switched my textures back
[oweals/minetest.git] / src / voxel.h
index 2bc591d2a292bd9c8acbcb2f2f28ae8947a7c6f8..6d1a318f1e9b9f505d1a849d150806664cc67b14 100644 (file)
@@ -21,15 +21,30 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define VOXEL_HEADER
 
 #include "common_irrlicht.h"
-#include "mapblock.h"
 #include <iostream>
+#include "debug.h"
+#include "mapnode.h"
+
+// For VC++
+#undef min
+#undef max
 
 /*
-       TODO: A fast voxel manipulator class
+       A fast voxel manipulator class.
+
+       In normal operation, it fetches more map when it is requested.
+       It can also be used so that all allowed area is fetched at the
+       start, using ManualMapVoxelManipulator.
 
        Not thread-safe.
 */
 
+/*
+       Debug stuff
+*/
+extern u32 emerge_time;
+extern u32 emerge_load_time;
+
 /*
        This class resembles aabbox3d<s16> a lot, but has inclusive
        edges for saner handling of integer sizes
@@ -53,8 +68,18 @@ public:
                MaxEdge(p)
        {
        }
+       
+       /*
+               Modifying methods
+       */
+
        void addArea(VoxelArea &a)
        {
+               if(getExtent() == v3s16(0,0,0))
+               {
+                       *this = a;
+                       return;
+               }
                if(a.MinEdge.X < MinEdge.X) MinEdge.X = a.MinEdge.X;
                if(a.MinEdge.Y < MinEdge.Y) MinEdge.Y = a.MinEdge.Y;
                if(a.MinEdge.Z < MinEdge.Z) MinEdge.Z = a.MinEdge.Z;
@@ -64,6 +89,12 @@ public:
        }
        void addPoint(v3s16 p)
        {
+               if(getExtent() == v3s16(0,0,0))
+               {
+                       MinEdge = p;
+                       MaxEdge = p;
+                       return;
+               }
                if(p.X < MinEdge.X) MinEdge.X = p.X;
                if(p.Y < MinEdge.Y) MinEdge.Y = p.Y;
                if(p.Z < MinEdge.Z) MinEdge.Z = p.Z;
@@ -71,16 +102,53 @@ public:
                if(p.Y > MaxEdge.Y) MaxEdge.Y = p.Y;
                if(p.Z > MaxEdge.Z) MaxEdge.Z = p.Z;
        }
-       v3s16 getExtent()
+       
+       // Pad with d nodes
+       void pad(v3s16 d)
+       {
+               MinEdge -= d;
+               MaxEdge += d;
+       }
+       
+       /*void operator+=(v3s16 off)
+       {
+               MinEdge += off;
+               MaxEdge += off;
+       }
+
+       void operator-=(v3s16 off)
+       {
+               MinEdge -= off;
+               MaxEdge -= off;
+       }*/
+
+       /*
+               const methods
+       */
+
+       v3s16 getExtent() const
        {
                return MaxEdge - MinEdge + v3s16(1,1,1);
        }
-       s32 getVolume()
+       s32 getVolume() const
        {
                v3s16 e = getExtent();
                return (s32)e.X * (s32)e.Y * (s32)e.Z;
        }
-       bool isInside(v3s16 p)
+       bool contains(const VoxelArea &a) const
+       {
+               // No area contains an empty area
+               // NOTE: Algorithms depend on this, so do not change.
+               if(a.getExtent() == v3s16(0,0,0))
+                       return false;
+
+               return(
+                       a.MinEdge.X >= MinEdge.X && a.MaxEdge.X <= MaxEdge.X &&
+                       a.MinEdge.Y >= MinEdge.Y && a.MaxEdge.Y <= MaxEdge.Y &&
+                       a.MinEdge.Z >= MinEdge.Z && a.MaxEdge.Z <= MaxEdge.Z
+               );
+       }
+       bool contains(v3s16 p) const
        {
                return(
                        p.X >= MinEdge.X && p.X <= MaxEdge.X &&
@@ -88,16 +156,109 @@ public:
                        p.Z >= MinEdge.Z && p.Z <= MaxEdge.Z
                );
        }
-       bool operator==(const VoxelArea &other)
+       bool contains(s32 i) const
+       {
+               return (i >= 0 && i < getVolume());
+       }
+       bool operator==(const VoxelArea &other) const
        {
                return (MinEdge == other.MinEdge
                                && MaxEdge == other.MaxEdge);
        }
+
+       VoxelArea operator+(v3s16 off) const
+       {
+               return VoxelArea(MinEdge+off, MaxEdge+off);
+       }
+
+       VoxelArea operator-(v3s16 off) const
+       {
+               return VoxelArea(MinEdge-off, MaxEdge-off);
+       }
+
+       /*
+               Returns 0-6 non-overlapping areas that can be added to
+               a to make up this area.
+
+               a: area inside *this
+       */
+       void diff(const VoxelArea &a, core::list<VoxelArea> &result)
+       {
+               /*
+                       This can result in a maximum of 6 areas
+               */
+
+               // If a is an empty area, return the current area as a whole
+               if(a.getExtent() == v3s16(0,0,0))
+               {
+                       VoxelArea b = *this;
+                       if(b.getVolume() != 0)
+                               result.push_back(b);
+                       return;
+               }
+
+               assert(contains(a));
+               
+               // Take back area, XY inclusive
+               {
+                       v3s16 min(MinEdge.X, MinEdge.Y, a.MaxEdge.Z+1);
+                       v3s16 max(MaxEdge.X, MaxEdge.Y, MaxEdge.Z);
+                       VoxelArea b(min, max);
+                       if(b.getVolume() != 0)
+                               result.push_back(b);
+               }
+
+               // Take front area, XY inclusive
+               {
+                       v3s16 min(MinEdge.X, MinEdge.Y, MinEdge.Z);
+                       v3s16 max(MaxEdge.X, MaxEdge.Y, a.MinEdge.Z-1);
+                       VoxelArea b(min, max);
+                       if(b.getVolume() != 0)
+                               result.push_back(b);
+               }
+
+               // Take top area, X inclusive
+               {
+                       v3s16 min(MinEdge.X, a.MaxEdge.Y+1, a.MinEdge.Z);
+                       v3s16 max(MaxEdge.X, MaxEdge.Y, a.MaxEdge.Z);
+                       VoxelArea b(min, max);
+                       if(b.getVolume() != 0)
+                               result.push_back(b);
+               }
+
+               // Take bottom area, X inclusive
+               {
+                       v3s16 min(MinEdge.X, MinEdge.Y, a.MinEdge.Z);
+                       v3s16 max(MaxEdge.X, a.MinEdge.Y-1, a.MaxEdge.Z);
+                       VoxelArea b(min, max);
+                       if(b.getVolume() != 0)
+                               result.push_back(b);
+               }
+
+               // Take left area, non-inclusive
+               {
+                       v3s16 min(MinEdge.X, a.MinEdge.Y, a.MinEdge.Z);
+                       v3s16 max(a.MinEdge.X-1, a.MaxEdge.Y, a.MaxEdge.Z);
+                       VoxelArea b(min, max);
+                       if(b.getVolume() != 0)
+                               result.push_back(b);
+               }
+
+               // Take right area, non-inclusive
+               {
+                       v3s16 min(a.MaxEdge.X+1, a.MinEdge.Y, a.MinEdge.Z);
+                       v3s16 max(MaxEdge.X, a.MaxEdge.Y, a.MaxEdge.Z);
+                       VoxelArea b(min, max);
+                       if(b.getVolume() != 0)
+                               result.push_back(b);
+               }
+
+       }
        
