#include "mapblock.h"
#include "filesys.h"
#include "voxel.h"
+#include "voxelalgorithms.h"
#include "porting.h"
#include "serialization.h"
#include "nodemetadata.h"
block->setNodeNoCheck(relpos, n);
}
-
/*
Goes recursively through the neighbours of the node.
unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
}
-/*
- A single-node wrapper of the above
-*/
-void Map::unLightNeighbors(enum LightBank bank,
- v3s16 pos, u8 lightwas,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::map<v3s16, u8> from_nodes;
- from_nodes[pos] = lightwas;
-
- unspreadLight(bank, from_nodes, light_sources, modified_blocks);
-}
-
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
spreadLight(bank, lighted_nodes, modified_blocks);
}
-/*
- A single-node source variation of the above.
-*/
-void Map::lightNeighbors(enum LightBank bank,
- v3s16 pos,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::set<v3s16> from_nodes;
- from_nodes.insert(pos);
- spreadLight(bank, from_nodes, modified_blocks);
-}
-
-v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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
- };
-
- u8 brightest_light = 0;
- v3s16 brightest_pos(0,0,0);
- bool found_something = false;
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++){
- // Get the position of the neighbor node
- v3s16 n2pos = p + dirs[i];
- MapNode n2;
- bool is_valid_position;
- n2 = getNodeNoEx(n2pos, &is_valid_position);
- if (!is_valid_position)
- continue;
-
- if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
- brightest_light = n2.getLight(bank, nodemgr);
- brightest_pos = n2pos;
- found_something = true;
- }
- }
-
- if(found_something == false)
- throw InvalidPositionException();
-
- return brightest_pos;
-}
-
-/*
- Propagates sunlight down from a node.
- Starting point gets sunlight.
-
- Returns the lowest y value of where the sunlight went.
-
- Mud is turned into grass in where the sunlight stops.
-*/
-s16 Map::propagateSunlight(v3s16 start,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- s16 y = start.Y;
- for(; ; y--)
- {
- v3s16 pos(start.X, y, start.Z);
-
- v3s16 blockpos = getNodeBlockPos(pos);
- MapBlock *block;
- try{
- block = getBlockNoCreate(blockpos);
- }
- catch(InvalidPositionException &e)
- {
- break;
- }
-
- v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
- bool is_valid_position;
- MapNode n = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- break;
-
- if(nodemgr->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
- block->setNode(relpos, n);
-
- modified_blocks[blockpos] = block;
- }
- else
- {
- // Sunlight goes no further
- break;
- }
- }
- return y + 1;
-}
-
void Map::updateLighting(enum LightBank bank,
std::map<v3s16, MapBlock*> & a_blocks,
std::map<v3s16, MapBlock*> & modified_blocks)
}
}
-/*
-*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata)
{
INodeDefManager *ndef = m_gamedef->ndef();
- /*PrintInfo(m_dout);
- m_dout<<"Map::addNodeAndUpdate(): p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
- /*
- From this node to nodes underneath:
- If lighting is sunlight (1.0), unlight neighbours and
- set lighting to 0.
- Else discontinue.
- */
-
- v3s16 toppos = p + v3s16(0,1,0);
- //v3s16 bottompos = p + v3s16(0,-1,0);
-
- bool node_under_sunlight = true;
- std::set<v3s16> light_sources;
-
- /*
- Collect old node for rollback
- */
+ // Collect old node for rollback
RollbackNode rollback_oldnode(this, p, m_gamedef);
- /*
- If there is a node at top and it doesn't have sunlight,
- there has not been any sunlight going down.
-
- Otherwise there probably is.
- */
-
- bool is_valid_position;
- MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
-
- if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
- node_under_sunlight = false;
-
- /*
- Remove all light that has come out of this node
- */
-
- enum LightBank banks[] =
- {
- LIGHTBANK_DAY,
- LIGHTBANK_NIGHT
- };
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
+ // This is needed for updating the lighting
+ MapNode oldnode = getNodeNoEx(p);
- u8 lightwas = getNodeNoEx(p).getLight(bank, ndef);
-
- // Add the block of the added node to modified_blocks
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock * block = getBlockNoCreate(blockpos);
- assert(block != NULL);
- modified_blocks[blockpos] = block;
-
- assert(isValidPosition(p));
-
- // Unlight neighbours of node.
