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-rw-r--r--src/voxelalgorithms.cpp847
1 files changed, 475 insertions, 372 deletions
diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp
index 62fd68890..a773c90fd 100644
--- a/src/voxelalgorithms.cpp
+++ b/src/voxelalgorithms.cpp
@@ -50,7 +50,8 @@ typedef v3s16 relative_v3;
typedef v3s16 mapblock_v3;
//! Contains information about a node whose light is about to change.
-struct ChangingLight {
+struct ChangingLight
+{
//! Relative position of the node in its map block.
relative_v3 rel_position;
//! Position of the node's block.
@@ -66,12 +67,11 @@ struct ChangingLight {
ChangingLight() = default;
ChangingLight(const relative_v3 &rel_pos, const mapblock_v3 &block_pos,
- MapBlock *b, direction source_dir) :
- rel_position(rel_pos),
- block_position(block_pos),
- block(b),
- source_direction(source_dir)
- {}
+ MapBlock *b, direction source_dir) :
+ rel_position(rel_pos),
+ block_position(block_pos), block(b), source_direction(source_dir)
+ {
+ }
};
/*!
@@ -79,7 +79,8 @@ struct ChangingLight {
* The ChangingLights are ordered by the given light levels.
* The brightest ChangingLight is returned first.
*/
-struct LightQueue {
+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.
@@ -126,8 +127,8 @@ struct LightQueue {
* \param light light level of the ChangingLight
*/
inline void push(u8 light, const relative_v3 &rel_pos,
- const mapblock_v3 &block_pos, MapBlock *block,
- direction source_dir)
+ const mapblock_v3 &block_pos, MapBlock *block,
+ direction source_dir)
{
assert(light <= LIGHT_SUN);
lights[light].emplace_back(rel_pos, block_pos, block, source_dir);
@@ -159,12 +160,12 @@ typedef LightQueue ReLightQueue;
* 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
+ 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
};
/*!
@@ -174,8 +175,7 @@ const static v3s16 neighbor_dirs[6] = {
* \param rel_pos the node's relative position in its map block
* \param block_pos position of the node's block
*/
-bool step_rel_block_pos(direction dir, relative_v3 &rel_pos,
- mapblock_v3 &block_pos)
+bool step_rel_block_pos(direction dir, relative_v3 &rel_pos, mapblock_v3 &block_pos)
{
switch (dir) {
case 0:
@@ -247,8 +247,8 @@ bool step_rel_block_pos(direction dir, relative_v3 &rel_pos,
* \param modified_blocks output, all modified map blocks are added to this
*/
void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
- UnlightQueue &from_nodes, ReLightQueue &light_sources,
- std::map<v3s16, MapBlock*> &modified_blocks)
+ UnlightQueue &from_nodes, ReLightQueue &light_sources,
+ std::map<v3s16, MapBlock *> &modified_blocks)
{
// Stores data popped from from_nodes
u8 current_light;
@@ -267,13 +267,13 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
source_dir = 6;
// The current node
const MapNode &node = current.block->getNodeNoCheck(
- current.rel_position, &is_valid_position);
+ 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
+ // For each neighbor
// The node that changed this node has already zero light
// and it can't give light to this node
@@ -285,34 +285,40 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
neighbor_block_pos = current.block_position;
MapBlock *neighbor_block;
if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) {
- neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
+ neighbor_block = map->getBlockNoCreateNoEx(
+ neighbor_block_pos);
if (neighbor_block == NULL) {
- current.block->setLightingComplete(bank, i, false);
+ current.block->setLightingComplete(
+ bank, i, false);
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());
+ 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) {
+ 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);
+ 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.
+ 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;
+ modified_blocks[neighbor_block_pos] =
+ neighbor_block;
}
}
} else {
@@ -331,9 +337,9 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
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*/);
+ current.block_position, current.block,
+ (source_dir == 6) ? 6 : 5 - source_dir
+ /* with opposite direction*/);
}
}
}
@@ -351,8 +357,7 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
* \param modified_blocks output, all modified map blocks are added to this
*/
void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
- LightQueue &light_sources,
- std::map<v3s16, MapBlock*> &modified_blocks)
+ LightQueue &light_sources, std::map<v3s16, MapBlock *> &modified_blocks)
{
// The light the current node can provide to its neighbors.
u8 spreading_light;
@@ -375,30 +380,37 @@ void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
neighbor_block_pos = current.block_position;
MapBlock *neighbor_block;
if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) {
- neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
+ neighbor_block = map->getBlockNoCreateNoEx(
+ neighbor_block_pos);
if (neighbor_block == NULL) {
- current.block->setLightingComplete(bank, i, false);
+ current.block->setLightingComplete(
+ bank, i, false);
continue;
}
} else {
neighbor_block = current.block;
}
// Get the neighbor itself
- MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
- &is_valid_position);
+ 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.
