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authorDániel Juhász <juhdanad@gmail.com>2018-02-04 04:16:45 +0100
committerAndrew Ward <rw@rubenwardy.com>2018-02-04 03:16:45 +0000
commit735fc2a1f25eed78460c02867a4960fbf1e66a72 (patch)
tree45c25a6958309bf6b6277f5a201dc6b112a91e22 /src/voxel.cpp
parentcf0bcebc7620ff2a4bfb44bcbc4909ff9dbe8d24 (diff)
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Remove unused light updating code
Also remove the unit test that tests the removed algorithms.
Diffstat (limited to 'src/voxel.cpp')
-rw-r--r--src/voxel.cpp188
1 files changed, 0 insertions, 188 deletions
diff --git a/src/voxel.cpp b/src/voxel.cpp
index cd638183c..b901c1c4f 100644
--- a/src/voxel.cpp
+++ b/src/voxel.cpp
@@ -315,194 +315,6 @@ void VoxelManipulator::clearFlag(u8 flags)
<<volume<<" nodes"<<std::endl;*/
}
-void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
- std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
-{
- VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
- addArea(voxel_area);
-
- // Loop through 6 neighbors
- for (const v3s16 &dir : g_6dirs) {
- // Get the position of the neighbor node
- v3s16 n2pos = p + dir;
-
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- /*
- If the neighbor is dimmer than what was specified
- as oldlight (the light of the previous node)
- */
- u8 light2 = n2.getLight(bank, nodemgr);
- if(light2 < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(nodemgr->get(n2).light_propagates && light2 != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- n2.setLight(bank, 0, nodemgr);
-
- unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
-
- /*
- 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);
- }
- }
-}
-
-void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
- INodeDefManager *nodemgr)
-{
- VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
- addArea(voxel_area);
-
- u32 i = m_area.index(p);
-
- if(m_flags[i] & VOXELFLAG_NO_DATA)
- return;
-
- MapNode &n = m_data[i];
-
- u8 oldlight = n.getLight(bank, nodemgr);
- u8 newlight = diminish_light(oldlight);
-
- // Loop through 6 neighbors
- for (const auto &dir : g_6dirs) {
- // Get the position of the neighbor node
- v3s16 n2pos = p + dir;
-
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- u8 light2 = n2.getLight(bank, nodemgr);
-
- /*
- If the neighbor is brighter than the current node,
- add to list (it will light up this node on its turn)
- */
- if(light2 > undiminish_light(oldlight))
- {
- spreadLight(bank, n2pos, nodemgr);
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(light2 < newlight)
- {
- if(nodemgr->get(n2).light_propagates)
- {
- n2.setLight(bank, newlight, nodemgr);
- spreadLight(bank, n2pos, nodemgr);
- }
- }
- }
-}
-
-
const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
-/*
- Lights neighbors of from_nodes, collects all them and then
- goes on recursively.
-*/
-void VoxelManipulator::spreadLight(enum LightBank bank,
- std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
-{
- if(from_nodes.empty())
- return;
-
- std::set<v3s16> lighted_nodes;
-
- for (const v3s16 &pos : from_nodes) {
- VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
- addArea(voxel_area);
-
- u32 i = m_area.index(pos);
-
- if(m_flags[i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n = m_data[i];
-
- u8 oldlight = n.getLight(bank, nodemgr);
- u8 newlight = diminish_light(oldlight);
-
- // Loop through 6 neighbors
- for (const v3s16 &dir : g_6dirs) {
- // Get the position of the neighbor node
- v3s16 n2pos = pos + dir;
-
- try
- {
- u32 n2i = m_area.index(n2pos);
-
- if(m_flags[n2i] & VOXELFLAG_NO_DATA)
- continue;
-
- MapNode &n2 = m_data[n2i];
-
- u8 light2 = n2.getLight(bank, nodemgr);
-
- /*
- If the neighbor is brighter than the current node,
- add to list (it will light up this node on its turn)
- */
- if(light2 > undiminish_light(oldlight))
- {
- lighted_nodes.insert(n2pos);
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(light2 < newlight)
- {
- if(nodemgr->get(n2).light_propagates)
- {
- n2.setLight(bank, newlight, nodemgr);
- lighted_nodes.insert(n2pos);
- }
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
- }
- }
-
- /*dstream<<"spreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(!lighted_nodes.empty())
- spreadLight(bank, lighted_nodes, nodemgr);
-}
-
//END