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"
34 // TODO: Move unspreadLight and spreadLight from VoxelManipulator to here
36 void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
37 INodeDefManager *ndef);
39 void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
40 enum LightBank bank, INodeDefManager *ndef,
41 std::set<v3s16> & light_sources,
42 std::map<v3s16, u8> & unlight_from);
44 struct SunlightPropagateResult
46 bool bottom_sunlight_valid;
48 SunlightPropagateResult(bool bottom_sunlight_valid_):
49 bottom_sunlight_valid(bottom_sunlight_valid_)
53 SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
54 bool inexistent_top_provides_sunlight,
55 std::set<v3s16> & light_sources,
56 INodeDefManager *ndef);
59 * Updates the lighting on the map.
60 * The result will be correct only if
61 * no nodes were changed except the given ones.
62 * Before calling this procedure make sure that all new nodes on
63 * the map have zero light level!
65 * \param oldnodes contains the MapNodes that were replaced by the new
66 * MapNodes and their positions
67 * \param modified_blocks output, contains all map blocks that
68 * the function modified
70 void update_lighting_nodes(
72 std::vector<std::pair<v3s16, MapNode> > &oldnodes,
73 std::map<v3s16, MapBlock*> &modified_blocks);
76 * Updates borders of the given mapblock.
77 * Only updates if the block was marked with incomplete
78 * lighting and the neighbor is also loaded.
80 * \param block the block to update
81 * \param modified_blocks output, contains all map blocks that
82 * the function modified
84 void update_block_border_lighting(Map *map, MapBlock *block,
85 std::map<v3s16, MapBlock*> &modified_blocks);
88 * This class iterates trough voxels that intersect with
89 * a line. The collision detection does not see nodeboxes,
90 * every voxel is a cube and is returned.
91 * This iterator steps to all nodes exactly once.
93 struct VoxelLineIterator
96 //! Starting position of the line in world coordinates.
98 //! Direction and length of the line in world coordinates.
101 * Each component stores the next smallest positive number, by
102 * which multiplying the line's vector gives a vector that ends
103 * on the intersection of two nodes.
105 v3f m_next_intersection_multi;
107 * Each component stores the smallest positive number, by which
108 * m_next_intersection_multi's components can be increased.
110 v3f m_intersection_multi_inc;
112 * Direction of the line. Each component can be -1 or 1 (if a
113 * component of the line's vector is 0, then there will be 1).
115 v3s16 m_step_directions;
116 //! Position of the current node.
117 v3s16 m_current_node_pos;
118 //! If true, the next node will intersect the line, too.
122 * Creates a voxel line iterator with the given line.
123 * @param start_position starting point of the line
124 * in voxel coordinates
125 * @param line_vector length and direction of the
126 * line in voxel coordinates. start_position+line_vector
127 * is the end of the line
129 VoxelLineIterator(const v3f &start_position,const v3f &line_vector);
132 * Steps to the next voxel.
133 * Updates m_current_node_pos and
134 * m_previous_node_pos.
135 * Note that it works even if hasNext() is false,
136 * continuing the line as a ray.
141 * Returns true if the next voxel intersects the given line.
143 inline bool hasNext() const { return m_has_next; }
146 } // namespace voxalgo