- // This means setting light of all consequent dimmer nodes
- // to 0.
- // This also collects the nodes at the border which will spread
- // light again into this.
- unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
-
- n.setLight(bank, 0, ndef);
- }
-
- /*
- If node lets sunlight through and is under sunlight, it has
- sunlight too.
- */
- if(node_under_sunlight && ndef->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
- }
-
- /*
- Remove node metadata
- */
+ // Remove node metadata
if (remove_metadata) {
removeNodeMetadata(p);
}
- /*
- Set the node on the map
- */
-
+ // Set the node on the map
setNode(p, n);
- /*
- If node is under sunlight and doesn't let sunlight through,
- take all sunlighted nodes under it and clear light from them
- and from where the light has been spread.
- TODO: This could be optimized by mass-unlighting instead
- of looping
- */
- if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
- {
- s16 y = p.Y - 1;
- for(;; y--){
- //m_dout<<"y="<<y<<std::endl;
- v3s16 n2pos(p.X, y, p.Z);
-
- MapNode n2;
-
- n2 = getNodeNoEx(n2pos, &is_valid_position);
- if (!is_valid_position)
- break;
-
- if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
- {
- unLightNeighbors(LIGHTBANK_DAY,
- n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
- light_sources, modified_blocks);
- n2.setLight(LIGHTBANK_DAY, 0, ndef);
- setNode(n2pos, n2);
- }
- else
- break;
- }
- }
+ // Update lighting
+ voxalgo::update_lighting_node(this, ndef, p, oldnode, modified_blocks);
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Spread light from all nodes that might be capable of doing so
- */
- spreadLight(bank, light_sources, modified_blocks);
- }
-
- /*
- Update information about whether day and night light differ
- */
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
i->second->expireDayNightDiff();
}
- /*
- Report for rollback
- */
+ // Report for rollback
if(m_gamedef->rollback())
{
RollbackNode rollback_newnode(this, p, m_gamedef);
}
/*
- Add neighboring liquid nodes and the node itself if it is
- liquid (=water node was added) to transform queue.
- */
+ Add neighboring liquid nodes and this node to transform queue.
+ (it's vital for the node itself to get updated last, if it was removed.)
+ */
v3s16 dirs[7] = {
- v3s16(0,0,0), // self
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
+ v3s16(0,0,0), // self
};
for(u16 i=0; i<7; i++)
{
v3s16 p2 = p + dirs[i];
+ bool is_valid_position;
MapNode n2 = getNodeNoEx(p2, &is_valid_position);
if(is_valid_position
&& (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
}
}
-/*
-*/
void Map::removeNodeAndUpdate(v3s16 p,
std::map<v3s16, MapBlock*> &modified_blocks)
{
- INodeDefManager *ndef = m_gamedef->ndef();
-
- /*PrintInfo(m_dout);
- m_dout<<"Map::removeNodeAndUpdate(): p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
- bool node_under_sunlight = true;
-
- v3s16 toppos = p + v3s16(0,1,0);
-
- // Node will be replaced with this
- content_t replace_material = CONTENT_AIR;
-
- /*
- Collect old node for rollback
- */
- RollbackNode rollback_oldnode(this, p, m_gamedef);
-
- /*
- If there is a node at top and it doesn't have sunlight,
- there will be no sunlight going down.
- */
- bool is_valid_position;
- MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
-
- if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
- node_under_sunlight = false;
-
- std::set<v3s16> light_sources;
-
- enum LightBank banks[] =
- {
- LIGHTBANK_DAY,
- LIGHTBANK_NIGHT
- };
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Unlight neighbors (in case the node is a light source)
- */
- unLightNeighbors(bank, p,
- getNodeNoEx(p).getLight(bank, ndef),
- light_sources, modified_blocks);
- }
-
- /*
- Remove node metadata
- */
-
- removeNodeMetadata(p);
-
- /*
- Remove the node.
- This also clears the lighting.
- */
-
- MapNode n(replace_material);
- setNode(p, n);
-
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Recalculate lighting
- */
- spreadLight(bank, light_sources, modified_blocks);
- }
-
- // Add the block of the removed node to modified_blocks
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock * block = getBlockNoCreate(blockpos);
- assert(block != NULL);
- modified_blocks[blockpos] = block;
-
- /*
- If the removed node was under sunlight, propagate the
- sunlight down from it and then light all neighbors
- of the propagated blocks.
