3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef VOXELALGORITHMS_HEADER
21 #define VOXELALGORITHMS_HEADER
25 #include "util/container.h"
26 #include "util/cpp11_container.h"
36 // TODO: Move unspreadLight and spreadLight from VoxelManipulator to here
38 void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
39 INodeDefManager *ndef);
41 void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
42 enum LightBank bank, INodeDefManager *ndef,
43 std::set<v3s16> & light_sources,
44 std::map<v3s16, u8> & unlight_from);
46 struct SunlightPropagateResult
48 bool bottom_sunlight_valid;
50 SunlightPropagateResult(bool bottom_sunlight_valid_):
51 bottom_sunlight_valid(bottom_sunlight_valid_)
55 SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
56 bool inexistent_top_provides_sunlight,
57 std::set<v3s16> & light_sources,
58 INodeDefManager *ndef);
61 * Updates the lighting on the map.
62 * The result will be correct only if
63 * no nodes were changed except the given ones.
64 * Before calling this procedure make sure that all new nodes on
65 * the map have zero light level!
67 * \param oldnodes contains the MapNodes that were replaced by the new
68 * MapNodes and their positions
69 * \param modified_blocks output, contains all map blocks that
70 * the function modified
72 void update_lighting_nodes(
74 std::vector<std::pair<v3s16, MapNode> > &oldnodes,
75 std::map<v3s16, MapBlock*> &modified_blocks);
78 * Updates borders of the given mapblock.
79 * Only updates if the block was marked with incomplete
80 * lighting and the neighbor is also loaded.
82 * \param block the block to update
83 * \param modified_blocks output, contains all map blocks that
84 * the function modified
86 void update_block_border_lighting(Map *map, MapBlock *block,
87 std::map<v3s16, MapBlock*> &modified_blocks);
90 * Copies back nodes from a voxel manipulator
91 * to the map and updates lighting.
92 * For server use only.
94 * \param modified_blocks output, contains all map blocks that
95 * the function modified
97 void blit_back_with_light(ServerMap *map, MMVManip *vm,
98 std::map<v3s16, MapBlock*> *modified_blocks);
101 * Corrects the light in a map block.
102 * For server use only.
104 * \param block the block to update
106 void repair_block_light(ServerMap *map, MapBlock *block,
107 std::map<v3s16, MapBlock*> *modified_blocks);
110 * This class iterates trough voxels that intersect with
111 * a line. The collision detection does not see nodeboxes,
112 * every voxel is a cube and is returned.
113 * This iterator steps to all nodes exactly once.
115 struct VoxelLineIterator
118 //! Starting position of the line in world coordinates.
119 v3f m_start_position;
120 //! Direction and length of the line in world coordinates.
123 * Each component stores the next smallest positive number, by
124 * which multiplying the line's vector gives a vector that ends
125 * on the intersection of two nodes.
127 v3f m_next_intersection_multi;
129 * Each component stores the smallest positive number, by which
130 * m_next_intersection_multi's components can be increased.
132 v3f m_intersection_multi_inc;
134 * Direction of the line. Each component can be -1 or 1 (if a
135 * component of the line's vector is 0, then there will be 1).
137 v3s16 m_step_directions;
138 //! Position of the current node.
139 v3s16 m_current_node_pos;
140 //! If true, the next node will intersect the line, too.
144 * Creates a voxel line iterator with the given line.
145 * @param start_position starting point of the line
146 * in voxel coordinates
147 * @param line_vector length and direction of the
148 * line in voxel coordinates. start_position+line_vector
149 * is the end of the line
151 VoxelLineIterator(const v3f &start_position,const v3f &line_vector);
154 * Steps to the next voxel.
155 * Updates m_current_node_pos and
156 * m_previous_node_pos.
157 * Note that it works even if hasNext() is false,
158 * continuing the line as a ray.
163 * Returns true if the next voxel intersects the given line.
165 inline bool hasNext() const { return m_has_next; }
168 } // namespace voxalgo