mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 08:08:47 -05:00
158 lines
4.6 KiB
C++
158 lines
4.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "voxelalgorithms.h"
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#include "nodedef.h"
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namespace voxalgo
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{
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void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
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INodeDefManager *ndef)
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{
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for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
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for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
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for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
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{
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v3s16 p(x,y,z);
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MapNode &n = v.getNodeRefUnsafe(p);
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n.setLight(LIGHTBANK_DAY, light, ndef);
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n.setLight(LIGHTBANK_NIGHT, light, ndef);
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}
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}
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void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
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enum LightBank bank, INodeDefManager *ndef,
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std::set<v3s16> & light_sources,
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std::map<v3s16, u8> & unlight_from)
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{
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// The full area we shall touch
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VoxelArea required_a = a;
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required_a.pad(v3s16(0,0,0));
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// Make sure we have access to it
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v.addArea(a);
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for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
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for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
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for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
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{
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v3s16 p(x,y,z);
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MapNode &n = v.getNodeRefUnsafe(p);
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u8 oldlight = n.getLight(bank, ndef);
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n.setLight(bank, 0, ndef);
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// If node sources light, add to list
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u8 source = ndef->get(n).light_source;
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if(source != 0)
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light_sources.insert(p);
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// Collect borders for unlighting
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if((x==a.MinEdge.X || x == a.MaxEdge.X
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|| y==a.MinEdge.Y || y == a.MaxEdge.Y
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|| z==a.MinEdge.Z || z == a.MaxEdge.Z)
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&& oldlight != 0)
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{
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unlight_from[p] = oldlight;
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}
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}
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}
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SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
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bool inexistent_top_provides_sunlight,
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std::set<v3s16> & light_sources,
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INodeDefManager *ndef)
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{
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// Return values
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bool bottom_sunlight_valid = true;
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// The full area we shall touch extends one extra at top and bottom
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VoxelArea required_a = a;
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required_a.pad(v3s16(0,1,0));
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// Make sure we have access to it
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v.addArea(a);
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s16 max_y = a.MaxEdge.Y;
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s16 min_y = a.MinEdge.Y;
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for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
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for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
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{
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v3s16 p_overtop(x, max_y+1, z);
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bool overtop_has_sunlight = false;
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// If overtop node does not exist, trust heuristics
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if(!v.exists(p_overtop))
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overtop_has_sunlight = inexistent_top_provides_sunlight;
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else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE)
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overtop_has_sunlight = inexistent_top_provides_sunlight;
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// Otherwise refer to it's light value
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else
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overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
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LIGHTBANK_DAY, ndef) == LIGHT_SUN);
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// Copy overtop's sunlight all over the place
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u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
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for(s32 y=max_y; y>=min_y; y--)
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{
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v3s16 p(x,y,z);
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MapNode &n = v.getNodeRefUnsafe(p);
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if(incoming_light == 0){
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// Do nothing
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} else if(incoming_light == LIGHT_SUN &&
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ndef->get(n).sunlight_propagates){
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// Do nothing
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} else if(ndef->get(n).sunlight_propagates == false){
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incoming_light = 0;
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} else {
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incoming_light = diminish_light(incoming_light);
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}
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u8 old_light = n.getLight(LIGHTBANK_DAY, ndef);
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if(incoming_light > old_light)
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n.setLight(LIGHTBANK_DAY, incoming_light, ndef);
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if(diminish_light(incoming_light) != 0)
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light_sources.insert(p);
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}
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// Check validity of sunlight at top of block below if it
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// hasn't already been proven invalid
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if(bottom_sunlight_valid)
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{
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bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN);
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v3s16 p_overbottom(x, min_y-1, z);
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if(!v.exists(p_overbottom) ||
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v.getNodeRefUnsafe(p_overbottom
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).getContent() == CONTENT_IGNORE){
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// Is not known, cannot compare
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} else {
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bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom
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).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN);
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if(sunlight_should_continue_down != overbottom_has_sunlight){
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bottom_sunlight_valid = false;
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}
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}
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}
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}
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return SunlightPropagateResult(bottom_sunlight_valid);
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}
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} // namespace voxalgo
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