- */
- if(node_under_sunlight)
- {
- s16 ybottom = propagateSunlight(p, modified_blocks);
- /*m_dout<<"Node was under sunlight. "
- "Propagating sunlight";
- m_dout<<" -> ybottom="<<ybottom<<std::endl;*/
- s16 y = p.Y;
- for(; y >= ybottom; y--)
- {
- v3s16 p2(p.X, y, p.Z);
- /*m_dout<<"lighting neighbors of node ("
- <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
- <<std::endl;*/
- lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
- }
- }
- else
- {
- // Set the lighting of this node to 0
- // TODO: Is this needed? Lighting is cleared up there already.
- MapNode n = getNodeNoEx(p, &is_valid_position);
- if (is_valid_position) {
- n.setLight(LIGHTBANK_DAY, 0, ndef);
- setNode(p, n);
- } else {
- FATAL_ERROR("Invalid position");
- }
- }
-
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- // Get the brightest neighbour node and propagate light from it
- v3s16 n2p = getBrightestNeighbour(bank, p);
- try{
- //MapNode n2 = getNode(n2p);
- lightNeighbors(bank, n2p, modified_blocks);
- }
- catch(InvalidPositionException &e)
- {
- }
- }
-
- /*
- Update information about whether day and night light differ
- */
- for(std::map<v3s16, MapBlock*>::iterator
- i = modified_blocks.begin();
- i != modified_blocks.end(); ++i)
- {
- i->second->expireDayNightDiff();
- }
-
- /*
- Report for rollback
- */
- if(m_gamedef->rollback())
- {
- RollbackNode rollback_newnode(this, p, m_gamedef);
- RollbackAction action;
- action.setSetNode(p, rollback_oldnode, rollback_newnode);
- m_gamedef->rollback()->reportAction(action);
- }
-
- /*
- Add neighboring liquid nodes and this node to transform queue.
- (it's vital for the node itself to get updated last.)
- */
- v3s16 dirs[7] = {
- 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
- v3s16(0,0,0), // self
- };
- for(u16 i=0; i<7; i++)
- {
- v3s16 p2 = p + dirs[i];
-
- bool is_position_valid;
- MapNode n2 = getNodeNoEx(p2, &is_position_valid);
- if (is_position_valid
- && (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
- {
- m_transforming_liquid.push_back(p2);
- }
- }
+ addNodeAndUpdate(p, MapNode(CONTENT_AIR), modified_blocks, true);
}
bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata)
#include "voxelalgorithms.h"
#include "nodedef.h"
+#include "mapblock.h"
+#include "map.h"
+#include "util/timetaker.h"
namespace voxalgo
{
return SunlightPropagateResult(bottom_sunlight_valid);
}
+/*!
+ * A direction.
+ * 0=X+
+ * 1=Y+
+ * 2=Z+
+ * 3=Z-
+ * 4=Y-
+ * 5=X-
+ * 6=no direction
+ * Two directions ate opposite only if their sum is 5.
+ */
+typedef u8 direction;
+/*!
+ * Relative node position.
+ * This represents a node's position in its map block.
+ * All coordinates must be between 0 and 15.
+ */
+typedef v3s16 relative_v3;
+/*!
+ * Position of a map block.
+ * One block_pos unit is as long as 16 node position units.
+ */
+typedef v3s16 mapblock_v3;
+
+//! Contains information about a node whose light is about to change.
+struct ChangingLight {
+ //! Relative position of the node in its map block.
+ relative_v3 rel_position;
+ //! Position of the node's block.
+ mapblock_v3 block_position;
+ //! Reference to the node's block.
+ MapBlock *block;
+ /*!
+ * Direction from the node that caused this node's changing
+ * to this node.
+ */
+ direction source_direction;
+
+ ChangingLight() :
+ rel_position(),
+ block_position(),
+ block(NULL),
+ source_direction(6)
+ {}
+
+ ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
+ MapBlock *b, direction source_dir) :
+ rel_position(rel_pos),
+ block_position(block_pos),
+ block(b),
+ source_direction(source_dir)
+ {}
+};
+
+/*!
+ * A fast, priority queue-like container to contain ChangingLights.
+ * The ChangingLights are ordered by the given light levels.
