From 4e249fb3fbf75f0359758760d88e22aa5b14533c Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 27 Nov 2010 01:02:21 +0200 Subject: Initial files --- src/mapblock.cpp | 698 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 698 insertions(+) create mode 100644 src/mapblock.cpp (limited to 'src/mapblock.cpp') diff --git a/src/mapblock.cpp b/src/mapblock.cpp new file mode 100644 index 000000000..25561008a --- /dev/null +++ b/src/mapblock.cpp @@ -0,0 +1,698 @@ +/* +(c) 2010 Perttu Ahola +*/ + +#include "mapblock.h" +#include "map.h" +// For g_materials +#include "main.h" +#include "light.h" +#include + + +/* + MapBlock +*/ + +bool MapBlock::isValidPositionParent(v3s16 p) +{ + if(isValidPosition(p)) + { + return true; + } + else{ + return m_parent->isValidPosition(getPosRelative() + p); + } +} + +MapNode MapBlock::getNodeParent(v3s16 p) +{ + if(isValidPosition(p) == false) + { + return m_parent->getNode(getPosRelative() + p); + } + else + { + if(data == NULL) + throw InvalidPositionException(); + return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X]; + } +} + +void MapBlock::setNodeParent(v3s16 p, MapNode & n) +{ + if(isValidPosition(p) == false) + { + m_parent->setNode(getPosRelative() + p, n); + } + else + { + if(data == NULL) + throw InvalidPositionException(); + data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n; + } +} + +FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p, + v3f dir, v3f scale, v3f posRelative_f) +{ + FastFace *f = new FastFace; + + // Position is at the center of the cube. + v3f pos = p * BS; + posRelative_f *= BS; + + v3f vertex_pos[4]; + // If looking towards z+, this is the face that is behind + // the center point, facing towards z+. + vertex_pos[0] = v3f( BS/2,-BS/2,BS/2); + vertex_pos[1] = v3f(-BS/2,-BS/2,BS/2); + vertex_pos[2] = v3f(-BS/2, BS/2,BS/2); + vertex_pos[3] = v3f( BS/2, BS/2,BS/2); + + /* + TODO: Rotate it the right way (one side comes upside down) + */ + core::CMatrix4 m; + m.buildRotateFromTo(v3f(0,0,1), dir); + + for(u16 i=0; i<4; i++){ + m.rotateVect(vertex_pos[i]); + vertex_pos[i].X *= scale.X; + vertex_pos[i].Y *= scale.Y; + vertex_pos[i].Z *= scale.Z; + vertex_pos[i] += pos + posRelative_f; + } + + f32 abs_scale = 1.; + if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; + else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; + else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; + + v3f zerovector = v3f(0,0,0); + + u8 li = decode_light(light); + //u8 li = 150; + + u8 alpha = 255; + + if(material == MATERIAL_WATER) + { + alpha = 128; + } + + video::SColor c = video::SColor(alpha,li,li,li); + + /*f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c, + core::vector2d(0,1)); + f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c, + core::vector2d(abs_scale,1)); + f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c, + core::vector2d(abs_scale,0)); + f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c, + core::vector2d(0,0));*/ + f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c, + core::vector2d(0,1)); + f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c, + core::vector2d(abs_scale,1)); + f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c, + core::vector2d(abs_scale,0)); + f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c, + core::vector2d(0,0)); + + f->material = material; + + return f; +} + +/* + Parameters must consist of air and !air. + Order doesn't matter. + + If either of the nodes doesn't exist, light is 0. +*/ +u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir) +{ + try{ + MapNode n = getNodeParent(p); + MapNode n2 = getNodeParent(p + face_dir); + u8 light; + if(n.solidness() < n2.solidness()) + light = n.getLight(); + else + light = n2.getLight(); + + // Make some nice difference to different sides + if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1) + light = diminish_light(diminish_light(light)); + else if(face_dir.X == -1 || face_dir.Z == -1) + light = diminish_light(light); + + return light; + } + catch(InvalidPositionException &e) + { + return 0; + } +} + +/* + Gets node material from any place relative to block. + Returns MATERIAL_AIR if