        /*
                Translates position from virtual coordinates to array index
        */
-       s32 index(s16 x, s16 y, s16 z)
+       s32 index(s16 x, s16 y, s16 z) const
        {
                v3s16 em = getExtent();
                v3s16 off = MinEdge;
@@ -105,20 +266,46 @@ public:
                //dstream<<" i("<<x<<","<<y<<","<<z<<")="<<i<<" ";
                return i;
        }
-       s32 index(v3s16 p)
+       s32 index(v3s16 p) const
        {
                return index(p.X, p.Y, p.Z);
        }
+       
+       // Translate index in the X coordinate
+       void add_x(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a;
+       }
+       // Translate index in the Y coordinate
+       void add_y(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a * extent.X;
+       }
+       // Translate index in the Z coordinate
+       void add_z(const v3s16 &extent, u32 &i, s16 a)
+       {
+               i += a * extent.X*extent.Y;
+       }
+       // Translate index in space
+       void add_p(const v3s16 &extent, u32 &i, v3s16 a)
+       {
+               i += a.Z*extent.X*extent.Y + a.Y*extent.X + a.X;
+       }
 
-       void print(std::ostream &o)
+       /*
+               Print method for debugging
+       */
+       void print(std::ostream &o) const
        {
+               v3s16 e = getExtent();
                o<<"("<<MinEdge.X
                 <<","<<MinEdge.Y
                 <<","<<MinEdge.Z
                 <<")("<<MaxEdge.X
                 <<","<<MaxEdge.Y
                 <<","<<MaxEdge.Z
-                <<")";
+                <<")"
+                <<"="<<e.X<<"x"<<e.Y<<"x"<<e.Z<<"="<<getVolume();
        }
 