+ // 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.
+ 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;
+ modified_blocks[neighbor_block_pos] =
+ neighbor_block;
}
}
}
@@ -406,17 +418,19 @@ void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
}
}
-struct SunlightPropagationUnit{
+struct SunlightPropagationUnit
+{
v2s16 relative_pos;
bool is_sunlit;
- SunlightPropagationUnit(v2s16 relpos, bool sunlit):
- relative_pos(relpos),
- is_sunlit(sunlit)
- {}
+ SunlightPropagationUnit(v2s16 relpos, bool sunlit) :
+ relative_pos(relpos), is_sunlit(sunlit)
+ {
+ }
};
-struct SunlightPropagationData{
+struct SunlightPropagationData
+{
std::vector<SunlightPropagationUnit> data;
v3s16 target_block;
};
@@ -432,8 +446,7 @@ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *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);
+ 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) {
@@ -446,8 +459,8 @@ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
}
} else {
bool is_valid_position;
- MapNode above = source_block->getNodeNoCheck(source_rel_pos,
- &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
@@ -464,11 +477,10 @@ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
return sunlight;
}
-static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT };
+static const LightBank banks[] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
-void update_lighting_nodes(Map *map,
- std::vector<std::pair<v3s16, MapNode> > &oldnodes,
- std::map<v3s16, MapBlock*> &modified_blocks)
+void update_lighting_nodes(Map *map, std::vector<std::pair<v3s16, MapNode>> &oldnodes,
+ std::map<v3s16, MapBlock *> &modified_blocks)
{
const NodeDefManager *ndef = map->getNodeDefManager();
// For node getter functions
@@ -482,8 +494,9 @@ void update_lighting_nodes(Map *map,
// won't change, since they didn't get their light from a
// modified node.
u8 min_safe_light = 0;
- for (std::vector<std::pair<v3s16, MapNode> >::iterator it =
- oldnodes.begin(); it < oldnodes.end(); ++it) {
+ for (std::vector<std::pair<v3s16, MapNode>>::iterator it =
+ oldnodes.begin();
+ it < oldnodes.end(); ++it) {
u8 old_light = it->second.getLight(bank, ndef);
if (old_light > min_safe_light) {
min_safe_light = old_light;
@@ -495,8 +508,9 @@ void update_lighting_nodes(Map *map,
min_safe_light++;
}
// For each changed node process sunlight and initialize
- for (std::vector<std::pair<v3s16, MapNode> >::iterator it =
- oldnodes.begin(); it < oldnodes.end(); ++it) {
+ for (std::vector<std::pair<v3s16, MapNode>>::iterator it =
+ oldnodes.begin();
+ it < oldnodes.end(); ++it) {
// Get position and block of the changed node
v3s16 p = it->first;
relative_v3 rel_pos;
@@ -521,8 +535,9 @@ void update_lighting_nodes(Map *map,
// 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
- && is_sunlight_above(map, p, ndef)) {
+ if (bank == LIGHTBANK_DAY &&
+ ndef->get(n).sunlight_propagates &&
+ is_sunlight_above(map, p, ndef)) {
new_light = LIGHT_SUN;
} else {
new_light = ndef->get(n).light_source;
@@ -531,10 +546,13 @@ void update_lighting_nodes(Map *map,
bool is_valid;
MapNode n2 = map->getNode(p2, &is_valid);
if (is_valid) {
- u8 spread = n2.getLight(bank, ndef);
- // If it is sure that the neighbor won't be
- // unlighted, its light can spread to this node.
- if (spread > new_light && spread >= min_safe_light) {
+ u8 spread = n2.getLight(
+ bank, ndef);
+ // If it is sure that the neighbor
+ // won't be unlighted, its light
+ // can spread to this node.
+ if (spread > new_light &&
+ spread >= min_safe_light) {
new_light = spread - 1;
}
}
@@ -546,7 +564,8 @@ void update_lighting_nodes(Map *map,
}
if (new_light > 0) {
- light_sources.push(new_light, rel_pos, block_pos, block, 6);
+ light_sources.push(
+ new_light, rel_pos, block_pos, block, 6);
}
if (new_light < old_light) {
@@ -556,8 +575,8 @@ void update_lighting_nodes(Map *map,
// 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);
+ 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) {
@@ -566,45 +585,54 @@ void update_lighting_nodes(Map *map,
MapNode n2;
- n2 = map->getNode(n2pos, &is_valid_position);
+ n2 = map->getNode(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) {
+ // 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.
