// --- STEP 2: Get all newly inserted light sources
// For each block:
- for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
- for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
- for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
- const v3s16 blockpos(b_x, b_y, b_z);
+ v3s16 blockpos;
+ v3s16 relpos;
+ for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
+ for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
+ for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks
continue;
// For each node in the block:
- for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
- for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
- v3s16 relpos(x, y, z);
- MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
+ for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++)
+ for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++)
+ for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) {
+ MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Y, &is_valid);
const ContentFeatures &f = ndef->get(node);
+
// For each light bank
for (size_t b = 0; b < 2; b++) {
LightBank bank = banks[b];
}
// --- STEP 2: Get nodes from borders to unlight
+ v3s16 blockpos;
+ v3s16 relpos;
// In case there are unloaded holes in the voxel manipulator
// unlight each block.
// For each block:
- for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
- for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
- for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
- v3s16 blockpos(b_x, b_y, b_z);
+ for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
+ for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
+ for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks.
// For each border of the block:
for (const VoxelArea &a : block_pad) {
// For each node of the border:
- for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
- for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
- for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
- v3s16 relpos(x, y, z);
+ for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
+ for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
+ for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
+
// Get old and new node
- MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid);
+ MapNode oldnode = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid);
const ContentFeatures &oldf = ndef->get(oldnode);
MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
- const ContentFeatures &newf = ndef->get(newnode);
+ const ContentFeatures &newf = oldnode == newnode ? oldf :
+ ndef->get(newnode);
+
// For each light bank
for (size_t b = 0; b < 2; b++) {
LightBank bank = banks[b];
// For each border of the block:
for (const VoxelArea &a : block_pad) {
+ v3s16 relpos;
// For each node of the border:
- for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
- for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
- for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
- v3s16 relpos(x, y, z);
+ for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
+ for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
+ for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
+
// Get node
- MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
+ MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid);
const ContentFeatures &f = ndef->get(node);
// For each light bank
for (size_t b = 0; b < 2; b++) {