#include "map.h"
#include "gettime.h"
#include "nodedef.h"
+#include "util/directiontables.h"
#include "util/timetaker.h"
-#include <string.h> // memcpy, memset
+#include <cstring> // memcpy, memset
/*
Debug stuff
*/
-u32 addarea_time = 0;
-u32 emerge_time = 0;
-u32 emerge_load_time = 0;
-u32 clearflag_time = 0;
-//u32 getwaterpressure_time = 0;
-//u32 spreadwaterpressure_time = 0;
-u32 updateareawaterpressure_time = 0;
-u32 flowwater_pre_time = 0;
-
-
-VoxelManipulator::VoxelManipulator():
- m_data(NULL),
- m_flags(NULL)
-{
-}
+u64 addarea_time = 0;
+u64 emerge_time = 0;
+u64 emerge_load_time = 0;
+u64 clearflag_time = 0;
VoxelManipulator::~VoxelManipulator()
{
// Reset area to volume=0
m_area = VoxelArea();
delete[] m_data;
- m_data = NULL;
+ m_data = nullptr;
delete[] m_flags;
- m_flags = NULL;
+ m_flags = nullptr;
}
-void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
- VoxelPrintMode mode)
+void VoxelManipulator::print(std::ostream &o, const NodeDefManager *ndef,
+ VoxelPrintMode mode)
{
- v3s16 em = m_area.getExtent();
+ const v3s16 &em = m_area.getExtent();
v3s16 of = m_area.MinEdge;
o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
<<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
{
if(ndef->get(m).light_source != 0)
c = 'S';
- else if(ndef->get(m).light_propagates == false)
+ else if(!ndef->get(m).light_propagates)
c = 'X';
else
{
}
void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
- v3s16 from_pos, v3s16 to_pos, v3s16 size)
+ v3s16 from_pos, v3s16 to_pos, const v3s16 &size)
{
/* The reason for this optimised code is that we're a member function
* and the data type/layout of m_data is know to us: it's stored as
}
void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
- v3s16 dst_pos, v3s16 from_pos, v3s16 size)
+ v3s16 dst_pos, v3s16 from_pos, const v3s16 &size)
{
for(s16 z=0; z<size.Z; z++)
for(s16 y=0; y<size.Y; y++)
<<volume<<" nodes"<<std::endl;*/
}
-void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
- std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
-{
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
- addArea(voxel_area);
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = p + dirs[i];
-
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- /*
- If the neighbor is dimmer than what was specified
- as oldlight (the light of the previous node)
- */
- u8 light2 = n2.getLight(bank, nodemgr);
- if(light2 < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(nodemgr->get(n2).light_propagates && light2 != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- n2.setLight(bank, 0, nodemgr);
-
- unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
-
- /*
- Remove from light_sources if it is there
- NOTE: This doesn't happen nearly at all
- */
- /*if(light_sources.find(n2pos))
- {
- std::cout<<"Removed from light_sources"<<std::endl;
- light_sources.remove(n2pos);
- }*/
- }
- }
- else{
- light_sources.insert(n2pos);
- }
- }
-}
-
-/*
- Goes recursively through the neighbours of the node.
-
- Alters only transparent nodes.
-
- If the lighting of the neighbour is lower than the lighting of
- the node was (before changing it to 0 at the step before), the
- lighting of the neighbour is set to 0 and then the same stuff
- repeats for the neighbour.
-
- The ending nodes of the routine are stored in light_sources.
- This is useful when a light is removed. In such case, this
- routine can be called for the light node and then again for
- light_sources to re-light the area without the removed light.
-
- values of from_nodes are lighting values.
-*/
-void VoxelManipulator::unspreadLight(enum LightBank bank,
- std::map<v3s16, u8> & from_nodes,
- std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
-{
- if(from_nodes.empty())
- return;
-
- for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
- }
-}
-
-void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
- INodeDefManager *nodemgr)
-{
- const v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
- addArea(voxel_area);
-
- u32 i = m_area.index(p);
-
- if(m_flags[i] & VOXELFLAG_NO_DATA)
- return;
-
- MapNode &n = m_data[i];
-
- u8 oldlight = n.getLight(bank, nodemgr);
- u8 newlight = diminish_light(oldlight);
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = p + dirs[i];
-
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- u8 light2 = n2.getLight(bank, nodemgr);
-
- /*
- If the neighbor is brighter than the current node,
- add to list (it will light up this node on its turn)
- */
- if(light2 > undiminish_light(oldlight))
- {
- spreadLight(bank, n2pos, nodemgr);
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(light2 < newlight)
- {
- if(nodemgr->get(n2).light_propagates)
- {
- n2.setLight(bank, newlight, nodemgr);
- spreadLight(bank, n2pos, nodemgr);
- }
- }
- }
-}
-
-
const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
-/*
- Lights neighbors of from_nodes, collects all them and then
- goes on recursively.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
- std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
-{
- const v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- if(from_nodes.empty())
- return;
-
- std::set<v3s16> lighted_nodes;
-
- for(std::set<v3s16>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- v3s16 pos = *j;
-
- VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
- addArea(voxel_area);
-
- u32 i = m_area.index(pos);
-
- if(m_flags[i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n = m_data[i];
-
- u8 oldlight = n.getLight(bank, nodemgr);
- u8 newlight = diminish_light(oldlight);
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = pos + dirs[i];
-
- try
- {
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- u8 light2 = n2.getLight(bank, nodemgr);
-
- /*
- If the neighbor is brighter than the current node,
- add to list (it will light up this node on its turn)
- */
- if(light2 > undiminish_light(oldlight))
- {
- lighted_nodes.insert(n2pos);
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(light2 < newlight)
- {
- if(nodemgr->get(n2).light_propagates)
- {
- n2.setLight(bank, newlight, nodemgr);
- lighted_nodes.insert(n2pos);
- }
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
- }
- }
-
- /*dstream<<"spreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(!lighted_nodes.empty())
- spreadLight(bank, lighted_nodes, nodemgr);
-}
-
//END