+ // 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 */);
+ 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 */);
}
}
} 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
+ // 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->getNode(n2pos, &is_valid_position);
+ n2 = map->getNode(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) {
+ // 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.
@@ -613,27 +641,30 @@ void update_lighting_nodes(Map *map,
}
relative_v3 rel_pos2;
mapblock_v3 block_pos2;
- getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
- MapBlock *block2 = map->getBlockNoCreateNoEx(
- 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);
+ light_sources.push(LIGHT_SUN, rel_pos2,
+ block_pos2, block2, 4);
}
}
}
-
}
// Remove lights
unspread_light(map, ndef, bank, disappearing_lights, light_sources,
- modified_blocks);
+ modified_blocks);
// 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();
+ 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);
+ MapNode n = it->block->getNodeNoCheck(
+ it->rel_position, &is_valid_position);
n.setLight(bank, i, ndef);
it->block->setNodeNoCheck(it->rel_position, n);
}
@@ -648,12 +679,12 @@ void update_lighting_nodes(Map *map,
* Compatible with type 'direction'.
*/
const VoxelArea block_borders[] = {
- VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+
- VoxelArea(v3s16(0, 15, 0), v3s16(15, 15, 15)), //Y+
- VoxelArea(v3s16(0, 0, 15), v3s16(15, 15, 15)), //Z+
- VoxelArea(v3s16(0, 0, 0), v3s16(15, 15, 0)), //Z-
- VoxelArea(v3s16(0, 0, 0), v3s16(15, 0, 15)), //Y-
- VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X-
+ VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), // X+
+ VoxelArea(v3s16(0, 15, 0), v3s16(15, 15, 15)), // Y+
+ VoxelArea(v3s16(0, 0, 15), v3s16(15, 15, 15)), // Z+
+ VoxelArea(v3s16(0, 0, 0), v3s16(15, 15, 0)), // Z-
+ VoxelArea(v3s16(0, 0, 0), v3s16(15, 0, 15)), // Y-
+ VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) // X-
};
/*!
@@ -664,8 +695,8 @@ const VoxelArea block_borders[] = {
* its light source and its brightest neighbor minus one.
* .
*/
-bool is_light_locally_correct(Map *map, const NodeDefManager *ndef,
- LightBank bank, v3s16 pos)
+bool is_light_locally_correct(
+ Map *map, const NodeDefManager *ndef, LightBank bank, v3s16 pos)
{
bool is_valid_position;
MapNode n = map->getNode(pos, &is_valid_position);
@@ -677,8 +708,7 @@ bool is_light_locally_correct(Map *map, const NodeDefManager *ndef,
assert(f.light_source <= LIGHT_MAX);
u8 brightest_neighbor = f.light_source + 1;
for (const v3s16 &neighbor_dir : neighbor_dirs) {
- MapNode n2 = map->getNode(pos + neighbor_dir,
- &is_valid_position);
+ MapNode n2 = map->getNode(pos + neighbor_dir, &is_valid_position);
u8 light2 = n2.getLight(bank, ndef);
if (brightest_neighbor < light2) {
brightest_neighbor = light2;
@@ -688,8 +718,8 @@ bool is_light_locally_correct(Map *map, const NodeDefManager *ndef,
return brightest_neighbor == light + 1;
}
-void update_block_border_lighting(Map *map, MapBlock *block,
- std::map<v3s16, MapBlock*> &modified_blocks)
+void update_block_border_lighting(
+ Map *map, MapBlock *block, std::map<v3s16, MapBlock *> &modified_blocks)
{
const NodeDefManager *ndef = map->getNodeDefManager();
bool is_valid_position;
@@ -723,38 +753,56 @@ void update_block_border_lighting(Map *map, MapBlock *block,
VoxelArea a = areas[blocknum];
// For all nodes
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++) {
- MapNode n = b->getNodeNoCheck(x, y, z,
- &is_valid_position);
- u8 light = n.getLight(bank, ndef);
- // Sunlight is fixed
- if (light < LIGHT_SUN) {
- // Unlight if not correct
- if (!is_light_locally_correct(map, ndef, bank,
- v3s16(x, y, z) + b->getPosRelative())) {
- // Initialize for unlighting
- n.setLight(bank, 0, ndef);
- b->setNodeNoCheck(x, y, z, n);
- modified_blocks[b->getPos()]=b;
- disappearing_lights.push(light,
- relative_v3(x, y, z), b->getPos(), b,
- 6);
+ for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
+ for (s32 y = a.MinEdge.Y;
+ y <= a.MaxEdge.Y; y++) {
+ MapNode n = b->getNodeNoCheck(x,
+ y, z,
+ &is_valid_position);
+ u8 light = n.getLight(bank, ndef);
+ // Sunlight is fixed
+ if (light < LIGHT_SUN) {
+ // Unlight if not correct
+ if (!is_light_locally_correct(
+ map,
+ ndef,
+ bank,
+ v3s16(x, y, z) +
+ b->getPosRelative())) {
+ // Initialize for
+ // unlighting
+ n.setLight(bank,
+ 0,
+ ndef);
+ b->setNodeNoCheck(
+ x,
+ y,
+ z,
+ n);
+ modified_blocks[b->getPos()] =
+ b;
+ disappearing_lights
+ .push(light, relative_v3(x, y, z),
+ b->getPos(),
+ b,
+ 6);
+ }
+ }
}
- }
- }
}
}
// Remove lights
unspread_light(map, ndef, bank, disappearing_lights, light_sources,
- modified_blocks);
+ modified_blocks);
// 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();
+ 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);
+ MapNode n = it->block->getNodeNoCheck(
+ it->rel_position, &is_valid_position);
n.setLight(bank, i, ndef);
it->block->setNodeNoCheck(it->rel_position, n);
}
@@ -778,7 +826,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
* the bottom of the voxel manipulator.