+ * The brightest ChangingLight is returned first.
+ */
+struct LightQueue {
+ //! For each light level there is a vector.
+ std::vector<ChangingLight> lights[LIGHT_SUN + 1];
+ //! Light of the brightest ChangingLight in the queue.
+ u8 max_light;
+
+ /*!
+ * Creates a LightQueue.
+ * \param reserve for each light level that many slots are reserved.
+ */
+ LightQueue(size_t reserve)
+ {
+ max_light = LIGHT_SUN;
+ for (u8 i = 0; i <= LIGHT_SUN; i++) {
+ lights[i].reserve(reserve);
+ }
+ }
+
+ /*!
+ * Returns the next brightest ChangingLight and
+ * removes it from the queue.
+ * If there were no elements in the queue, the given parameters
+ * remain unmodified.
+ * \param light light level of the popped ChangingLight
+ * \param data the ChangingLight that was popped
+ * \returns true if there was a ChangingLight in the queue.
+ */
+ bool next(u8 &light, ChangingLight &data)
+ {
+ while (lights[max_light].empty()) {
+ if (max_light == 0) {
+ return false;
+ }
+ max_light--;
+ }
+ light = max_light;
+ data = lights[max_light].back();
+ lights[max_light].pop_back();
+ return true;
+ }
+
+ /*!
+ * Adds an element to the queue.
+ * The parameters are the same as in ChangingLight's constructor.
+ * \param light light level of the ChangingLight
+ */
+ inline void push(u8 light, relative_v3 &rel_pos, mapblock_v3 &block_pos,
+ MapBlock *block, direction source_dir)
+ {
+ lights[light].push_back(
+ ChangingLight(rel_pos, block_pos, block, source_dir));
+ }
+};
+
+/*!
+ * This type of light queue is for unlighting.
+ * A node can be pushed in it only if its raw light is zero.
+ * This prevents pushing nodes twice into this queue.
+ * The light of the pushed ChangingLight must be the
+ * light of the node before unlighting it.
+ */
+typedef LightQueue UnlightQueue;
+/*!
+ * This type of light queue is for spreading lights.
+ * While spreading lights, all the nodes in it must
+ * have the same light as the light level the ChangingLights
+ * were pushed into this queue with. This prevents unnecessary
+ * re-pushing of the nodes into the queue.
+ * If a node doesn't let light trough but emits light, it can be added
+ * too.
+ */
+typedef LightQueue ReLightQueue;
+
+/*!
+ * neighbor_dirs[i] points towards
+ * the direction i.
+ * See the definition of the type "direction"
+ */
+const static v3s16 neighbor_dirs[6] = {
+ v3s16(1, 0, 0), // right
+ v3s16(0, 1, 0), // top
+ v3s16(0, 0, 1), // back
+ v3s16(0, 0, -1), // front
+ v3s16(0, -1, 0), // bottom
+ v3s16(-1, 0, 0), // left
+};
+
+/*!
+ * Transforms the given map block offset by one node towards
+ * the specified direction.
+ * \param dir the direction of the transformation
+ * \param rel_pos the node's relative position in its map block
+ * \param block_pos position of the node's block
+ */
+bool stepRelBlockPos(direction dir, relative_v3 &rel_pos,
+ mapblock_v3 &block_pos)
+{
+ switch (dir) {
+ case 0:
+ if (rel_pos.X < MAP_BLOCKSIZE - 1) {
+ rel_pos.X++;
+ } else {
+ rel_pos.X = 0;
+ block_pos.X++;
+ return true;
+ }
+ break;
+ case 1:
+ if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
+ rel_pos.Y++;
+ } else {
+ rel_pos.Y = 0;
+ block_pos.Y++;
+ return true;
+ }
+ break;
+ case 2:
+ if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
+ rel_pos.Z++;
+ } else {
+ rel_pos.Z = 0;
+ block_pos.Z++;
+ return true;
+ }
+ break;
+ case 3:
+ if (rel_pos.Z > 0) {
+ rel_pos.Z--;
+ } else {
+ rel_pos.Z = MAP_BLOCKSIZE - 1;
+ block_pos.Z--;
+ return true;
+ }
+ break;
+ case 4:
+ if (rel_pos.Y > 0) {
+ rel_pos.Y--;
+ } else {
+ rel_pos.Y = MAP_BLOCKSIZE - 1;
+ block_pos.Y--;
+ return true;
+ }
+ break;
+ case 5:
+ if (rel_pos.X > 0) {
+ rel_pos.X--;
+ } else {
+ rel_pos.X = MAP_BLOCKSIZE - 1;
+ block_pos.X--;
+ return true;
+ }
+ break;
+ }
+ return false;
+}
+
+/*
+ * Removes all light that is potentially emitted by the specified
+ * light sources. These nodes will have zero light.
