
||||
neighbor.setLight(bank, 0, neighbor_f);
|
||||
neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
|
||||
from_nodes.push(neighbor_light, neighbor_rel_pos,
|
||||
neighbor_block_pos, neighbor_block, i);
|
||||
// The current node was modified earlier, so its block
|
||||
// is in modified_blocks.
|
||||
if (current.block != neighbor_block) {
|
||||
modified_blocks[neighbor_block_pos] = neighbor_block;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// The neighbor can light up this node.
|
||||
if (neighbor_light < neighbor_f.light_source) {
|
||||
neighbor_light = neighbor_f.light_source;
|
||||
}
|
||||
if (brightest_neighbor_light < neighbor_light) {
|
||||
brightest_neighbor_light = neighbor_light;
|
||||
source_dir = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
// If the brightest neighbor is able to light up this node,
|
||||
// then add this node to the output nodes.
|
||||
if (brightest_neighbor_light > 1 && f.light_propagates) {
|
||||
brightest_neighbor_light--;
|
||||
light_sources.push(brightest_neighbor_light, current.rel_position,
|
||||
current.block_position, current.block,
|
||||
(source_dir == 6) ? 6 : 5 - source_dir
|
||||
/* with opposite direction*/);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Spreads light from the specified starting nodes.
|
||||
*
|
||||
* Before calling this procedure, make sure that all ChangingLights
|
||||
* in light_sources have as much light on the map as they have in
|
||||
* light_sources (if the queue contains a node multiple times, the brightest
|
||||
* occurrence counts).
|
||||
*
|
||||
* \param bank the light bank in which the procedure operates
|
||||
* \param light_sources starting nodes
|
||||
* \param modified_blocks output, all modified map blocks are added to this
|
||||
*/
|
||||
void spreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
|
||||
LightQueue & light_sources, std::map<v3s16, MapBlock*> & modified_blocks)
|
||||
{
|
||||
// The light the current node can provide to its neighbors.
|
||||
u8 spreading_light;
|
||||
// The ChangingLight for the current node.
|
||||
ChangingLight current;
|
||||
// Position of the current neighbor.
|
||||
mapblock_v3 neighbor_block_pos;
|
||||
relative_v3 neighbor_rel_pos;
|
||||
// A dummy boolean.
|
||||
bool is_valid_position;
|
||||
while (light_sources.next(spreading_light, current)) {
|
||||
spreading_light--;
|
||||
for (direction i = 0; i < 6; i++) {
|
||||
// This node can't light up its light source
|
||||
if (current.source_direction + i == 5) {
|
||||
continue;
|
||||
}
|
||||
// Get the neighbor's position and block
|
||||
neighbor_rel_pos = current.rel_position;
|
||||
neighbor_block_pos = current.block_position;
|
||||
MapBlock *neighbor_block;
|
||||
if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
|
||||
neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
|
||||
if (neighbor_block == NULL) {
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
neighbor_block = current.block;
|
||||
}
|
||||
// Get the neighbor itself
|
||||
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
|
||||
&is_valid_position);
|
||||
const ContentFeatures &f = nodemgr->get(neighbor.getContent());
|
||||
if (f.light_propagates) {
|
||||
// Light up the neighbor, if it has less light than it should.
|
||||
u8 neighbor_light = neighbor.getLightRaw(bank, f);
|
||||
if (neighbor_light < spreading_light) {
|
||||
neighbor.setLight(bank, spreading_light, f);
|
||||
neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
|
||||
light_sources.push(spreading_light, neighbor_rel_pos,
|
||||
neighbor_block_pos, neighbor_block, i);
|
||||
// The current node was modified earlier, so its block
|
||||
// is in modified_blocks.
|
||||
if (current.block != neighbor_block) {
|
||||
modified_blocks[neighbor_block_pos] = neighbor_block;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* Returns true if the node gets sunlight from the
|
||||
* node above it.
|
||||
*
|
||||
* \param pos position of the node.