doesn't exist. +*/ +u8 MapBlock::getNodeMaterial(v3s16 p) +{ + try{ + MapNode n = getNodeParent(p); + return n.d; + } + catch(InvalidPositionException &e) + { + return MATERIAL_IGNORE; + } +} + +/* + startpos: + translate_dir: unit vector with only one of x, y or z + face_dir: unit vector with only one of x, y or z +*/ +void MapBlock::updateFastFaceRow(v3s16 startpos, + u16 length, + v3s16 translate_dir, + v3s16 face_dir, + core::list &dest) +{ + /* + Precalculate some variables + */ + v3f translate_dir_f(translate_dir.X, translate_dir.Y, + translate_dir.Z); // floating point conversion + v3f face_dir_f(face_dir.X, face_dir.Y, + face_dir.Z); // floating point conversion + v3f posRelative_f(getPosRelative().X, getPosRelative().Y, + getPosRelative().Z); // floating point conversion + + v3s16 p = startpos; + /* + The light in the air lights the surface is taken from + the node that is air. + */ + u8 light = getFaceLight(p, face_dir); + + u16 continuous_materials_count = 0; + + u8 material0 = getNodeMaterial(p); + u8 material1 = getNodeMaterial(p + face_dir); + + for(u16 j=0; j *fastfaces_new = new core::list; + + /* + We are including the faces of the trailing edges of the block. + This means that when something changes, the caller must + also update the meshes of the blocks at the leading edges. + */ + + /* + Go through every y,z and get top faces in rows of x+ + */ + for(s16 y=0; ygetSize() > 0) + { + mesh_new = new scene::SMesh(); + scene::IMeshBuffer *buf = NULL; + + core::list::Iterator i = fastfaces_new->begin(); + + // MATERIAL_AIR shouldn't be used by any face + u8 material_in_use = MATERIAL_AIR; + + for(; i != fastfaces_new->end(); i++) + { + FastFace *f = *i; + + if(f->material != material_in_use || buf == NULL) + { + // Try to get a meshbuffer associated with the material + buf = mesh_new->getMeshBuffer(g_materials[f->material]); + // If not found, create one + if(buf == NULL) + { + // This is a "Standard MeshBuffer", + // it's a typedeffed CMeshBuffer + buf = new scene::SMeshBuffer(); + // Set material + ((scene::SMeshBuffer*)buf)->Material = g_materials[f->material]; + // Use VBO + //buf->setHardwareMappingHint(scene::EHM_STATIC); + // Add to mesh + mesh_new->addMeshBuffer(buf); + // Mesh grabbed it + buf->drop(); + } + material_in_use = f->material; + } + + u16 indices[] = {0,1,2,2,3,0}; + buf->append(f->vertices, 4, indices, 6); + } + + // Use VBO for mesh (this just would set this for ever buffer) + //mesh_new->setHardwareMappingHint(scene::EHM_STATIC); + + /*std::cout<<"MapBlock has "<getSize()<<" faces " + <<"and uses "<getMeshBufferCount() + <<" materials"<::Iterator i; + i = fastfaces_new->begin(); + for(; i != fastfaces_new->end(); i++) + { + delete *i; + } + fastfaces_new->clear(); + delete fastfaces_new; + + /* + Replace the mesh + */ + + mesh_mutex.Lock(); + + scene::SMesh *mesh_old = mesh; + + mesh = mesh_new; + + if(mesh_old != NULL) + { + // Remove hardware buffers of meshbuffers of mesh + // NOTE: No way, this runs in a different thread and everything + /*u32 c = mesh_old->getMeshBufferCount(); + for(u32 i=0; igetMeshBuffer(i); + }*/ + // Drop the mesh + mesh_old->drop(); + //delete mesh_old; + } + + mesh_mutex.Unlock(); + + //std::cout<<"added "< & light_sources) +{ + // Whether the sunlight at the top of the bottom block is valid + bool block_below_is_valid = true; + + v3s16 pos_relative = getPosRelative(); + + for(s16 x=0; x dest(buflen); + + dest[0] = is_underground; + for(u32 i=0; i materialdata(nodecount); + for(u32 i=0; i paramdata(nodecount); + for(u32 i=0; i d(len); + is.read((char*)*d, len); + if(is.gcount() != len) + throw SerializationError + ("MapBlock::deSerialize: no enough input data"); + data[i].deSerialize(*d, version); + } + } + // All other versions + else + { + u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; + + u8 t8; + is.read((char*)&t8, 1); + is_underground = t8; + + { + // Uncompress and set material data + std::ostringstream os(std::ios_base::binary); + decompress(is, os, version); + std::string s = os.str(); + if(s.size() != nodecount) + throw SerializationError + ("MapBlock::deSerialize: invalid format"); + for(u32 i=0; i