*/
void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset,
- bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+ bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
{
// Distance in array between two nodes on top of each other.
s16 ystride = vm->m_area.getExtent().X;
@@ -786,37 +834,37 @@ void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset,
MapNode ignore = MapNode(CONTENT_IGNORE);
// For each column of nodes:
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
- // Position of the column on the map.
- v2s16 realpos = offset + v2s16(x, z);
- // Array indices in the voxel manipulator
- s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y,
- realpos.Y);
- s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y,
- realpos.Y);
- // True if the current node has sunlight.
- bool lig = light[z][x];
- // For each node, downwards:
- for (s32 i = maxindex; i >= minindex; i -= ystride) {
- MapNode *n;
- if (vm->m_flags[i] & VOXELFLAG_NO_DATA)
- n = &ignore;
- else
- n = &vm->m_data[i];
- // Ignore IGNORE nodes, these are not generated yet.
- if(n->getContent() == CONTENT_IGNORE)
- continue;
- const ContentFeatures &f = ndef->get(n->getContent());
- if (lig && !f.sunlight_propagates)
- // Sunlight is stopped.
- lig = false;
- // Reset light
- n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
- n->setLight(LIGHTBANK_NIGHT, 0, f);
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ // Position of the column on the map.
+ v2s16 realpos = offset + v2s16(x, z);
+ // Array indices in the voxel manipulator
+ s32 maxindex = vm->m_area.index(
+ realpos.X, vm->m_area.MaxEdge.Y, realpos.Y);
+ s32 minindex = vm->m_area.index(
+ realpos.X, vm->m_area.MinEdge.Y, realpos.Y);
+ // True if the current node has sunlight.
+ bool lig = light[z][x];
+ // For each node, downwards:
+ for (s32 i = maxindex; i >= minindex; i -= ystride) {
+ MapNode *n;
+ if (vm->m_flags[i] & VOXELFLAG_NO_DATA)
+ n = &ignore;
+ else
+ n = &vm->m_data[i];
+ // Ignore IGNORE nodes, these are not generated yet.
+ if (n->getContent() == CONTENT_IGNORE)
+ continue;
+ const ContentFeatures &f = ndef->get(n->getContent());
+ if (lig && !f.sunlight_propagates)
+ // Sunlight is stopped.
+ lig = false;
+ // Reset light
+ n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+ n->setLight(LIGHTBANK_NIGHT, 0, f);
+ }
+ // Output outgoing light.
+ light[z][x] = lig;
}
- // Output outgoing light.
- light[z][x] = lig;
- }
}
/*!
@@ -828,8 +876,8 @@ void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset,
* is sunlight above the block at the given z-x relative
* node coordinates.
*/
-void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
- const NodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos, const NodeDefManager *ndef,
+ bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
{
mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0);
// Get or load source block.
@@ -837,8 +885,8 @@ void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
// sunlight may be even slower.
MapBlock *source_block = map->emergeBlock(source_block_pos, false);
// Trust only generated blocks.
- if (source_block == NULL || source_block->isDummy()
- || !source_block->isGenerated()) {
+ if (source_block == NULL || source_block->isDummy() ||
+ !source_block->isGenerated()) {
// But if there is no block above, then use heuristics
bool sunlight = true;
MapBlock *node_block = map->getBlockNoCreateNoEx(pos);
@@ -848,19 +896,20 @@ void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
else
sunlight = !node_block->getIsUnderground();
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
- light[z][x] = sunlight;
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+ light[z][x] = sunlight;
} else {
// Dummy boolean, the position is valid.
bool is_valid_position;
// For each column:
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
- // Get the bottom block.