|
||||
*/
|
||||
bool isSunlightAbove(Map *map, v3s16 pos, INodeDefManager *ndef)
|
||||
{
|
||||
bool sunlight = true;
|
||||
mapblock_v3 source_block_pos;
|
||||
relative_v3 source_rel_pos;
|
||||
getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos,
|
||||
source_rel_pos);
|
||||
// If the node above has sunlight, this node also can get it.
|
||||
MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos);
|
||||
if (source_block == NULL) {
|
||||
// But if there is no node above, then use heuristics
|
||||
MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos));
|
||||
if (node_block == NULL) {
|
||||
sunlight = false;
|
||||
} else {
|
||||
sunlight = !node_block->getIsUnderground();
|
||||
}
|
||||
} else {
|
||||
bool is_valid_position;
|
||||
MapNode above = source_block->getNodeNoCheck(source_rel_pos,
|
||||
&is_valid_position);
|
||||
if (is_valid_position) {
|
||||
if (above.getContent() == CONTENT_IGNORE) {
|
||||
// Trust heuristics
|
||||
if (source_block->getIsUnderground()) {
|
||||
sunlight = false;
|
||||
}
|
||||
} else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
|
||||
// If the node above doesn't have sunlight, this
|
||||
// node is in shadow.
|
||||
sunlight = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return sunlight;
|
||||
}
|
||||
|
||||
static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT };
|
||||
|
||||
void update_lighting_node(Map *map, INodeDefManager *ndef, v3s16 p,
|
||||
MapNode oldnode, std::map<v3s16, MapBlock*> & modified_blocks)
|
||||
{
|
||||
// For node getter functions
|
||||
bool is_valid_position;
|
||||
|
||||
// Get position and block of the changed node
|
||||
relative_v3 rel_pos;
|
||||
mapblock_v3 block_pos;
|
||||
getNodeBlockPosWithOffset(p, block_pos, rel_pos);
|
||||
MapBlock *block = map->getBlockNoCreateNoEx(block_pos);
|
||||
if (block == NULL || block->isDummy()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Process each light bank separately
|
||||
for (s32 i = 0; i < 2; i++) {
|
||||
// Get the new node
|
||||
MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position);
|
||||
if (!is_valid_position) {
|
||||
break;
|
||||
}
|
||||
LightBank bank = banks[i];
|
||||
|
||||
// Light of the old node
|
||||
u8 old_light = oldnode.getLight(bank, ndef);
|
||||
|
||||
// Add the block of the added node to modified_blocks
|
||||
modified_blocks[block_pos] = block;
|
||||
|
||||
// Get new light level of the node
|
||||
u8 new_light = 0;
|
||||
if (ndef->get(n).light_propagates) {
|
||||
if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates
|
||||
&& isSunlightAbove(map, p, ndef)) {
|
||||
new_light = LIGHT_SUN;
|
||||
} else {
|
||||
new_light = ndef->get(n).light_source;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
v3s16 p2 = p + neighbor_dirs[i];
|
||||
bool is_valid;
|
||||
MapNode n2 = map->getNodeNoEx(p2, &is_valid);
|
||||
if (is_valid) {
|
||||
u8 spread = n2.getLight(bank, ndef);
|
||||
// If the neighbor is at least as bright as
|
||||
// this node then its light is not from
|
||||
// this node.
|
||||
// Its light can spread to this node.
|
||||
if (spread > new_light && spread >= old_light) {
|
||||
new_light = spread - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// If this is an opaque node, it still can emit light.
|
||||
new_light = ndef->get(n).light_source;
|
||||
}
|
||||
|
||||
ReLightQueue light_sources(256);
|
||||
|
||||
if (new_light > 0) {
|
||||
light_sources.push(new_light, rel_pos, block_pos, block, 6);
|
||||
}
|
||||
|
||||
if (new_light < old_light) {
|
||||
// The node became opaque or doesn't provide as much
|
||||
// light as the previous one, so it must be unlighted.
