mirror of
https://github.com/moparisthebest/minetest
synced 2025-03-10 14:49:41 -04:00

* Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
820 lines
24 KiB
C++
820 lines
24 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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#include "mapblock.h"
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#include "map.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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/*!
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* A direction.
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* 0=X+
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* 1=Y+
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* 2=Z+
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* 3=Z-
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* 4=Y-
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* 5=X-
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* 6=no direction
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* Two directions are opposite only if their sum is 5.
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*/
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typedef u8 direction;
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/*!
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* Relative node position.
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* This represents a node's position in its map block.
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* All coordinates must be between 0 and 15.
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*/
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typedef v3s16 relative_v3;
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/*!
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* Position of a map block (block coordinates).
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* One block_pos unit is as long as 16 node position units.
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*/
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typedef v3s16 mapblock_v3;
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//! Contains information about a node whose light is about to change.
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struct ChangingLight {
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//! Relative position of the node in its map block.
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relative_v3 rel_position;
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//! Position of the node's block.
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mapblock_v3 block_position;
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//! Pointer to the node's block.
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MapBlock *block;
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/*!
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* Direction from the node that caused this node's changing
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* to this node.
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*/
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direction source_direction;
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ChangingLight() :
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rel_position(),
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block_position(),
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block(NULL),
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source_direction(6)
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{}
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ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
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MapBlock *b, direction source_dir) :
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rel_position(rel_pos),
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block_position(block_pos),
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block(b),
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source_direction(source_dir)
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{}
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};
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/*!
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* A fast, priority queue-like container to contain ChangingLights.
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* The ChangingLights are ordered by the given light levels.
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* The brightest ChangingLight is returned first.
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*/
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struct LightQueue {
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//! For each light level there is a vector.
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std::vector<ChangingLight> lights[LIGHT_SUN + 1];
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//! Light of the brightest ChangingLight in the queue.
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u8 max_light;
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/*!
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* Creates a LightQueue.
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* \param reserve for each light level that many slots are reserved.
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*/
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LightQueue(size_t reserve)
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{
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max_light = LIGHT_SUN;
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for (u8 i = 0; i <= LIGHT_SUN; i++) {
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lights[i].reserve(reserve);
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}
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}
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/*!
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* Returns the next brightest ChangingLight and
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* removes it from the queue.
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* If there were no elements in the queue, the given parameters
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* remain unmodified.
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* \param light light level of the popped ChangingLight
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* \param data the ChangingLight that was popped
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* \returns true if there was a ChangingLight in the queue.
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*/
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bool next(u8 &light, ChangingLight &data)
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{
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while (lights[max_light].empty()) {
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if (max_light == 0) {
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return false;
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}
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max_light--;
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}
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light = max_light;
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data = lights[max_light].back();
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lights[max_light].pop_back();
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return true;
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}
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/*!
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* Adds an element to the queue.
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* The parameters are the same as in ChangingLight's constructor.
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* \param light light level of the ChangingLight
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*/
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inline void push(u8 light, const relative_v3 &rel_pos,
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const mapblock_v3 &block_pos, MapBlock *block,
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direction source_dir)
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{
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assert(light <= LIGHT_SUN);
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lights[light].push_back(
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ChangingLight(rel_pos, block_pos, block, source_dir));
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}
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};
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/*!
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* This type of light queue is for unlighting.
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* A node can be pushed in it only if its raw light is zero.
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* This prevents pushing nodes twice into this queue.
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* The light of the pushed ChangingLight must be the
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* light of the node before unlighting it.
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*/
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typedef LightQueue UnlightQueue;
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/*!
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* This type of light queue is for spreading lights.
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* While spreading lights, all the nodes in it must
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* have the same light as the light level the ChangingLights
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* were pushed into this queue with. This prevents unnecessary
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* re-pushing of the nodes into the queue.
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* If a node doesn't let light trough but emits light, it can be added
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* too.
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*/
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typedef LightQueue ReLightQueue;
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/*!
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* neighbor_dirs[i] points towards
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* the direction i.
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* See the definition of the type "direction"
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*/
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const static v3s16 neighbor_dirs[6] = {
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v3s16(1, 0, 0), // right
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v3s16(0, 1, 0), // top
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v3s16(0, 0, 1), // back
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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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/*!
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* Transforms the given map block offset by one node towards
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* the specified direction.
