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authorPerttu Ahola <celeron55@gmail.com>2011-04-02 13:44:06 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-04-02 13:44:06 +0300
commit2990f5d90bd556684c07d60872a707e649bd71ee (patch)
treecd92693404dce069c3499fb1e38c2a1935ada382 /src/map.cpp
parent2e7b15fed37e6e81844b3cac0e37671ff3a8b4da (diff)
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commit before some radical changes
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp138
1 files changed, 86 insertions, 52 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 6e1a62ca3..aabe84067 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -183,6 +183,9 @@ bool Map::isNodeUnderground(v3s16 p)
light_sources to re-light the area without the removed light.
values of from_nodes are lighting values.
+
+ There is a duplicate implementation of this in VoxelManipulator,
+ which is faster for large volumes
*/
void Map::unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
@@ -366,6 +369,9 @@ void Map::unLightNeighbors(enum LightBank bank,
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
+
+ There is a duplicate implementation of this in VoxelManipulator,
+ which is faster for large volumes
*/
void Map::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
@@ -840,6 +846,8 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
This is called after changing a node from transparent to opaque.
The lighting value of the node should be left as-is after changing
other values. This sets the lighting value to 0.
+
+ NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
@@ -1036,6 +1044,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
}
/*
+ NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
@@ -1982,7 +1991,7 @@ bool get_have_sand_ground(u64 seed, v2f p)
double sandnoise = noise2d_perlin(
0.5+(float)p.X/500, 0.5+(float)p.Y/500,
seed+54290232, 6, 0.65);
- return (sandnoise > 0.8);
+ return (sandnoise > 1.0);
}
// -1->0, 0->1, 1->0
@@ -4079,7 +4088,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
DSTACK(__FUNCTION_NAME);
-
/*
Don't generate if already fully generated
*/
@@ -4095,6 +4103,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
+#if 0
dstream<<"generateChunkRaw(): Generating chunk "
<<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
<<std::endl;
@@ -4733,7 +4742,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
block->updateDayNightDiff();
}
}
-
+#endif
/*
Create chunk metadata
@@ -4947,7 +4956,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
/*
NOTE: This is not used for main map generation, only for blocks
- that are very high or low
+ that are very high or low.
+ NOTE: Now it is used mainly. Might change in the future.
*/
MapBlock * ServerMap::generateBlock(
v3s16 p,
@@ -5130,18 +5140,15 @@ MapBlock * ServerMap::generateBlock(
float surface_y_f = 0;
s16 surface_y = 0;
- if(turbulence_is_used == false)
- {
- surface_y_f = base_rock_level_2d(m_seed, real_p2d_f),
- surface_y = surface_y_f;
+ float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
+ s16 noturb_surface_y = noturb_surface_y_f;
- // Get some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
- }
-
+ // Get some statistics of surface height
+ if(noturb_surface_y < lowest_ground_y)
+ lowest_ground_y = noturb_surface_y;
+ if(noturb_surface_y > highest_ground_y)
+ highest_ground_y = noturb_surface_y;
+
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
#if 1
@@ -5164,35 +5171,48 @@ MapBlock * ServerMap::generateBlock(
bool is_ground = false;
v3f real_pos_f = intToFloat(real_pos, 1);
- if(turbulence_is_used)
+ bool turb_for_node = (turbulence_is_used
+ && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
+
+ bool is_cavern = false;
+
+ if(is_carved(m_seed, real_pos_f))
{
- double depth_guess;
- is_ground = is_base_ground(m_seed,
- real_pos_f, &depth_guess);
-
- // Estimate the surface height
- surface_y_f = (float)real_y + depth_guess;
- surface_y = real_y + depth_guess;
-
- // Get some statistics of surface height
- if(surface_y < lowest_ground_y)
- lowest_ground_y = surface_y;
- if(surface_y > highest_ground_y)
- highest_ground_y = surface_y;
+ is_ground = false;
+ if(real_y < noturb_surface_y)
+ is_cavern = true;
}
else
{
- if(is_carved(m_seed, real_pos_f))
- is_ground = false;
+ if(turb_for_node)
+ {
+ double depth_guess;
+ is_ground = is_base_ground(m_seed,
+ real_pos_f, &depth_guess);
+
+ // Estimate the surface height
+ surface_y_f = (float)real_y + depth_guess;
+ surface_y = real_y + depth_guess;
+
+ // Get some statistics of surface height
+ if(surface_y < lowest_ground_y)
+ lowest_ground_y = surface_y;
+ if(surface_y > highest_ground_y)
+ highest_ground_y = surface_y;
+ }
else
- is_ground = (real_y <= surface_y);
+ {
+ surface_y = noturb_surface_y;
+ }
+
+ is_ground = (real_y <= surface_y);
}
// If node is not ground, it's air or water
if(is_ground == false)
{
// If under water level, it's water
- if(real_y < WATER_LEVEL)
+ if(real_y < WATER_LEVEL && !is_cavern)
{
n.d = water_material;
u8 dist = 16;
@@ -7181,8 +7201,6 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
{
- assert(mapType() == MAPTYPE_CLIENT);
-
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
@@ -7208,25 +7226,41 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
- /*// Trailing edge
- try{
- v3s16 p = blockpos + v3s16(1,0,0);
- MapBlock *b = getBlockNoCreate(p);
- b->updateMesh(daynight_ratio);
- }
- catch(InvalidPositionException &e){}
- try{
- v3s16 p = blockpos + v3s16(0,1,0);
- MapBlock *b = getBlockNoCreate(p);
- b->updateMesh(daynight_ratio);
- }
- catch(InvalidPositionException &e){}
- try{
- v3s16 p = blockpos + v3s16(0,0,1);
- MapBlock *b = getBlockNoCreate(p);
+}
+
+/*
+ Update mesh of block in which the node is, and if the node is at the
+ leading edge, update the appropriate leading blocks too.
+*/
+void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
+{
+ v3s16 dirs[4] = {
+ v3s16(0,0,0),
+ v3s16(-1,0,0),
+ v3s16(0,-1,0),
+ v3s16(0,0,-1),
+ };
+ v3s16 blockposes[4];
+ for(u32 i=0; i<4; i++)
+ {
+ v3s16 np = nodepos + dirs[i];
+ blockposes[i] = getNodeBlockPos(np);
+ // Don't update mesh of block if it has been done already
+ bool already_updated = false;
+ for(u32 j=0; j<i; j++)
+ {
+ if(blockposes[j] == blockposes[i])
+ {
+ already_updated = true;
+ break;
+ }
+ }
+ if(already_updated)
+ continue;
+ // Update mesh
+ MapBlock *b = getBlockNoCreate(blockposes[i]);
b->updateMesh(daynight_ratio);
}
- catch(InvalidPositionException &e){}*/
}
void ClientMap::PrintInfo(std::ostream &out)