- MapNode above = source_block->getNodeNoCheck(x, 0, z,
- &is_valid_position);
- light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN;
- }
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ // Get the bottom block.
+ MapNode above = source_block->getNodeNoCheck(
+ x, 0, z, &is_valid_position);
+ light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) ==
+ LIGHT_SUN;
+ }
}
}
@@ -875,7 +924,8 @@ void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
* \returns true if the block was modified, false otherwise.
*/
bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
- SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight)
+ SunlightPropagationData *data, UnlightQueue *unlight,
+ ReLightQueue *relight)
{
bool modified = false;
// Get the block.
@@ -892,22 +942,22 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
for (index = 0; index < data->data.size(); index++) {
SunlightPropagationUnit it = data->data[index];
// Relative position of the currently inspected node.
- relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1,
- it.relative_pos.Y);
+ relative_v3 current_pos(
+ it.relative_pos.X, MAP_BLOCKSIZE - 1, it.relative_pos.Y);
if (it.is_sunlit) {
// Propagate sunlight.
// For each node downwards:
for (; current_pos.Y >= 0; current_pos.Y--) {
MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
const ContentFeatures &f = ndef->get(n);
- if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
- && f.sunlight_propagates) {
+ if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN &&
+ f.sunlight_propagates) {
// This node gets sunlight.
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f);
block->setNodeNoCheck(current_pos, n);
modified = true;
- relight->push(LIGHT_SUN, current_pos, data->target_block,
- block, 4);
+ relight->push(LIGHT_SUN, current_pos,
+ data->target_block, block, 4);
} else {
// Light already valid, propagation stopped.
break;
@@ -924,8 +974,8 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
n.setLight(LIGHTBANK_DAY, 0, f);
block->setNodeNoCheck(current_pos, n);
modified = true;
- unlight->push(LIGHT_SUN, current_pos, data->target_block,
- block, 4);
+ unlight->push(LIGHT_SUN, current_pos,
+ data->target_block, block, 4);
} else {
// Reached shadow, propagation stopped.
break;
@@ -948,12 +998,12 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
* Compatible with type 'direction'.
*/
const VoxelArea block_pad[] = {
- VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+
- VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+
- VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+
- VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)), //Z-
- VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)), //Y-
- VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X-
+ VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), // X+
+ VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), // Y+
+ VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), // Z+
+ VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)), // Z-
+ VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)), // Y-
+ VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) // X-
};
/*!
@@ -976,9 +1026,9 @@ const VoxelArea block_pad[] = {
* \param modified_blocks the procedure adds all modified blocks to
* this map
*/
-void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
- mapblock_v3 maxblock, UnlightQueue unlight[2], ReLightQueue relight[2],
- std::map<v3s16, MapBlock*> *modified_blocks)
+void finish_bulk_light_update(Map *map, mapblock_v3 minblock, mapblock_v3 maxblock,
+ UnlightQueue unlight[2], ReLightQueue relight[2],
+ std::map<v3s16, MapBlock *> *modified_blocks)
{
const NodeDefManager *ndef = map->getNodeDefManager();
// dummy boolean
@@ -989,7 +1039,7 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
for (size_t bank = 0; bank < 2; bank++) {
LightBank b = banks[bank];
unspread_light(map, ndef, b, unlight[bank], relight[bank],
- *modified_blocks);
+ *modified_blocks);
}
// --- STEP 2: Get all newly inserted light sources
@@ -998,30 +1048,45 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
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 (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.Z, &is_valid);
- const ContentFeatures &f = ndef->get(node);
-
- // For each light bank
- for (size_t b = 0; b < 2; b++) {
- LightBank bank = banks[b];
- u8 light = f.param_type == CPT_LIGHT ?
- node.getLightNoChecks(bank, &f):
- f.light_source;
- if (light > 1)
- relight[b].push(light, relpos, blockpos, block, 6);
- } // end of banks
- } // end of nodes
- } // end of blocks
+ 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 (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.Z,
+ &is_valid);
+ const ContentFeatures &f =
+ ndef->get(node);
+
+ // For each light bank
+ for (size_t b = 0; b < 2; b++) {
+ LightBank bank = banks[b];
+ u8 light = f.param_type == CPT_LIGHT
+ ? node.getLightNoChecks(
+ bank,
+ &f)
+ : f.light_source;
+ if (light > 1)
+ relight[b].push(light,
+ relpos,
+ blockpos,
+ block,
+ 6);
+ } // end of banks
+ } // end of nodes
+ } // end of blocks
// --- STEP 3: do light spreading
@@ -1033,10 +1098,11 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
// Initialize light values for light spreading.