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* \param dir the direction of the transformation
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* \param rel_pos the node's relative position in its map block
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* \param block_pos position of the node's block
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*/
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bool step_rel_block_pos(direction dir, relative_v3 &rel_pos,
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mapblock_v3 &block_pos)
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{
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switch (dir) {
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case 0:
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if (rel_pos.X < MAP_BLOCKSIZE - 1) {
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rel_pos.X++;
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} else {
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rel_pos.X = 0;
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block_pos.X++;
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return true;
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}
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break;
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case 1:
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if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
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rel_pos.Y++;
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} else {
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rel_pos.Y = 0;
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block_pos.Y++;
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return true;
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}
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break;
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case 2:
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if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
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rel_pos.Z++;
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} else {
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rel_pos.Z = 0;
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block_pos.Z++;
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return true;
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}
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break;
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case 3:
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if (rel_pos.Z > 0) {
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rel_pos.Z--;
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} else {
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rel_pos.Z = MAP_BLOCKSIZE - 1;
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block_pos.Z--;
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return true;
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}
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break;
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case 4:
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if (rel_pos.Y > 0) {
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rel_pos.Y--;
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} else {
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rel_pos.Y = MAP_BLOCKSIZE - 1;
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block_pos.Y--;
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return true;
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}
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break;
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case 5:
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if (rel_pos.X > 0) {
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rel_pos.X--;
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} else {
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rel_pos.X = MAP_BLOCKSIZE - 1;
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block_pos.X--;
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return true;
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}
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break;
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}
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return false;
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}
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/*
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* Removes all light that is potentially emitted by the specified
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* light sources. These nodes will have zero light.
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* Returns all nodes whose light became zero but should be re-lighted.
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*
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* \param bank the light bank in which the procedure operates
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* \param from_nodes nodes whose light is removed
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* \param light_sources nodes that should be re-lighted
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* \param modified_blocks output, all modified map blocks are added to this
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*/
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void unspread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
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UnlightQueue &from_nodes, ReLightQueue &light_sources,
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std::map<v3s16, MapBlock*> &modified_blocks)
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{
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// Stores data popped from from_nodes
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u8 current_light;
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ChangingLight current;
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// Data of the current neighbor
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mapblock_v3 neighbor_block_pos;
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relative_v3 neighbor_rel_pos;
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// A dummy boolean
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bool is_valid_position;
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// Direction of the brightest neighbor of the node
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direction source_dir;
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while (from_nodes.next(current_light, current)) {
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// For all nodes that need unlighting
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// There is no brightest neighbor
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source_dir = 6;
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// The current node
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const MapNode &node = current.block->getNodeNoCheck(
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current.rel_position, &is_valid_position);
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const ContentFeatures &f = nodemgr->get(node);
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// If the node emits light, it behaves like it had a
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// brighter neighbor.
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u8 brightest_neighbor_light = f.light_source + 1;
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for (direction i = 0; i < 6; i++) {
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//For each neighbor
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// The node that changed this node has already zero light
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// and it can't give light to this node
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if (current.source_direction + i == 5) {
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continue;
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}
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// Get the neighbor's position and block
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neighbor_rel_pos = current.rel_position;
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neighbor_block_pos = current.block_position;
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MapBlock *neighbor_block;
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if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) {
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neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
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if (neighbor_block == NULL) {
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continue;
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}
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} else {
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neighbor_block = current.block;
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}
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// Get the neighbor itself
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MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
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&is_valid_position);
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const ContentFeatures &neighbor_f = nodemgr->get(
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neighbor.getContent());
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u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
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// If the neighbor has at least as much light as this node, then
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// it won't lose its light, since it should have been added to
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// from_nodes earlier, so its light would be zero.
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if (neighbor_f.light_propagates && neighbor_light < current_light) {
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// Unlight, but only if the node has light.
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if (neighbor_light > 0) {
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neighbor.setLight(bank, 0, neighbor_f);
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neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
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from_nodes.push(neighbor_light, neighbor_rel_pos,
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neighbor_block_pos, neighbor_block, i);
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// The current node was modified earlier, so its block
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// is in modified_blocks.
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if (current.block != neighbor_block) {
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modified_blocks[neighbor_block_pos] = neighbor_block;
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}
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}
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} else {
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// The neighbor can light up this node.
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if (neighbor_light < neighbor_f.light_source) {
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neighbor_light = neighbor_f.light_source;
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}
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if (brightest_neighbor_light < neighbor_light) {
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brightest_neighbor_light = neighbor_light;
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source_dir = i;
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}
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}
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}
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// If the brightest neighbor is able to light up this node,
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// then add this node to the output nodes.
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if (brightest_neighbor_light > 1 && f.light_propagates) {
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brightest_neighbor_light--;
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light_sources.push(brightest_neighbor_light, current.rel_position,
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current.block_position, current.block,
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(source_dir == 6) ? 6 : 5 - source_dir
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/* with opposite direction*/);
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}
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}
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}
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/*
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* Spreads light from the specified starting nodes.
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*
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* Before calling this procedure, make sure that all ChangingLights
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* in light_sources have as much light on the map as they have in
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* light_sources (if the queue contains a node multiple times, the brightest
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* occurrence counts).
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*
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* \param bank the light bank in which the procedure operates
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* \param light_sources starting nodes
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* \param modified_blocks output, all modified map blocks are added to this
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*/
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void spread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
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LightQueue &light_sources, std::map<v3s16, MapBlock*> &modified_blocks)
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{
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// The light the current node can provide to its neighbors.
