From f1e8ff22459bcd4fdbbe855a031d29744640ea99 Mon Sep 17 00:00:00 2001 From: Felix Krause Date: Sat, 16 Jul 2011 16:01:37 +0200 Subject: [PATCH] * refactored liquid transformation code (has some flaws) Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits. This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress. --- src/content_mapblock.cpp | 2 +- src/map.cpp | 451 +++++++++++++++++---------------------- src/mapnode.h | 7 + 3 files changed, 208 insertions(+), 252 deletions(-) diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 4c28fe3c6..d8bf71dc0 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -375,7 +375,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(n2.d == CONTENT_WATERSOURCE) level = (-0.5+node_water_level) * BS; else if(n2.d == CONTENT_WATER) - level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 + level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0 * node_water_level) * BS; // Check node above neighbor. diff --git a/src/map.cpp b/src/map.cpp index 10e1302b1..298826e7e 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -1086,7 +1086,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n, v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); - if(content_liquid(n2.d)) + if(content_liquid(n2.d) || n2.d == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } @@ -1241,18 +1241,10 @@ void Map::removeNodeAndUpdate(v3s16 p, /* Add neighboring liquid nodes to transform queue. - - Also add horizontal neighbors of node on top of removed node - because they could be affected of the water on top flowing - down instead of into them. */ v3s16 dirs[10] = { v3s16(0,0,1), // back v3s16(0,1,0), // top - v3s16(1,1,0), // topright - v3s16(-1,1,0), // topleft - v3s16(0,1,1), // topback - v3s16(0,1,-1), // topfront v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(0,-1,0), // bottom @@ -1266,7 +1258,7 @@ void Map::removeNodeAndUpdate(v3s16 p, v3s16 p2 = p + dirs[i]; MapNode n2 = getNode(p2); - if(content_liquid(n2.d)) + if(content_liquid(n2.d) || n2.d == CONTENT_AIR) { m_transforming_liquid.push_back(p2); } @@ -1546,6 +1538,17 @@ void Map::PrintInfo(std::ostream &out) #define WATER_DROP_BOOST 4 +enum NeighborType { + NEIGHBOR_UPPER, + NEIGHBOR_SAME_LEVEL, + NEIGHBOR_LOWER +}; +struct NodeNeighbor { + MapNode n; + NeighborType t; + v3s16 p; +}; + void Map::transformLiquids(core::map & modified_blocks) { DSTACK(__FUNCTION_NAME); @@ -1565,264 +1568,210 @@ void Map::transformLiquids(core::map & modified_blocks) v3s16 p0 = m_transforming_liquid.pop_front(); MapNode n0 = getNodeNoEx(p0); - - // Don't deal with non-liquids - if(content_liquid(n0.d) == false) - continue; - - bool is_source = !content_flowing_liquid(n0.d); - - u8 liquid_level = 8; - if(is_source == false) - liquid_level = n0.param2 & 0x0f; - - // Turn possible source into non-source - u8 nonsource_c = make_liquid_flowing(n0.d); - - // Counts surrounding liquid source blocks - u8 surrounding_sources = 0; - + /* - If not source, check that some node flows into this one - and what is the level of liquid in this one - */ - if(is_source == false) - { - s8 new_liquid_level_max = -1; - - v3s16 dirs_from[5] = { - v3s16(0,1,0), // top - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - for(u16 i=0; i<5; i++) - { - bool from_top = (i==0); - - v3s16 p2 = p0 + dirs_from[i]; - MapNode n2 = getNodeNoEx(p2); - - if(content_liquid(n2.d)) - { - u8 n2_nonsource_c = make_liquid_flowing(n2.d); - // Check that the liquids are the same type - if(n2_nonsource_c != nonsource_c) - { - dstream<<"WARNING: Not handling: different liquids" - " collide"<= 7 - WATER_DROP_BOOST) - new_liquid_level = 7; - else - new_liquid_level = n2_liquid_level + WATER_DROP_BOOST; + break; + case LIQUID_SOURCE: + // if this node is not (yet) of a liquid type, choose the first liquid type we encounter + if (liquid_kind == CONTENT_AIR) + liquid_kind = content_features(nb.n.d).liquid_alternative_flowing; + if (content_features(nb.n.d).liquid_alternative_flowing !=liquid_kind) { + neutrals[num_neutrals++] = nb; + } else { + sources[num_sources++] = nb; } - else if(n2_liquid_level > 0) - { - // If the neighbor node isn't a source and flows downwards, - // it doesn't flow into this node - if (n2_is_source) - { - new_liquid_level = n2_liquid_level - 1; - } - else - { - // Node below n2 - MapNode n3 = getNodeNoEx(p2 + v3s16(0,-1,0)); - // NOTE: collision of different liquids not yet handled here. - if (content_features(n3.d).liquid_type != LIQUID_FLOWING) - new_liquid_level = n2_liquid_level - 1; + break; + case LIQUID_FLOWING: + // if this node is not (yet) of a liquid type, choose the first liquid type we encounter + // (while ignoring flowing liquids at the lowest level, which cannot flow into this node) + if (liquid_kind == CONTENT_AIR && ((nb.n.param2 & LIQUID_LEVEL_MASK) > 0)) + liquid_kind = content_features(nb.n.d).liquid_alternative_flowing; + if (content_features(nb.n.d).liquid_alternative_flowing != liquid_kind) { + neutrals[num_neutrals++] = nb; + } else { + // order flowing neighbors by liquid level descending + int insert_at = 0; + while (insert_at < num_flows && ((flows[insert_at].n.param2 & LIQUID_LEVEL_MASK) > + (nb.n.param2 & LIQUID_LEVEL_MASK))) { + insert_at++; } + flows[insert_at] = nb; + num_flows++; + if (nb.t == NEIGHBOR_LOWER) + flowing_down = true; } - - if(new_liquid_level > new_liquid_level_max) - new_liquid_level_max = new_liquid_level; - } - } //for - - /* - If liquid level should be something else, update it and - add all the neighboring water nodes to the transform queue. - */ - if(new_liquid_level_max != liquid_level || (!is_source && surrounding_sources >= 2)) - { - if (surrounding_sources >= 2) - { - n0.d = content_features(n0.d).liquid_alternative_source; - setNode(p0,n0); - } - else if(new_liquid_level_max == -1) - { - // Remove water alltoghether - n0.d = CONTENT_AIR; - n0.param2 = 0; - setNode(p0, n0); - } - else - { - n0.param2 = new_liquid_level_max; - liquid_level = new_liquid_level_max; - setNode(p0, n0); - } - - // Block has been modified - { - v3s16 blockpos = getNodeBlockPos(p0); - MapBlock *block = getBlockNoCreateNoEx(blockpos); - if(block != NULL) - modified_blocks.insert(blockpos, block); - } - - /* - Add neighboring non-source liquid nodes to transform queue. - */ - 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 - }; - for(u16 i=0; i<6; i++) - { - v3s16 p2 = p0 + dirs[i]; - - MapNode n2 = getNodeNoEx(p2); - if(content_flowing_liquid(n2.d)) - { - m_transforming_liquid.push_back(p2); - } - } + break; } } - - // Get a new one from queue if the node has turned into non-water - if(content_liquid(n0.d) == false) - continue; - + /* - Flow water from this node - */ - v3s16 dirs_to[5] = { - v3s16(0,-1,0), // bottom - v3s16(0,0,1), // back - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(-1,0,0), // left - }; - for(u16 i=0; i<5; i++) - { - bool to_bottom = (i == 0); - - // If liquid is at lowest possible height, it's not going - // anywhere except down - if(liquid_level == 0 && to_bottom == false) - continue; - - u8 liquid_next_level = 0; - // If going to bottom - if(to_bottom) - { - //liquid_next_level = 7; - if(liquid_level >= 7 - WATER_DROP_BOOST) - liquid_next_level = 7; - else - liquid_next_level = liquid_level + WATER_DROP_BOOST; + decide on the type (and possibly level) of the current node + */ + u8 new_node_content; + s8 new_node_level = -1; + if (num_sources >= 2 || liquid_type == LIQUID_SOURCE) { + // liquid_kind will be set to either the flowing alternative of the node (if it's a liquid) + // or the flowing alternative of the first of the surrounding sources (if it's air), so + // it's perfectly safe to use liquid_kind here to determine the new node content. + new_node_content = content_features(liquid_kind).liquid_alternative_source; + } else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) { + // liquid_kind is set properly, see above + new_node_content = liquid_kind; + new_node_level = 7; + } else { + // no surrounding sources, so get the maximum level that can flow into this node + for (u16 i = 0; i < num_flows; i++) { + u8 nb_liquid_level = (flows[i].n.param2 & LIQUID_LEVEL_MASK); + switch (flows[i].t) { + case NEIGHBOR_UPPER: + if (nb_liquid_level + WATER_DROP_BOOST > new_node_level) { + new_node_level = 7; + if (nb_liquid_level + WATER_DROP_BOOST < 7) + new_node_level = nb_liquid_level + WATER_DROP_BOOST; + } + break; + case NEIGHBOR_LOWER: + break; + case NEIGHBOR_SAME_LEVEL: + if ((flows[i].n.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK && + nb_liquid_level > 0 && nb_liquid_level - 1 > new_node_level) { + new_node_level = nb_liquid_level - 1; + } + break; + } } + if (new_node_level >= 0) + new_node_content = liquid_kind; else - liquid_next_level = liquid_level - 1; - - bool n2_changed = false; - bool flowed = false; - - v3s16 p2 = p0 + dirs_to[i]; - - MapNode n2 = getNodeNoEx(p2); - //dstream<<"[1] n2.param="<<(int)n2.param< n2_liquid_level) - { - n2.param2 = liquid_next_level; - setNode(p2, n2); - - n2_changed = true; - flowed = true; - } + for (u16 i = 0; i < num_airs; i++) { + if (airs[i].t != NEIGHBOR_UPPER && (airs[i].t == NEIGHBOR_LOWER || new_node_level > 0)) + m_transforming_liquid.push_back(airs[i].p); } - } - else if(n2.d == CONTENT_AIR) - { - n2.d = nonsource_c; - n2.param2 = liquid_next_level; - setNode(p2, n2); - - n2_changed = true; - flowed = true; - } - - //dstream<<"[2] n2.param="<<(int)n2.param<= 100000) - if(loopcount >= initial_size * 1) + if(loopcount >= initial_size * 1) { break; + } } //dstream<<"Map::transformLiquids(): loopcount="<