for (u8 i = 0; i <= maxlight; i++) {
const std::vector<ChangingLight> &lights = relight[b].lights[i];
- for (std::vector<ChangingLight>::const_iterator it = lights.begin();
+ for (std::vector<ChangingLight>::const_iterator it =
+ lights.begin();
it < lights.end(); ++it) {
- MapNode n = it->block->getNodeNoCheck(it->rel_position,
- &is_valid);
+ MapNode n = it->block->getNodeNoCheck(
+ it->rel_position, &is_valid);
n.setLight(bank, i, ndef);
it->block->setNodeNoCheck(it->rel_position, n);
}
@@ -1047,14 +1113,14 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
}
void blit_back_with_light(ServerMap *map, MMVManip *vm,
- std::map<v3s16, MapBlock*> *modified_blocks)
+ std::map<v3s16, MapBlock *> *modified_blocks)
{
const NodeDefManager *ndef = map->getNodeDefManager();
mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge);
mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge);
// First queue is for day light, second is for night light.
- UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
- ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+ UnlightQueue unlight[] = {UnlightQueue(256), UnlightQueue(256)};
+ ReLightQueue relight[] = {ReLightQueue(256), ReLightQueue(256)};
// Will hold sunlight data.
bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
SunlightPropagationData data;
@@ -1065,28 +1131,30 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
// For each map block:
for (s16 x = minblock.X; x <= maxblock.X; x++)
- for (s16 z = minblock.Z; z <= maxblock.Z; z++) {
- // Extract sunlight above.
- is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights);
- v2s16 offset(x, z);
- offset *= MAP_BLOCKSIZE;
- // Reset the voxel manipulator.
- fill_with_sunlight(vm, ndef, offset, lights);
- // Copy sunlight data
- data.target_block = v3s16(x, minblock.Y - 1, z);
- for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
- data.data.emplace_back(v2s16(x, z), lights[z][x]);
- // Propagate sunlight and shadow below the voxel manipulator.
- while (!data.data.empty()) {
- if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
- &relight[0]))
- (*modified_blocks)[data.target_block] =
- map->getBlockNoCreateNoEx(data.target_block);
- // Step downwards.
- data.target_block.Y--;
+ for (s16 z = minblock.Z; z <= maxblock.Z; z++) {
+ // Extract sunlight above.
+ is_sunlight_above_block(
+ map, v3s16(x, maxblock.Y, z), ndef, lights);
+ v2s16 offset(x, z);
+ offset *= MAP_BLOCKSIZE;
+ // Reset the voxel manipulator.
+ fill_with_sunlight(vm, ndef, offset, lights);
+ // Copy sunlight data
+ data.target_block = v3s16(x, minblock.Y - 1, z);
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+ data.data.emplace_back(v2s16(x, z), lights[z][x]);
+ // Propagate sunlight and shadow below the voxel manipulator.
+ while (!data.data.empty()) {
+ if (propagate_block_sunlight(map, ndef, &data,
+ &unlight[0], &relight[0]))
+ (*modified_blocks)[data.target_block] =
+ map->getBlockNoCreateNoEx(
+ data.target_block);
+ // Step downwards.
+ data.target_block.Y--;
+ }
}
- }
// --- STEP 2: Get nodes from borders to unlight
v3s16 blockpos;
@@ -1096,45 +1164,71 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
// unlight each block.
// For each block:
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;
- v3s16 offset = block->getPosRelative();
- // For each border of the block:
- for (const VoxelArea &a : block_pad) {
- // For each node of the border:
- 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(relpos, &is_valid);
- const ContentFeatures &oldf = ndef->get(oldnode);
- MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
- 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];
- u8 oldlight = oldf.param_type == CPT_LIGHT ?
- oldnode.getLightNoChecks(bank, &oldf):
- LIGHT_SUN; // no light information, force unlighting
- u8 newlight = newf.param_type == CPT_LIGHT ?
- newnode.getLightNoChecks(bank, &newf):
- newf.light_source;
- // If the new node is dimmer, unlight.
- if (oldlight > newlight) {
- unlight[b].push(
- oldlight, relpos, blockpos, block, 6);
- }
- } // end of banks
- } // end of nodes
- } // end of borders
- } // end of blocks
+ 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;
+ v3s16 offset = block->getPosRelative();
+ // For each border of the block:
+ for (const VoxelArea &a : block_pad) {
+ // For each node of the border:
+ 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(
+ relpos,
+ &is_valid);
+ const ContentFeatures &oldf =
+ ndef->get(oldnode);
+ MapNode newnode = vm->getNodeNoExNoEmerge(
+ relpos +
+ offset);
+ 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];
+ u8 oldlight = oldf.param_type == CPT_LIGHT
+ ? oldnode.getLightNoChecks(
+ bank,
+ &oldf)
+ : LIGHT_SUN; // no light information, force unlighting
+ u8 newlight = newf.param_type == CPT_LIGHT
+ ? newnode.getLightNoChecks(
+ bank,
+ &newf)
+ : newf.light_source;
+ // If the new node
+ // is dimmer,
+ // unlight.