+ * Returns all nodes whose light became zero but should be re-lighted.
+ *
+ * \param bank the light bank in which the procedure operates
+ * \param from_nodes nodes whose light is removed
+ * \param light_sources nodes that should be re-lighted
+ * \param modified_blocks output, all modified map blocks are added to this
+ */
+void unspreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
+ UnlightQueue &from_nodes, ReLightQueue &light_sources,
+ std::map<v3s16, MapBlock*> & modified_blocks)
+{
+ // Stores data popped from from_nodes
+ u8 current_light;
+ ChangingLight current;
+ // Data of the current neighbor
+ mapblock_v3 neighbor_block_pos;
+ relative_v3 neighbor_rel_pos;
+ // A dummy boolean
+ bool is_valid_position;
+ // Direction of the brightest neighbor of the node
+ direction source_dir;
+ while (from_nodes.next(current_light, current)) {
+ // For all nodes that need unlighting
+
+ // There is no brightest neighbor
+ source_dir = 6;
+ // The current node
+ const MapNode &node = current.block->getNodeNoCheck(
+ current.rel_position, &is_valid_position);
+ const ContentFeatures &f = nodemgr->get(node);
+ // If the node emits light, it behaves like it had a
+ // brighter neighbor.
+ u8 brightest_neighbor_light = f.light_source + 1;
+ for (direction i = 0; i < 6; i++) {
+ //For each neighbor
+
+ // The node that changed this node has already zero light
+ // and it can't give light to this node
+ if (current.source_direction + i == 5) {
+ continue;
+ }
+ // Get the neighbor's position and block
+ neighbor_rel_pos = current.rel_position;
+ neighbor_block_pos = current.block_position;
+ MapBlock *neighbor_block;
+ if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
+ neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
+ if (neighbor_block == NULL) {
+ continue;
+ }
+ } else {
+ neighbor_block = current.block;
+ }
+ // Get the neighbor itself
+ MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
+ &is_valid_position);
+ const ContentFeatures &neighbor_f = nodemgr->get(
+ neighbor.getContent());
+ u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
+ // If the neighbor has at least as much light as this node, then
+ // it won't lose its light, since it should have been added to
+ // from_nodes earlier, so its light would be zero.
+ if (neighbor_f.light_propagates && neighbor_light < current_light) {
+ // Unlight, but only if the node has light.
+ if (neighbor_light > 0) {
+ neighbor.setLight(bank, 0, neighbor_f);
+ neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
+ from_nodes.push(neighbor_light, neighbor_rel_pos,
+ neighbor_block_pos, neighbor_block, i);
+ // The current node was modified earlier, so its block
+ // is in modified_blocks.
+ if (current.block != neighbor_block) {
+ modified_blocks[neighbor_block_pos] = neighbor_block;
+ }
+ }
+ } else {
+ // The neighbor can light up this node.
+ if (neighbor_light < neighbor_f.light_source) {
+ neighbor_light = neighbor_f.light_source;
+ }
+ if (brightest_neighbor_light < neighbor_light) {
+ brightest_neighbor_light = neighbor_light;
+ source_dir = i;
+ }
+ }
+ }
+ // If the brightest neighbor is able to light up this node,
+ // then add this node to the output nodes.
+ if (brightest_neighbor_light > 1 && f.light_propagates) {
+ brightest_neighbor_light--;
+ light_sources.push(brightest_neighbor_light, current.rel_position,
+ current.block_position, current.block,
+ (source_dir == 6) ? 6 : 5 - source_dir
+ /* with opposite direction*/);
+ }
+ }
+}
+
+/*
+ * Spreads light from the specified starting nodes.
+ *
+ * Before calling this procedure, make sure that all ChangingLights
+ * in light_sources have as much light on the map as they have in
+ * light_sources (if the queue contains a node multiple times, the brightest
+ * occurrence counts).
