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author | paramat <mat.gregory@virginmedia.com> | 2015-12-02 03:28:03 +0000 |
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committer | paramat <mat.gregory@virginmedia.com> | 2015-12-07 03:18:24 +0000 |
commit | 49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c (patch) | |
tree | 2372b48d5bfd846775ced52653afa92883e0a20c /src/mapgen.h | |
parent | a78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 (diff) | |
download | minetest-49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c.tar.gz minetest-49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c.tar.bz2 minetest-49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c.zip |
Mapgen: Add propagate_shadow bool to calcLighting
To terminate unwanted shadows from floatlands or realms above
Also add to LuaVoxelManip calc_lighting for use in mapgen mods
Remove the 2 argument calcLighting, mapgens now use the 5
argument form to specify the volumes for propagateSunlight and
spreadLight
In mgsinglenode replace calcLighting with setLighting and
clean-up use of tabs and spaces
Diffstat (limited to 'src/mapgen.h')
-rw-r--r-- | src/mapgen.h | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/src/mapgen.h b/src/mapgen.h index 31cf7dc11..9bb7d03b8 100644 --- a/src/mapgen.h +++ b/src/mapgen.h @@ -173,12 +173,9 @@ public: void setLighting(u8 light, v3s16 nmin, v3s16 nmax); void lightSpread(VoxelArea &a, v3s16 p, u8 light); - - void calcLighting(v3s16 nmin, v3s16 nmax); - void calcLighting(v3s16 nmin, v3s16 nmax, - v3s16 full_nmin, v3s16 full_nmax); - - void propagateSunlight(v3s16 nmin, v3s16 nmax); + void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax, + bool propagate_shadow = true); + void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow); void spreadLight(v3s16 nmin, v3s16 nmax); virtual void makeChunk(BlockMakeData *data) {} |