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u8 spreading_light;
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// 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 (step_rel_block_pos(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 is_sunlight_above(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_nodes(Map *map, INodeDefManager *ndef,
|
|
std::vector<std::pair<v3s16, MapNode> > &oldnodes,
|
|
std::map<v3s16, MapBlock*> &modified_blocks)
|
|
{
|
|
// For node getter functions
|
|
bool is_valid_position;
|
|
|
|
// Process each light bank separately
|
|
for (s32 i = 0; i < 2; i++) {
|
|
LightBank bank = banks[i];
|
|
UnlightQueue disappearing_lights(256);
|
|
ReLightQueue light_sources(256);
|
|
// For each changed node process sunlight and initialize
|
|
for (std::vector<std::pair<v3s16, MapNode> >::iterator it =
|
|
oldnodes.begin(); it < oldnodes.end(); ++it) {
|
|
// Get position and block of the changed node
|
|
v3s16 p = it->first;
|
|
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()) {
|
|
continue;
|
|
}
|
|
// Get the new node
|
|
MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position);
|
|
if (!is_valid_position) {
|
|
break;
|
|
}
|
|
|
|
// Light of the old node
|
|
u8 old_light = it->second.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
|
|
&& is_sunlight_above(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;
|
|
}
|
|
|
|
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.
|
|
|
|
// 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 */);
|
|
}
|
|
}
|
|
} 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
// Remove lights
|
|
unspread_light(map, ndef, bank, disappearing_lights, light_sources,
|
|
modified_blocks);
|
|
// 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.
|
|
spread_light(map, ndef, bank, light_sources, modified_blocks);
|
|
}
|
|
}
|
|
|
|
VoxelLineIterator::VoxelLineIterator(
|
|
const v3f &start_position,
|
|
const v3f &line_vector) :
|
|
m_start_position(start_position),
|
|
m_line_vector(line_vector),
|
|
m_next_intersection_multi(10000.0f, 10000.0f, 10000.0f),
|
|
m_intersection_multi_inc(10000.0f, 10000.0f, 10000.0f),
|
|
m_step_directions(1.0f, 1.0f, 1.0f)
|
|
{
|
|
m_current_node_pos = floatToInt(m_start_position, 1);
|
|
|
|
if (m_line_vector.X > 0) {
|
|
m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5
|
|
- m_start_position.X) / m_line_vector.X;
|
|
m_intersection_multi_inc.X = 1 / m_line_vector.X;
|
|
} else if (m_line_vector.X < 0) {
|
|
m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5)
|
|
- m_start_position.X + 0.5) / m_line_vector.X;
|
|
m_intersection_multi_inc.X = -1 / m_line_vector.X;
|
|
m_step_directions.X = -1;
|
|
}
|
|
|
|
if (m_line_vector.Y > 0) {
|
|
m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5
|
|
- m_start_position.Y) / m_line_vector.Y;
|
|
m_intersection_multi_inc.Y = 1 / m_line_vector.Y;
|
|
} else if (m_line_vector.Y < 0) {
|
|
m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5)
|
|
- m_start_position.Y + 0.5) / m_line_vector.Y;
|
|
m_intersection_multi_inc.Y = -1 / m_line_vector.Y;
|
|
m_step_directions.Y = -1;
|
|
}
|
|
|
|
if (m_line_vector.Z > 0) {
|
|
m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5
|
|
- m_start_position.Z) / m_line_vector.Z;
|
|
m_intersection_multi_inc.Z = 1 / m_line_vector.Z;
|
|
} else if (m_line_vector.Z < 0) {
|
|
m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5)
|
|
- m_start_position.Z + 0.5) / m_line_vector.Z;
|
|
m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
|
|
m_step_directions.Z = -1;
|
|
}
|
|
|
|
m_has_next = (m_next_intersection_multi.X <= 1)
|
|
|| (m_next_intersection_multi.Y <= 1)
|
|
|| (m_next_intersection_multi.Z <= 1);
|
|
}
|
|
|
|
void VoxelLineIterator::next()
|
|
{
|
|
if ((m_next_intersection_multi.X < m_next_intersection_multi.Y)
|
|
&& (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
|
|
m_next_intersection_multi.X += m_intersection_multi_inc.X;
|
|
m_current_node_pos.X += m_step_directions.X;
|
|
} else if ((m_next_intersection_multi.Y < m_next_intersection_multi.Z)) {
|
|
m_next_intersection_multi.Y += m_intersection_multi_inc.Y;
|
|
m_current_node_pos.Y += m_step_directions.Y;
|
|
} else {
|
|
m_next_intersection_multi.Z += m_intersection_multi_inc.Z;
|
|
m_current_node_pos.Z += m_step_directions.Z;
|
|
}
|
|
|
|
m_has_next = (m_next_intersection_multi.X <= 1)
|
|
|| (m_next_intersection_multi.Y <= 1)
|
|
|| (m_next_intersection_multi.Z <= 1);
|
|
}
|
|
|
|
} // namespace voxalgo
|
|
|