        // Edges are inclusive
@@ -126,82 +313,222 @@ public:
        v3s16 MaxEdge;
 };
 
-class VoxelManipulator : public NodeContainer
+// Hasn't been copied from source (emerged)
+#define VOXELFLAG_NOT_LOADED (1<<0)
+// Checked as being inexistent in source
+#define VOXELFLAG_INEXISTENT (1<<1)
+// Algorithm-dependent
+#define VOXELFLAG_CHECKED1 (1<<2)
+// Algorithm-dependent
+#define VOXELFLAG_CHECKED2 (1<<3)
+// Algorithm-dependent
+#define VOXELFLAG_CHECKED3 (1<<4)
+// Algorithm-dependent
+#define VOXELFLAG_CHECKED4 (1<<5)
+
+enum VoxelPrintMode
+{
+       VOXELPRINT_NOTHING,
+       VOXELPRINT_MATERIAL,
+       VOXELPRINT_WATERPRESSURE,
+};
+
+class VoxelManipulator /*: public NodeContainer*/
 {
 public:
        VoxelManipulator();
-       ~VoxelManipulator();
+       virtual ~VoxelManipulator();
        
        /*
                Virtuals from NodeContainer
        */
-       virtual u16 nodeContainerId() const
+       /*virtual u16 nodeContainerId() const
        {
                return NODECONTAINER_ID_VOXELMANIPULATOR;
        }
        bool isValidPosition(v3s16 p)
        {
-               return m_area.isInside(p);
-       }
-       // These are a bit slow and shouldn't be used internally
+               emerge(p);
+               return !(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT);
+       }*/
+
+       /*
+               These are a bit slow and shouldn't be used internally.
+               Use m_data[m_area.index(p)] instead.
+       */
        MapNode getNode(v3s16 p)
        {
-               if(isValidPosition(p) == false)
-                       emerge(VoxelArea(p));
+               emerge(p);
+
+               if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
+               {
+                       dstream<<"EXCEPT: VoxelManipulator::getNode(): "
+                                       <<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                       <<", index="<<m_area.index(p)
+                                       <<", flags="<<(int)m_flags[m_area.index(p)]
+                                       <<" is inexistent"<<std::endl;
+                       throw InvalidPositionException
+                       ("VoxelManipulator: getNode: inexistent");
+               }
+
+               return m_data[m_area.index(p)];
+       }
+       MapNode getNodeNoEx(v3s16 p)
+       {
+               emerge(p);
 
-               MapNode &n = m_data[m_area.index(p)];
+               if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
 
-               //TODO: Is this the right behaviour?
-               if(n.d == MATERIAL_IGNORE)
+               return m_data[m_area.index(p)];
+       }
+       MapNode getNodeNoExNoEmerge(v3s16 p)
+       {
+               if(m_area.contains(p) == false)
+                       return MapNode(CONTENT_IGNORE);
+               if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
+                       return MapNode(CONTENT_IGNORE);
+               return m_data[m_area.index(p)];
+       }
+       MapNode & getNodeRef(v3s16 p)
+       {
+               emerge(p);
+
+               if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
+               {
+                       dstream<<"EXCEPT: VoxelManipulator::getNode(): "
+                                       <<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                       <<", index="<<m_area.index(p)
+                                       <<", flags="<<(int)m_flags[m_area.index(p)]
+                                       <<" is inexistent"<<std::endl;
                        throw InvalidPositionException
-                       ("Not returning MATERIAL_IGNORE in VoxelManipulator");
+                       ("VoxelManipulator: getNode: inexistent");
+               }
 
