mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-22 07:38:48 -05:00
600 lines
13 KiB
C++
600 lines
13 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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#ifndef VOXEL_HEADER
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#define VOXEL_HEADER
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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 "debug.h"
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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 <map>
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class INodeDefManager;
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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 u32 emerge_time;
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extern u32 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():
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MinEdge(1,1,1),
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MaxEdge(0,0,0)
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{
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}
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VoxelArea(v3s16 min_edge, 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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}
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VoxelArea(v3s16 p):
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MinEdge(p),
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MaxEdge(p)
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{
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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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}
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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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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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}
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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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/*void operator+=(v3s16 off)
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{
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MinEdge += off;
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MaxEdge += off;
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}
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void operator-=(v3s16 off)
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{
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MinEdge -= off;
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MaxEdge -= off;
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}*/
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/*
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const methods
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*/
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v3s16 getExtent() const
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{
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return MaxEdge - MinEdge + v3s16(1,1,1);
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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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v3s16 e = getExtent();
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return (s32)e.X * (s32)e.Y * (s32)e.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+(v3s16 off) const
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{
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return VoxelArea(MinEdge+off, MaxEdge+off);
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}
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VoxelArea operator-(v3s16 off) const
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{
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return VoxelArea(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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v3s16 em = getExtent();
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v3s16 off = MinEdge;
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s32 i = (s32)(z-off.Z)*em.Y*em.X + (y-off.Y)*em.X + (x-off.X);
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//dstream<<" i("<<x<<","<<y<<","<<z<<")="<<i<<" ";
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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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// Translate index in the X coordinate
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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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// Translate index in the Y coordinate
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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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// Translate index in the Z coordinate
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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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// Translate index in space
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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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v3s16 e = getExtent();
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o<<"("<<MinEdge.X
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<<","<<MinEdge.Y
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<<","<<MinEdge.Z
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<<")("<<MaxEdge.X
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<<","<<MaxEdge.Y
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<<","<<MaxEdge.Z
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<<")"
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<<"="<<e.X<<"x"<<e.Y<<"x"<<e.Z<<"="<<getVolume();
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}
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// Edges are inclusive
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v3s16 MinEdge;
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v3s16 MaxEdge;
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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 /*: public NodeContainer*/
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{
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public:
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VoxelManipulator();
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virtual ~VoxelManipulator();
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/*
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Virtuals from NodeContainer
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*/
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/*virtual u16 nodeContainerId() const
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{
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return NODECONTAINER_ID_VOXELMANIPULATOR;
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}
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bool isValidPosition(v3s16 p)
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{
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addArea(p);
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return !(m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA);
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}*/
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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(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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{
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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(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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{
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return MapNode(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(v3s16 p)
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{
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if(m_area.contains(p) == false)
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return MapNode(CONTENT_IGNORE);
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if(m_flags[m_area.index(p)] & VOXELFLAG_NO_DATA)
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return MapNode(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(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(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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MapNode & getNodeRef(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(getFlagsRefUnsafe(p) & VOXELFLAG_NO_DATA)
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{
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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)getFlagsRefUnsafe(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 getNodeRefUnsafe(p);
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}
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void setNode(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(v3s16 p, const MapNode &n)
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{
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setNode(p, n);
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}
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/*void setExists(VoxelArea a)
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{
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addArea(a);
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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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for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
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{
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m_flags[m_area.index(x,y,z)] &= ~VOXELFLAG_NO_DATA;
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}
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}*/
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/*MapNode & operator[](v3s16 p)
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{
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//dstream<<"operator[] p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
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if(isValidPosition(p) == false)
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addArea(VoxelArea(p));
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return m_data[m_area.index(p)];
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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(v3s16 p, MapNode n)
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{
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if(m_area.contains(p) == false)
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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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bool setNodeNoEmerge(s32 i, MapNode n)
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{
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if(m_area.contains(i) == false)
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return false;
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m_data[i] = n;
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return true;
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}
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/*bool setContentNoEmerge(v3s16 p, u8 c)
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{
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if(isValidPosition(p) == false)
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return false;
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m_data[m_area.index(p)].d = c;
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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, INodeDefManager *nodemgr,
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VoxelPrintMode mode=VOXELPRINT_MATERIAL);
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void addArea(const VoxelArea &area);
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/*
|
|
Copy data and set flags to 0
|
|
dst_area.getExtent() <= src_area.getExtent()
|
|
*/
|
|
void copyFrom(MapNode *src, const VoxelArea& src_area,
|
|
v3s16 from_pos, v3s16 to_pos, v3s16 size);
|
|
|
|
// Copy data
|
|
void copyTo(MapNode *dst, const VoxelArea& dst_area,
|
|
v3s16 dst_pos, v3s16 from_pos, v3s16 size);
|
|
|
|
/*
|
|
Algorithms
|
|
*/
|
|
|
|
void clearFlag(u8 flag);
|
|
|
|
// TODO: Move to voxelalgorithms.h
|
|
|
|
void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
|
|
std::set<v3s16> & light_sources, INodeDefManager *nodemgr);
|
|
void unspreadLight(enum LightBank bank,
|
|
std::map<v3s16, u8> & from_nodes,
|
|
std::set<v3s16> & light_sources, INodeDefManager *nodemgr);
|
|
|
|
void spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr);
|
|
void spreadLight(enum LightBank bank,
|
|
std::set<v3s16> & from_nodes, INodeDefManager *nodemgr);
|
|
|
|
/*
|
|
Virtual functions
|
|
*/
|
|
|
|
/*
|
|
Member variables
|
|
*/
|
|
|
|
/*
|
|
The area that is stored in m_data.
|
|
addInternalBox should not be used if getExtent() == v3s16(0,0,0)
|
|
MaxEdge is 1 higher than maximum allowed position
|
|
*/
|
|
VoxelArea m_area;
|
|
|
|
/*
|
|
NULL if data size is 0 (extent (0,0,0))
|
|
Data is stored as [z*h*w + y*h + x]
|
|
*/
|
|
MapNode *m_data;
|
|
|
|
/*
|
|
Flags of all nodes
|
|
*/
|
|
u8 *m_flags;
|
|
|
|
static const MapNode ContentIgnoreNode;
|
|
|
|
//TODO: Use these or remove them
|
|
//TODO: Would these make any speed improvement?
|
|
//bool m_pressure_route_valid;
|
|
//v3s16 m_pressure_route_surface;
|
|
|
|
/*
|
|
Some settings
|
|
*/
|
|
//bool m_disable_water_climb;
|
|
|
|
private:
|
|
};
|
|
|
|
#endif
|
|
|