Fix bone-attached entities (#10015)
[oweals/minetest.git] / src / voxel.cpp
index 5938f9016d7e202d161cc9c5d722c2870e9cf4ad..1f1d253731c558fdc8d8d586f3c4f7d12184756e 100644 (file)
@@ -1,75 +1,61 @@
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 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 <cstring>  // 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: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
         <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
-       
+
        for(s32 y=m_area.MaxEdge.Y; y>=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<<c;
                        }
@@ -126,22 +126,22 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
        }
 }
 
-void VoxelManipulator::addArea(VoxelArea area)
+void VoxelManipulator::addArea(const VoxelArea &area)
 {
        // Cancel if requested area has zero volume
-       if(area.getExtent() == v3s16(0,0,0))
+       if (area.hasEmptyExtent())
                return;
-       
+
        // Cancel if m_area already contains the requested area
        if(m_area.contains(area))
                return;
-       
+
        TimeTaker timer("addArea", &addarea_time);
 
        // Calculate new area
        VoxelArea new_area;
        // New area is the requested area if m_area has zero volume
-       if(m_area.getExtent() == v3s16(0,0,0))
+       if(m_area.hasEmptyExtent())
        {
                new_area = area;
        }
@@ -163,32 +163,31 @@ void VoxelManipulator::addArea(VoxelArea area)
        dstream<<", new_size="<<new_size;
        dstream<<std::endl;*/
 
-       // Allocate and clear new data
+       // Allocate new data and clear flags
        MapNode *new_data = new MapNode[new_size];
+       assert(new_data);
        u8 *new_flags = new u8[new_size];
-       for(s32 i=0; i<new_size; i++)
-       {
-               new_flags[i] = VOXELFLAG_NOT_LOADED;
-       }
-       
+       assert(new_flags);
+       memset(new_flags, VOXELFLAG_NO_DATA, new_size);
+
        // Copy old data
-       
+       s32 old_x_width = m_area.MaxEdge.X - m_area.MinEdge.X + 1;
        for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
        for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
-       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
        {
-               // If loaded, copy data and flags
-               if((m_flags[m_area.index(x,y,z)] & VOXELFLAG_NOT_LOADED) == false)
-               {
-                       new_data[new_area.index(x,y,z)] = m_data[m_area.index(x,y,z)];
-                       new_flags[new_area.index(x,y,z)] = m_flags[m_area.index(x,y,z)];
-               }
+               unsigned int old_index = m_area.index(m_area.MinEdge.X,y,z);
+               unsigned int new_index = new_area.index(m_area.MinEdge.X,y,z);
+
+               memcpy(&new_data[new_index], &m_data[old_index],
+                               old_x_width * sizeof(MapNode));
+               memcpy(&new_flags[new_index], &m_flags[old_index],
+                               old_x_width * sizeof(u8));
        }
 
        // Replace area, data and flags
-       
+
        m_area = new_area;
-       
+
        MapNode *old_data = m_data;
        u8 *old_flags = m_flags;
 
@@ -197,37 +196,75 @@ void VoxelManipulator::addArea(VoxelArea area)
 
        m_data = new_data;
        m_flags = new_flags;
-       
-       if(old_data)
-               delete[] old_data;
-       if(old_flags)
-               delete[] old_flags;
+
+       delete[] old_data;
+       delete[] old_flags;
 
        //dstream<<"addArea done"<<std::endl;
 }
 
-void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
-               v3s16 from_pos, v3s16 to_pos, v3s16 size)
+void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
+               v3s16 from_pos, v3s16 to_pos, const v3s16 &size)
 {
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       {
-               s32 i_src = src_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
-               s32 i_local = m_area.index(to_pos.X, to_pos.Y+y, to_pos.Z+z);
-               memcpy(&m_data[i_local], &src[i_src], size.X*sizeof(MapNode));
-               memset(&m_flags[i_local], 0, size.X);
+       /* The reason for this optimised code is that we're a member function
+        * and the data type/layout of m_data is know to us: it's stored as
+        * [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
+        * (which performs the preceding mapping/indexing of m_data) out of the
+        * inner loop and calculate the next index as we're iterating to gain
+        * performance.
+        *
+        * src_step and dest_step is the amount required to be added to our index
+        * every time y increments. Because the destination area may be larger
+        * than the source area we need one additional variable (otherwise we could
+        * just continue adding dest_step as is done for the source data): dest_mod.
+        * dest_mod is the difference in size between a "row" in the source data
+        * and a "row" in the destination data (I am using the term row loosely
+        * and for illustrative purposes). E.g.
+        *
+        * src       <-------------------->|'''''' 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<size.Z; z++)
        for(s16 y=0; y<size.Y; y++)
        {
                s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
                s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
-               memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
+               for (s16 x = 0; x < size.X; x++) {
+                       if (m_data[i_local].getContent() != CONTENT_IGNORE)
+                               dst[i_dst] = m_data[i_local];
+                       i_dst++;
+                       i_local++;
+               }
        }
 }
 
@@ -241,7 +278,7 @@ void VoxelManipulator::clearFlag(u8 flags)
        // 0-1ms on moderate area
        TimeTaker timer("clearFlag", &clearflag_time);
 
-       v3s16 s = m_area.getExtent();
+       //v3s16 s = m_area.getExtent();
 
        /*dstream<<"clearFlag clearing area of size "
                        <<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
@@ -278,396 +315,6 @@ void VoxelManipulator::clearFlag(u8 flags)
                        <<volume<<" nodes"<<std::endl;*/
 }
 
-void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
-               core::map<v3s16, bool> & 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"<<std::endl;
-                                       light_sources.remove(n2pos);
-                               }*/
-                       }
-               }
-               else{
-                       light_sources.insert(n2pos, true);
-               }
-       }
-}
-
-#if 1
-/*
-       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<v3s16, u8> & from_nodes,
-               core::map<v3s16, bool> & light_sources)
-{
-       if(from_nodes.size() == 0)
-               return;
-       
-       core::map<v3s16, u8>::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<v3s16, u8> & from_nodes,
-               core::map<v3s16, bool> & 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<v3s16, u8> unlighted_nodes;
-       core::map<v3s16, u8>::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"<<std::endl;
-                                               light_sources.remove(n2pos);
-                                       }*/
-                               }
-                       }
-                       else{
-                               light_sources.insert(n2pos, true);
-                       }
-               }
-       }
-
-       /*dstream<<"unspreadLight(): Changed block "
-                       <<blockchangecount<<" times"
-                       <<" for "<<from_nodes.size()<<" nodes"
-                       <<std::endl;*/
-       
-       if(unlighted_nodes.size() > 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<v3s16, bool> & from_nodes)
-{
-       if(from_nodes.size() == 0)
-               return;
-       
-       core::map<v3s16, bool> lighted_nodes;
-       core::map<v3s16, bool>::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<v3s16, bool> & 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<v3s16, bool> lighted_nodes;
-       core::map<v3s16, bool>::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 "
-                       <<blockchangecount<<" times"
-                       <<" for "<<from_nodes.size()<<" nodes"
-                       <<std::endl;*/
-       
-       if(lighted_nodes.size() > 0)
-               spreadLight(bank, lighted_nodes);
-}
-#endif
+const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
 
 //END