-               return n;
+               return m_data[m_area.index(p)];
        }
-       void setNode(v3s16 p, MapNode & n)
+       void setNode(v3s16 p, MapNode &n)
        {
-               if(isValidPosition(p) == false)
-                       emerge(VoxelArea(p));
+               emerge(p);
+               
                m_data[m_area.index(p)] = n;
+               m_flags[m_area.index(p)] &= ~VOXELFLAG_INEXISTENT;
+               m_flags[m_area.index(p)] &= ~VOXELFLAG_NOT_LOADED;
        }
-       
-       MapNode & operator[](v3s16 p)
+       void setNodeNoRef(v3s16 p, MapNode n)
+       {
+               setNode(p, n);
+       }
+
+       /*void setExists(VoxelArea a)
+       {
+               emerge(a);
+               for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+               for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+               for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
+               {
+                       m_flags[m_area.index(x,y,z)] &= ~VOXELFLAG_INEXISTENT;
+               }
+       }*/
+
+       /*MapNode & operator[](v3s16 p)
        {
                //dstream<<"operator[] p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
                if(isValidPosition(p) == false)
                        emerge(VoxelArea(p));
+               
                return m_data[m_area.index(p)];
+       }*/
+       
+       /*
+               Set stuff if available without an emerge.
+               Return false if failed.
+               This is convenient but slower than playing around directly
+               with the m_data table with indices.
+       */
+       bool setNodeNoEmerge(v3s16 p, MapNode n)
+       {
+               if(m_area.contains(p) == false)
+                       return false;
+               m_data[m_area.index(p)] = n;
+       }
+       bool setNodeNoEmerge(s32 i, MapNode n)
+       {
+               if(m_area.contains(i) == false)
+                       return false;
+               m_data[i] = n;
        }
+       /*bool setContentNoEmerge(v3s16 p, u8 c)
+       {
+               if(isValidPosition(p) == false)
+                       return false;
+               m_data[m_area.index(p)].d = c;
+       }*/
 
        /*
-               Manipulation of bigger chunks
+               Control
        */
-       
-       void print(std::ostream &o);
+
+       virtual void clear();
+
+       void print(std::ostream &o, VoxelPrintMode mode=VOXELPRINT_MATERIAL);
        
        void addArea(VoxelArea area);
 
-       void interpolate(VoxelArea area);
-
-       /*void blitFromNodeContainer
-                       (v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c);
+       /*
+               Copy data and set flags to 0
+               dst_area.getExtent() <= src_area.getExtent()
+       */
+       void copyFrom(MapNode *src, VoxelArea src_area,
+                       v3s16 from_pos, v3s16 to_pos, v3s16 size);
        
-       void blitToNodeContainer
-                       (v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c);*/
+       // Copy data
+       void copyTo(MapNode *dst, VoxelArea dst_area,
+                       v3s16 dst_pos, v3s16 from_pos, v3s16 size);
 
+       /*
+               Algorithms
+       */
+
+       void clearFlag(u8 flag);
+       
+       void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+                       core::map<v3s16, bool> & light_sources);
+       void unspreadLight(enum LightBank bank,
+                       core::map<v3s16, u8> & from_nodes,
+                       core::map<v3s16, bool> & light_sources);
+       
+       void spreadLight(enum LightBank bank, v3s16 p);
+       void spreadLight(enum LightBank bank,
+                       core::map<v3s16, bool> & from_nodes);
+       
        /*
                Virtual functions
        */
        
        /*
                Get the contents of the requested area from somewhere.
+               Shall touch only nodes that have VOXELFLAG_NOT_LOADED
+               Shall reset VOXELFLAG_NOT_LOADED
 
-               If not found from source, add as MATERIAL_IGNORE.
+               If not found from source, add with VOXELFLAG_INEXISTENT
        */
-       virtual void emerge(VoxelArea a)
+       virtual void emerge(VoxelArea a, s32 caller_id=-1)
        {
                //dstream<<"emerge p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
                addArea(a);
+               for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+               for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+               for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
+               {
+                       s32 i = m_area.index(x,y,z);
+                       // Don't touch nodes that have already been loaded
+                       if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
+                               continue;
+                       m_flags[i] = VOXELFLAG_INEXISTENT;
+               }
        }
 
        /*
@@ -214,29 +541,29 @@ public:
                MaxEdge is 1 higher than maximum allowed position
        */
        VoxelArea m_area;
+       
        /*
-               NULL if data size is 0
+               NULL if data size is 0 (extent (0,0,0))
                Data is stored as [z*h*w + y*h + x]
-               Special data values:
-                       MATERIAL_IGNORE: Unspecified node
        */
        MapNode *m_data;
-private:
-};
 
-class Map;
-
-class MapVoxelManipulator : public VoxelManipulator
-{
-public:
-       MapVoxelManipulator(Map *map);
-
-       virtual void emerge(VoxelArea a);
+       /*
+               Flags of all nodes
+       */
+       u8 *m_flags;
+       
+       //TODO: Use these or remove them
+       //TODO: Would these make any speed improvement?
+       //bool m_pressure_route_valid;
+       //v3s16 m_pressure_route_surface;
 
-       void blitBack(core::map<v3s16, MapBlock*> & modified_blocks);
+       /*
+               Some settings
+       */
+       //bool m_disable_water_climb;
 
 private:
-       Map *m_map;
 };
 
 #endif