+ *
+ * \param bank the light bank in which the procedure operates
+ * \param light_sources starting nodes
+ * \param modified_blocks output, all modified map blocks are added to this
+ */
+void spreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
+ LightQueue & light_sources, std::map<v3s16, MapBlock*> & modified_blocks)
+{
+ // The light the current node can provide to its neighbors.
+ u8 spreading_light;
+ // The ChangingLight for the current node.
+ ChangingLight current;
+ // Position of the current neighbor.
+ mapblock_v3 neighbor_block_pos;
+ relative_v3 neighbor_rel_pos;
+ // A dummy boolean.
+ bool is_valid_position;
+ while (light_sources.next(spreading_light, current)) {
+ spreading_light--;
+ for (direction i = 0; i < 6; i++) {
+ // This node can't light up its light source
+ if (current.source_direction + i == 5) {
+ continue;
+ }
+ // Get the neighbor's position and block
+ neighbor_rel_pos = current.rel_position;
+ neighbor_block_pos = current.block_position;
+ MapBlock *neighbor_block;
+ if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
+ neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
+ if (neighbor_block == NULL) {
+ continue;
+ }
+ } else {
+ neighbor_block = current.block;
+ }
+ // Get the neighbor itself
+ MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
+ &is_valid_position);
+ const ContentFeatures &f = nodemgr->get(neighbor.getContent());
+ if (f.light_propagates) {
+ // Light up the neighbor, if it has less light than it should.
+ u8 neighbor_light = neighbor.getLightRaw(bank, f);
+ if (neighbor_light < spreading_light) {
+ neighbor.setLight(bank, spreading_light, f);
+ neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
+ light_sources.push(spreading_light, neighbor_rel_pos,
+ neighbor_block_pos, neighbor_block, i);
+ // The current node was modified earlier, so its block
+ // is in modified_blocks.
+ if (current.block != neighbor_block) {
+ modified_blocks[neighbor_block_pos] = neighbor_block;
+ }
+ }
+ }
+ }
+ }
+}
+
+/*!
+ * Returns true if the node gets sunlight from the
+ * node above it.
+ *
+ * \param pos position of the node.
+ */
+bool isSunlightAbove(Map *map, v3s16 pos, INodeDefManager *ndef)
+{
+ bool sunlight = true;
+ mapblock_v3 source_block_pos;
+ relative_v3 source_rel_pos;
+ getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos,
+ source_rel_pos);
+ // If the node above has sunlight, this node also can get it.
+ MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos);
+ if (source_block == NULL) {
+ // But if there is no node above, then use heuristics
+ MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos));
+ if (node_block == NULL) {
+ sunlight = false;
+ } else {
+ sunlight = !node_block->getIsUnderground();
+ }
+ } else {
+ bool is_valid_position;
+ MapNode above = source_block->getNodeNoCheck(source_rel_pos,
+ &is_valid_position);
+ if (is_valid_position) {
+ if (above.getContent() == CONTENT_IGNORE) {
+ // Trust heuristics
+ if (source_block->getIsUnderground()) {
+ sunlight = false;
+ }
+ } else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
+ // If the node above doesn't have sunlight, this
+ // node is in shadow.
+ sunlight = false;
+ }
+ }
+ }
+ return sunlight;
+}
+
+static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT };
+
+void update_lighting_node(Map *map, INodeDefManager *ndef, v3s16 p,
+ MapNode oldnode, std::map<v3s16, MapBlock*> & modified_blocks)
+{
+ // For node getter functions
+ bool is_valid_position;
+
+ // Get position and block of the changed node
+ relative_v3 rel_pos;
+ mapblock_v3 block_pos;
+ getNodeBlockPosWithOffset(p, block_pos, rel_pos);
+ MapBlock *block = map->getBlockNoCreateNoEx(block_pos);
+ if (block == NULL || block->isDummy()) {
+ return;
+ }
+
+ // Process each light bank separately
+ for (s32 i = 0; i < 2; i++) {
+ // Get the new node
+ MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position);
+ if (!is_valid_position) {
+ break;
+ }
+ LightBank bank = banks[i];
+
+ // Light of the old node
+ u8 old_light = oldnode.getLight(bank, ndef);
+
+ // Add the block of the added node to modified_blocks
+ modified_blocks[block_pos] = block;
+
+ // Get new light level of the node
+ u8 new_light = 0;
+ if (ndef->get(n).light_propagates) {
+ if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates
+ && isSunlightAbove(map, p, ndef)) {
+ new_light = LIGHT_SUN;
+ } else {
+ new_light = ndef->get(n).light_source;
+ for (int i = 0; i < 6; i++) {
+ v3s16 p2 = p + neighbor_dirs[i];
+ bool is_valid;
+ MapNode n2 = map->getNodeNoEx(p2, &is_valid);
+ if (is_valid) {
+ u8 spread = n2.getLight(bank, ndef);
+ // If the neighbor is at least as bright as
+ // this node then its light is not from
+ // this node.