+ if (oldlight > newlight) {
+ unlight[b].push(oldlight,
+ relpos,
+ blockpos,
+ block,
+ 6);
+ }
+ } // end of banks
+ } // end of nodes
+ } // end of borders
+ } // end of blocks
// --- STEP 3: All information extracted, overwrite
@@ -1142,8 +1236,8 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
// --- STEP 4: Finish light update
- finish_bulk_light_update(map, minblock, maxblock, unlight, relight,
- modified_blocks);
+ finish_bulk_light_update(
+ map, minblock, maxblock, unlight, relight, modified_blocks);
}
/*!
@@ -1157,7 +1251,7 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
* the bottom of the map block.
*/
void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef,
- bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+ bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
{
if (block->isDummy())
return;
@@ -1165,39 +1259,39 @@ void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef,
bool is_valid;
// For each column of nodes:
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
- // True if the current node has sunlight.
- bool lig = light[z][x];
- // For each node, downwards:
- for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
- MapNode n = block->getNodeNoCheck(x, y, z, &is_valid);
- // Ignore IGNORE nodes, these are not generated yet.
- if (n.getContent() == CONTENT_IGNORE)
- continue;
- const ContentFeatures &f = ndef->get(n.getContent());
- if (lig && !f.sunlight_propagates) {
- // Sunlight is stopped.
- lig = false;
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ // True if the current node has sunlight.
+ bool lig = light[z][x];
+ // For each node, downwards:
+ for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
+ MapNode n = block->getNodeNoCheck(x, y, z, &is_valid);
+ // Ignore IGNORE nodes, these are not generated yet.
+ if (n.getContent() == CONTENT_IGNORE)
+ continue;
+ const ContentFeatures &f = ndef->get(n.getContent());
+ if (lig && !f.sunlight_propagates) {
+ // Sunlight is stopped.
+ lig = false;
+ }
+ // Reset light
+ n.setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+ n.setLight(LIGHTBANK_NIGHT, 0, f);
+ block->setNodeNoCheck(x, y, z, n);
}
- // Reset light
- n.setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
- n.setLight(LIGHTBANK_NIGHT, 0, f);
- block->setNodeNoCheck(x, y, z, n);
+ // Output outgoing light.
+ light[z][x] = lig;
}
- // Output outgoing light.
- light[z][x] = lig;
- }
}
void repair_block_light(ServerMap *map, MapBlock *block,
- std::map<v3s16, MapBlock*> *modified_blocks)
+ std::map<v3s16, MapBlock *> *modified_blocks)
{
if (!block || block->isDummy())
return;
const NodeDefManager *ndef = map->getNodeDefManager();
// First queue is for day light, second is for night light.
- UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
- ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+ UnlightQueue unlight[] = {UnlightQueue(256), UnlightQueue(256)};
+ ReLightQueue relight[] = {ReLightQueue(256), ReLightQueue(256)};
// Will hold sunlight data.
bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
SunlightPropagationData data;
@@ -1216,15 +1310,14 @@ void repair_block_light(ServerMap *map, MapBlock *block,
// Copy sunlight data
data.target_block = v3s16(blockpos.X, blockpos.Y - 1, blockpos.Z);
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
- data.data.emplace_back(v2s16(x, z), lights[z][x]);
- }
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ data.data.emplace_back(v2s16(x, z), lights[z][x]);
+ }
// Propagate sunlight and shadow below the voxel manipulator.
while (!data.data.empty()) {
- if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
- &relight[0]))
+ if (propagate_block_sunlight(map, ndef, &data, &unlight[0], &relight[0]))
(*modified_blocks)[data.target_block] =
- map->getBlockNoCreateNoEx(data.target_block);
+ map->getBlockNoCreateNoEx(data.target_block);
// Step downwards.
data.target_block.Y--;
}
@@ -1236,72 +1329,84 @@ void repair_block_light(ServerMap *map, MapBlock *block,
v3s16 relpos;
// For each node of the border:
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(relpos, &is_valid);
- const ContentFeatures &f = ndef->get(node);
- // For each light bank
- for (size_t b = 0; b < 2; b++) {
- LightBank bank = banks[b];
- u8 light = f.param_type == CPT_LIGHT ?
- node.getLightNoChecks(bank, &f):
- f.light_source;
- // If the new node is dimmer than sunlight, unlight.
