VoxelManipulator::~VoxelManipulator()
{
clear();
- if(m_data)
- delete[] m_data;
- if(m_flags)
- delete[] m_flags;
}
void VoxelManipulator::clear()
{
// Reset area to volume=0
m_area = VoxelArea();
- if(m_data)
- delete[] m_data;
+ delete[] m_data;
m_data = NULL;
- if(m_flags)
- delete[] m_flags;
+ delete[] m_flags;
m_flags = NULL;
}
}
}
-void VoxelManipulator::addArea(VoxelArea area)
+void VoxelManipulator::addArea(const VoxelArea &area)
{
// Cancel if requested area has zero volume
- if(area.getExtent() == v3s16(0,0,0))
+ if (area.hasEmptyExtent())
return;
// Cancel if m_area already contains the requested area
// Calculate new area
VoxelArea new_area;
// New area is the requested area if m_area has zero volume
- if(m_area.getExtent() == v3s16(0,0,0))
+ if(m_area.hasEmptyExtent())
{
new_area = area;
}
dstream<<", new_size="<<new_size;
dstream<<std::endl;*/
- // Allocate and clear new data
+ // Allocate new data and clear flags
MapNode *new_data = new MapNode[new_size];
assert(new_data);
u8 *new_flags = new u8[new_size];
m_data = new_data;
m_flags = new_flags;
- if(old_data)
- delete[] old_data;
- if(old_flags)
- delete[] old_flags;
+ delete[] old_data;
+ delete[] old_flags;
//dstream<<"addArea done"<<std::endl;
}
void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
v3s16 from_pos, v3s16 to_pos, v3s16 size)
{
- for(s16 z=0; z<size.Z; z++)
- for(s16 y=0; y<size.Y; y++)
- {
- s32 i_src = src_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
- s32 i_local = m_area.index(to_pos.X, to_pos.Y+y, to_pos.Z+z);
- memcpy(&m_data[i_local], &src[i_src], size.X*sizeof(MapNode));
- memset(&m_flags[i_local], 0, size.X);
+ /* 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
+ * [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
+ * (which performs the preceding mapping/indexing of m_data) out of the
+ * inner loop and calculate the next index as we're iterating to gain
+ * performance.
+ *
+ * src_step and dest_step is the amount required to be added to our index
+ * every time y increments. Because the destination area may be larger
+ * than the source area we need one additional variable (otherwise we could
+ * just continue adding dest_step as is done for the source data): dest_mod.
+ * dest_mod is the difference in size between a "row" in the source data
+ * and a "row" in the destination data (I am using the term row loosely
+ * and for illustrative purposes). E.g.
+ *
+ * src <-------------------->|'''''' dest mod ''''''''
+ * dest <--------------------------------------------->
+ *
+ * dest_mod (it's essentially a modulus) is added to the destination index
+ * after every full iteration of the y span.
+ *
+ * This method falls under the category "linear array and incrementing
+ * index".
+ */
+
+ s32 src_step = src_area.getExtent().X;
+ s32 dest_step = m_area.getExtent().X;
+ s32 dest_mod = m_area.index(to_pos.X, to_pos.Y, to_pos.Z + 1)
+ - m_area.index(to_pos.X, to_pos.Y, to_pos.Z)
+ - dest_step * size.Y;
+
+ s32 i_src = src_area.index(from_pos.X, from_pos.Y, from_pos.Z);
+ s32 i_local = m_area.index(to_pos.X, to_pos.Y, to_pos.Z);
+
+ for (s16 z = 0; z < size.Z; z++) {
+ for (s16 y = 0; y < size.Y; y++) {
+ memcpy(&m_data[i_local], &src[i_src], size.X * sizeof(*m_data));
+ memset(&m_flags[i_local], 0, size.X);
+ i_src += src_step;
+ i_local += dest_step;
+ }
+ i_local += dest_mod;
}
}
v3s16(-1,0,0), // left
};
- addArea(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
+ 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++)
}
}
-#if 1
/*
Goes recursively through the neighbours of the node.
std::map<v3s16, u8> & from_nodes,
std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
- if(from_nodes.size() == 0)
+ if(from_nodes.empty())
return;
for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
}
}
-#endif
-
-#if 0
-/*
- 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,
- core::map<v3s16, u8> & from_nodes,
- core::map<v3s16, bool> & light_sources)
-{
- 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.size() == 0)
- return;
-
- core::map<v3s16, u8> unlighted_nodes;
- core::map<v3s16, u8>::Iterator j;
- j = from_nodes.getIterator();
-
- for(; j.atEnd() == false; j++)
- {
- v3s16 pos = j.getNode()->getKey();
-
- addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
-
- //MapNode &n = m_data[m_area.index(pos)];
-
- u8 oldlight = j.getNode()->getValue();
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = pos + 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)
- */
- if(n2.getLight(bank, nodemgr) < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- u8 current_light = n2.getLight(bank, nodemgr);
- n2.setLight(bank, 0);
-
- unlighted_nodes.insert(n2pos, current_light);
-
- /*
- 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, true);
- }
- }
- }
-
- /*dstream<<"unspreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(unlighted_nodes.size() > 0)
- unspreadLight(bank, unlighted_nodes, light_sources);
-}
-#endif
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
INodeDefManager *nodemgr)
v3s16(-1,0,0), // left
};
- addArea(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
+ VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
+ addArea(voxel_area);
u32 i = m_area.index(p);
}
}
-#if 0
-/*
- Lights neighbors of from_nodes, collects all them and then
- goes on recursively.
- NOTE: This is faster on small areas but will overflow the
- stack on large areas. Thus it is not used.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
- core::map<v3s16, bool> & from_nodes)
-{
- if(from_nodes.size() == 0)
- return;
-
- core::map<v3s16, bool> lighted_nodes;
- core::map<v3s16, bool>::Iterator j;
- j = from_nodes.getIterator();
-
- for(; j.atEnd() == false; j++)
- {
- v3s16 pos = j.getNode()->getKey();
-
- spreadLight(bank, pos);
- }
-}
-#endif
+const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
-#if 1
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
v3s16(-1,0,0), // left
};
- if(from_nodes.size() == 0)
+ if(from_nodes.empty())
return;
std::set<v3s16> lighted_nodes;
{
v3s16 pos = *j;
- addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+ VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
+ addArea(voxel_area);
u32 i = m_area.index(pos);
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
- if(lighted_nodes.size() > 0)
+ if(!lighted_nodes.empty())
spreadLight(bank, lighted_nodes, nodemgr);
}
-#endif
//END