+ // Its light can spread to this node.
+ if (spread > new_light && spread >= old_light) {
+ new_light = spread - 1;
+ }
+ }
+ }
+ }
+ } else {
+ // If this is an opaque node, it still can emit light.
+ new_light = ndef->get(n).light_source;
+ }
+
+ ReLightQueue light_sources(256);
+
+ if (new_light > 0) {
+ light_sources.push(new_light, rel_pos, block_pos, block, 6);
+ }
+
+ if (new_light < old_light) {
+ // The node became opaque or doesn't provide as much
+ // light as the previous one, so it must be unlighted.
+ LightQueue disappearing_lights(256);
+
+ // Add to unlight queue
+ n.setLight(bank, 0, ndef);
+ block->setNodeNoCheck(rel_pos, n);
+ disappearing_lights.push(old_light, rel_pos, block_pos, block, 6);
+
+ // Remove sunlight, if there was any
+ if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) {
+ for (s16 y = p.Y - 1;; y--) {
+ v3s16 n2pos(p.X, y, p.Z);
+
+ MapNode n2;
+
+ n2 = map->getNodeNoEx(n2pos, &is_valid_position);
+ if (!is_valid_position)
+ break;
+
+ // If this node doesn't have sunlight, the nodes below
+ // it don't have too.
+ if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
+ break;
+ }
+ // Remove sunlight and add to unlight queue.
+ n2.setLight(LIGHTBANK_DAY, 0, ndef);
+ map->setNode(n2pos, n2);
+ relative_v3 rel_pos2;
+ mapblock_v3 block_pos2;
+ getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
+ MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
+ disappearing_lights.push(LIGHT_SUN, rel_pos2, block_pos2,
+ block2, 4 /* The node above caused the change */);
+ }
+ }
+ // Remove lights
+ unspreadLight(map, ndef, bank, disappearing_lights, light_sources,
+ modified_blocks);
+ } else if (new_light > old_light) {
+ // It is sure that the node provides more light than the previous
+ // one, unlighting is not necessary.
+ // Propagate sunlight
+ if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) {
+ for (s16 y = p.Y - 1;; y--) {
+ v3s16 n2pos(p.X, y, p.Z);
+
+ MapNode n2;
+
+ n2 = map->getNodeNoEx(n2pos, &is_valid_position);
+ if (!is_valid_position)
+ break;
+
+ // This should not happen, but if the node has sunlight
+ // then the iteration should stop.
+ if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) {
+ break;
+ }
+ // If the node terminates sunlight, stop.
+ if (!ndef->get(n2).sunlight_propagates) {
+ break;
+ }
+ relative_v3 rel_pos2;
+ mapblock_v3 block_pos2;
+ getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
+ MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
+ // Mark node for lighting.
+ light_sources.push(LIGHT_SUN, rel_pos2, block_pos2, block2,
+ 4);
+ }
+ }
+ }
+ // Initialize light values for light spreading.
+ for (u8 i = 0; i <= LIGHT_SUN; i++) {
+ const std::vector<ChangingLight> &lights = light_sources.lights[i];
+ for (std::vector<ChangingLight>::const_iterator it = lights.begin();
+ it < lights.end(); it++) {
+ MapNode n = it->block->getNodeNoCheck(it->rel_position,
+ &is_valid_position);
+ n.setLight(bank, i, ndef);
+ it->block->setNodeNoCheck(it->rel_position, n);
+ }
+ }
+ // Spread lights.
+ spreadLight(map, ndef, bank, light_sources, modified_blocks);
+ }
+}
+
} // namespace voxalgo