- // (if it has maximal light, it is pointless to remove
- // surrounding light, as it can only become brighter)
- if (LIGHT_SUN > light) {
- unlight[b].push(
- LIGHT_SUN, relpos, blockpos, block, 6);
- }
- } // end of banks
- } // end of nodes
- } // end of borders
+ 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(
+ relpos, &is_valid);
+ const ContentFeatures &f = ndef->get(node);
+ // For each light bank
+ for (size_t b = 0; b < 2; b++) {
+ LightBank bank = banks[b];
+ u8 light = f.param_type == CPT_LIGHT
+ ? node.getLightNoChecks(
+ bank,
+ &f)
+ : f.light_source;
+ // If the new node is dimmer than
+ // sunlight, unlight. (if it has maximal
+ // light, it is pointless to remove
+ // surrounding light, as it can only
+ // become brighter)
+ if (LIGHT_SUN > light) {
+ unlight[b].push(LIGHT_SUN, relpos,
+ blockpos, block,
+ 6);
+ }
+ } // end of banks
+ } // end of nodes
+ } // end of borders
// STEP 3: Remove and spread light
- finish_bulk_light_update(map, blockpos, blockpos, unlight, relight,
- modified_blocks);
+ finish_bulk_light_update(
+ map, blockpos, blockpos, unlight, relight, modified_blocks);
}
VoxelLineIterator::VoxelLineIterator(const v3f &start_position, const v3f &line_vector) :
- m_start_position(start_position),
- m_line_vector(line_vector)
+ m_start_position(start_position), m_line_vector(line_vector)
{
m_current_node_pos = floatToInt(m_start_position, 1);
m_start_node_pos = m_current_node_pos;
m_last_index = getIndex(floatToInt(start_position + line_vector, 1));
if (m_line_vector.X > 0) {
- m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5
- - m_start_position.X) / m_line_vector.X;
+ m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5 -
+ m_start_position.X) /
+ m_line_vector.X;
m_intersection_multi_inc.X = 1 / m_line_vector.X;
} else if (m_line_vector.X < 0) {
- m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5)
- - m_start_position.X + 0.5) / m_line_vector.X;
+ m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) -
+ m_start_position.X + 0.5) /
+ m_line_vector.X;
m_intersection_multi_inc.X = -1 / m_line_vector.X;
m_step_directions.X = -1;
}
if (m_line_vector.Y > 0) {
- m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5
- - m_start_position.Y) / m_line_vector.Y;
+ m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5 -
+ m_start_position.Y) /
+ m_line_vector.Y;
m_intersection_multi_inc.Y = 1 / m_line_vector.Y;
} else if (m_line_vector.Y < 0) {
- m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5)
- - m_start_position.Y + 0.5) / m_line_vector.Y;
+ m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) -
+ m_start_position.Y + 0.5) /
+ m_line_vector.Y;
m_intersection_multi_inc.Y = -1 / m_line_vector.Y;
m_step_directions.Y = -1;
}
if (m_line_vector.Z > 0) {
- m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5
- - m_start_position.Z) / m_line_vector.Z;
+ m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5 -
+ m_start_position.Z) /
+ m_line_vector.Z;
m_intersection_multi_inc.Z = 1 / m_line_vector.Z;
} else if (m_line_vector.Z < 0) {
- m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5)
- - m_start_position.Z + 0.5) / m_line_vector.Z;
+ m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) -
+ m_start_position.Z + 0.5) /
+ m_line_vector.Z;
m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
m_step_directions.Z = -1;
}
@@ -1310,8 +1415,8 @@ VoxelLineIterator::VoxelLineIterator(const v3f &start_position, const v3f &line_
void VoxelLineIterator::next()
{
m_current_index++;
- if ((m_next_intersection_multi.X < m_next_intersection_multi.Y)
- && (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
+ if ((m_next_intersection_multi.X < m_next_intersection_multi.Y) &&
+ (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
m_next_intersection_multi.X += m_intersection_multi_inc.X;
m_current_node_pos.X += m_step_directions.X;
} else if ((m_next_intersection_multi.Y < m_next_intersection_multi.Z)) {
@@ -1323,12 +1428,10 @@ void VoxelLineIterator::next()
}
}
-s16 VoxelLineIterator::getIndex(v3s16 voxel){
- return
- abs(voxel.X - m_start_node_pos.X) +
- abs(voxel.Y - m_start_node_pos.Y) +
- abs(voxel.Z - m_start_node_pos.Z);
+s16 VoxelLineIterator::getIndex(v3s16 voxel)
+{
+ return abs(voxel.X - m_start_node_pos.X) + abs(voxel.Y - m_start_node_pos.Y) +
+ abs(voxel.Z - m_start_node_pos.Z);
}
} // namespace voxalgo
-