X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fvoxel.cpp;h=1f1d253731c558fdc8d8d586f3c4f7d12184756e;hb=HEAD;hp=5938f9016d7e202d161cc9c5d722c2870e9cf4ad;hpb=dc5319b6c9f2e39d93f2fa881403f36fc47ffaac;p=oweals%2Fminetest.git diff --git a/src/voxel.cpp b/src/voxel.cpp index 5938f9016..1f1d25373 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -1,75 +1,61 @@ /* -Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Minetest +Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "voxel.h" #include "map.h" -#include "utility.h" // For TimeTaker #include "gettime.h" -#include "content_mapnode.h" +#include "nodedef.h" +#include "util/directiontables.h" +#include "util/timetaker.h" +#include // 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() { 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; - m_data = NULL; - if(m_flags) - delete[] m_flags; - m_flags = NULL; + delete[] m_data; + m_data = nullptr; + delete[] m_flags; + m_flags = nullptr; } -void VoxelManipulator::print(std::ostream &o, 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: "<=m_area.MinEdge.Y; y--) { if(em.X >= 3 && em.Y >= 3) @@ -86,15 +72,14 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) { u8 f = m_flags[m_area.index(x,y,z)]; char c; - if(f & VOXELFLAG_NOT_LOADED) + if(f & VOXELFLAG_NO_DATA) c = 'N'; - else if(f & VOXELFLAG_INEXISTENT) - c = 'I'; else { c = 'X'; - u8 m = m_data[m_area.index(x,y,z)].d; - u8 pr = m_data[m_area.index(x,y,z)].param2; + MapNode n = m_data[m_area.index(x,y,z)]; + content_t m = n.getContent(); + u8 pr = n.param2; if(mode == VOXELPRINT_MATERIAL) { if(m <= 9) @@ -102,7 +87,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) } else if(mode == VOXELPRINT_WATERPRESSURE) { - if(m == CONTENT_WATER) + if(ndef->get(m).isLiquid()) { c = 'w'; if(pr <= 9) @@ -117,6 +102,21 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) c = '#'; } } + else if(mode == VOXELPRINT_LIGHT_DAY) + { + if(ndef->get(m).light_source != 0) + c = 'S'; + else if(!ndef->get(m).light_propagates) + c = 'X'; + else + { + u8 light = n.getLight(LIGHTBANK_DAY, ndef); + if(light < 10) + c = '0' + light; + else + c = 'a' + (light-10); + } + } } o<|'''''' 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; } } -void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area, - v3s16 dst_pos, v3s16 from_pos, v3s16 size) +void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area, + v3s16 dst_pos, v3s16 from_pos, const v3s16 &size) { for(s16 z=0; z & 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 - }; - - emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1))); - - // 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_INEXISTENT) - 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) < oldlight) - { - /* - And the neighbor is transparent and it has some light - */ - if(n2.light_propagates() && n2.getLight(bank) != 0) - { - /* - Set light to 0 and add to queue - */ - - u8 current_light = n2.getLight(bank); - n2.setLight(bank, 0); - - unspreadLight(bank, n2pos, current_light, light_sources); - - /* - 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"< & from_nodes, - core::map & light_sources) -{ - if(from_nodes.size() == 0) - return; - - core::map::Iterator j; - j = from_nodes.getIterator(); - - for(; j.atEnd() == false; j++) - { - v3s16 pos = j.getNode()->getKey(); - - //MapNode &n = m_data[m_area.index(pos)]; - - u8 oldlight = j.getNode()->getValue(); - - unspreadLight(bank, pos, oldlight, light_sources); - } -} -#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 & from_nodes, - core::map & 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 unlighted_nodes; - core::map::Iterator j; - j = from_nodes.getIterator(); - - for(; j.atEnd() == false; j++) - { - v3s16 pos = j.getNode()->getKey(); - - emerge(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_INEXISTENT) - 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) < oldlight) - { - /* - And the neighbor is transparent and it has some light - */ - if(n2.light_propagates() && n2.getLight(bank) != 0) - { - /* - Set light to 0 and add to queue - */ - - u8 current_light = n2.getLight(bank); - 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"< 0) - unspreadLight(bank, unlighted_nodes, light_sources); -} -#endif - -void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p) -{ - 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 - }; - - emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1))); - - u32 i = m_area.index(p); - - if(m_flags[i] & VOXELFLAG_INEXISTENT) - return; - - MapNode &n = m_data[i]; - - u8 oldlight = n.getLight(bank); - 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_INEXISTENT) - continue; - - MapNode &n2 = m_data[n2i]; - - /* - If the neighbor is brighter than the current node, - add to list (it will light up this node on its turn) - */ - if(n2.getLight(bank) > undiminish_light(oldlight)) - { - spreadLight(bank, n2pos); - } - /* - If the neighbor is dimmer than how much light this node - would spread on it, add to list - */ - if(n2.getLight(bank) < newlight) - { - if(n2.light_propagates()) - { - n2.setLight(bank, newlight); - spreadLight(bank, n2pos); - } - } - } -} - -#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 & from_nodes) -{ - if(from_nodes.size() == 0) - return; - - core::map lighted_nodes; - core::map::Iterator j; - j = from_nodes.getIterator(); - - for(; j.atEnd() == false; j++) - { - v3s16 pos = j.getNode()->getKey(); - - spreadLight(bank, pos); - } -} -#endif - -#if 1 -/* - Lights neighbors of from_nodes, collects all them and then - goes on recursively. -*/ -void VoxelManipulator::spreadLight(enum LightBank bank, - core::map & from_nodes) -{ - 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.size() == 0) - return; - - core::map lighted_nodes; - core::map::Iterator j; - j = from_nodes.getIterator(); - - for(; j.atEnd() == false; j++) - { - v3s16 pos = j.getNode()->getKey(); - - emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1))); - - u32 i = m_area.index(pos); - - if(m_flags[i] & VOXELFLAG_INEXISTENT) - continue; - - MapNode &n = m_data[i]; - - u8 oldlight = n.getLight(bank); - 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_INEXISTENT) - continue; - - MapNode &n2 = m_data[n2i]; - - /* - If the neighbor is brighter than the current node, - add to list (it will light up this node on its turn) - */ - if(n2.getLight(bank) > undiminish_light(oldlight)) - { - lighted_nodes.insert(n2pos, true); - } - /* - If the neighbor is dimmer than how much light this node - would spread on it, add to list - */ - if(n2.getLight(bank) < newlight) - { - if(n2.light_propagates()) - { - n2.setLight(bank, newlight); - lighted_nodes.insert(n2pos, true); - } - } - } - catch(InvalidPositionException &e) - { - continue; - } - } - } - - /*dstream<<"spreadLight(): Changed block " - < 0) - spreadLight(bank, lighted_nodes); -} -#endif +const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE); //END