|
||||
LightQueue disappearing_lights(256);
|
||||
|
||||
// Add to unlight queue
|
||||
n.setLight(bank, 0, ndef);
|
||||
block->setNodeNoCheck(rel_pos, n);
|
||||
disappearing_lights.push(old_light, rel_pos, block_pos, block, 6);
|
||||
|
||||
// Remove sunlight, if there was any
|
||||
if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) {
|
||||
for (s16 y = p.Y - 1;; y--) {
|
||||
v3s16 n2pos(p.X, y, p.Z);
|
||||
|
||||
MapNode n2;
|
||||
|
||||
n2 = map->getNodeNoEx(n2pos, &is_valid_position);
|
||||
if (!is_valid_position)
|
||||
break;
|
||||
|
||||
// If this node doesn't have sunlight, the nodes below
|
||||
// it don't have too.
|
||||
if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
|
||||
break;
|
||||
}
|
||||
// Remove sunlight and add to unlight queue.
|
||||
n2.setLight(LIGHTBANK_DAY, 0, ndef);
|
||||
map->setNode(n2pos, n2);
|
||||
relative_v3 rel_pos2;
|
||||
mapblock_v3 block_pos2;
|
||||
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
|
||||
MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
|
||||
disappearing_lights.push(LIGHT_SUN, rel_pos2, block_pos2,
|
||||
block2, 4 /* The node above caused the change */);
|
||||
}
|
||||
}
|
||||
// Remove lights
|
||||
unspreadLight(map, ndef, bank, disappearing_lights, light_sources,
|
||||
modified_blocks);
|
||||
} else if (new_light > old_light) {
|
||||
// It is sure that the node provides more light than the previous
|
||||
// one, unlighting is not necessary.
|
||||
// Propagate sunlight
|
||||
if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) {
|
||||
for (s16 y = p.Y - 1;; y--) {
|
||||
v3s16 n2pos(p.X, y, p.Z);
|
||||
|
||||
MapNode n2;
|
||||
|
||||
n2 = map->getNodeNoEx(n2pos, &is_valid_position);
|
||||
if (!is_valid_position)
|
||||
break;
|
||||
|
||||
// This should not happen, but if the node has sunlight
|
||||
// then the iteration should stop.
|
||||
if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) {
|
||||
break;
|
||||
}
|
||||
// If the node terminates sunlight, stop.
|
||||
if (!ndef->get(n2).sunlight_propagates) {
|
||||
break;
|
||||
}
|
||||
relative_v3 rel_pos2;
|
||||
mapblock_v3 block_pos2;
|
||||
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
|
||||
MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
|
||||
// Mark node for lighting.
|
||||
light_sources.push(LIGHT_SUN, rel_pos2, block_pos2, block2,
|
||||
4);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Initialize light values for light spreading.
|
||||
for (u8 i = 0; i <= LIGHT_SUN; i++) {
|
||||
const std::vector<ChangingLight> &lights = light_sources.lights[i];
|
||||
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
|
||||
it < lights.end(); it++) {
|
||||
MapNode n = it->block->getNodeNoCheck(it->rel_position,
|
||||
&is_valid_position);
|
||||
n.setLight(bank, i, ndef);
|
||||
it->block->setNodeNoCheck(it->rel_position, n);
|
||||
}
|
||||
}
|
||||
// Spread lights.
|
||||
spreadLight(map, ndef, bank, light_sources, modified_blocks);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace voxalgo
|
||||
|
||||
|
|
|
@ -25,6 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include <set>
|
||||
#include <map>
|
||||
|
||||
class Map;
|
||||
class MapBlock;
|
||||
|
||||
namespace voxalgo
|
||||
{
|
||||
|
||||
|
@ -52,6 +55,23 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
|
|||
std::set<v3s16> & light_sources,
|
||||
INodeDefManager *ndef);
|
||||
|
||||
/*!
|
||||
* Updates the lighting on the map.
|
||||
* The result will be correct only if
|
||||
* no nodes were changed except the given one.
|
||||
*
|
||||
* \param p position of the changed node
|
||||
* \param oldnode this node was overwritten on the map
|
||||
* \param modified_blocks output, contains all map blocks that
|
||||
* the function modified
|
||||
*/
|
||||
void update_lighting_node(
|
||||
Map *map,
|
||||
INodeDefManager *ndef,
|
||||
v3s16 p,
|
||||
MapNode oldnode,
|
||||
std::map<v3s16, MapBlock*> &modified_blocks);
|
||||
|
||||
} // namespace voxalgo
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue