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authorPerttu Ahola <celeron55@gmail.com>2010-12-11 18:11:03 +0200
committerPerttu Ahola <celeron55@gmail.com>2010-12-11 18:11:03 +0200
commit2a0d1a059e556afaeb7f5b72205b26447e23286f (patch)
tree2e30313c2c40b59239a062fdb69d66e9abf153c4 /src/voxel.h
parent5e0c284f3a8debdd9ebb080f80e36dceb7bc4ce2 (diff)
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commit before some radicallish changes to water behavior
Diffstat (limited to 'src/voxel.h')
-rw-r--r--src/voxel.h267
1 files changed, 240 insertions, 27 deletions
diff --git a/src/voxel.h b/src/voxel.h
index 3a4dacd49..74c0a00e5 100644
--- a/src/voxel.h
+++ b/src/voxel.h
@@ -21,8 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define VOXEL_HEADER
#include "common_irrlicht.h"
-#include "mapblock.h"
#include <iostream>
+#include "debug.h"
+#include "mapnode.h"
/*
A fast voxel manipulator class
@@ -31,6 +32,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
/*
+ Debug stuff
+*/
+extern u32 emerge_time;
+extern u32 emerge_load_time;
+
+/*
This class resembles aabbox3d<s16> a lot, but has inclusive
edges for saner handling of integer sizes
*/
@@ -53,8 +60,18 @@ public:
MaxEdge(p)
{
}
+
+ /*
+ Modifying methods
+ */
+
void addArea(VoxelArea &a)
{
+ if(getExtent() == v3s16(0,0,0))
+ {
+ *this = a;
+ return;
+ }
if(a.MinEdge.X < MinEdge.X) MinEdge.X = a.MinEdge.X;
if(a.MinEdge.Y < MinEdge.Y) MinEdge.Y = a.MinEdge.Y;
if(a.MinEdge.Z < MinEdge.Z) MinEdge.Z = a.MinEdge.Z;
@@ -64,6 +81,12 @@ public:
}
void addPoint(v3s16 p)
{
+ if(getExtent() == v3s16(0,0,0))
+ {
+ MinEdge = p;
+ MaxEdge = p;
+ return;
+ }
if(p.X < MinEdge.X) MinEdge.X = p.X;
if(p.Y < MinEdge.Y) MinEdge.Y = p.Y;
if(p.Z < MinEdge.Z) MinEdge.Z = p.Z;
@@ -71,6 +94,30 @@ public:
if(p.Y > MaxEdge.Y) MaxEdge.Y = p.Y;
if(p.Z > MaxEdge.Z) MaxEdge.Z = p.Z;
}
+
+ // Pad with d nodes
+ void pad(v3s16 d)
+ {
+ MinEdge -= d;
+ MaxEdge += d;
+ }
+
+ /*void operator+=(v3s16 off)
+ {
+ MinEdge += off;
+ MaxEdge += off;
+ }
+
+ void operator-=(v3s16 off)
+ {
+ MinEdge -= off;
+ MaxEdge -= off;
+ }*/
+
+ /*
+ const methods
+ */
+
v3s16 getExtent() const
{
return MaxEdge - MinEdge + v3s16(1,1,1);
@@ -80,8 +127,13 @@ public:
v3s16 e = getExtent();
return (s32)e.X * (s32)e.Y * (s32)e.Z;
}
- bool contains(VoxelArea &a) const
+ bool contains(const VoxelArea &a) const
{
+ // No area contains an empty area
+ // NOTE: Algorithms depend on this, so do not change.
+ if(a.getExtent() == v3s16(0,0,0))
+ return false;
+
return(
a.MinEdge.X >= MinEdge.X && a.MaxEdge.X <= MaxEdge.X &&
a.MinEdge.Y >= MinEdge.Y && a.MaxEdge.Y <= MaxEdge.Y &&
@@ -101,6 +153,95 @@ public:
return (MinEdge == other.MinEdge
&& MaxEdge == other.MaxEdge);
}
+
+ VoxelArea operator+(v3s16 off) const
+ {
+ return VoxelArea(MinEdge+off, MaxEdge+off);
+ }
+
+ VoxelArea operator-(v3s16 off) const
+ {
+ return VoxelArea(MinEdge-off, MaxEdge-off);
+ }
+
+ /*
+ Returns 0-6 non-overlapping areas that can be added to
+ a to make up this area.
+
+ a: area inside *this
+ */
+ void diff(const VoxelArea &a, core::list<VoxelArea> &result)
+ {
+ /*
+ This can result in a maximum of 6 areas
+ */
+
+ // If a is an empty area, return the current area as a whole
+ if(a.getExtent() == v3s16(0,0,0))
+ {
+ VoxelArea b = *this;
+ if(b.getVolume() != 0)
+ result.push_back(b);
+ return;
+ }
+
+ assert(contains(a));
+
+ // Take back area, XY inclusive
+ {
+ v3s16 min(MinEdge.X, MinEdge.Y, a.MaxEdge.Z+1);
+ v3s16 max(MaxEdge.X, MaxEdge.Y, MaxEdge.Z);
+ VoxelArea b(min, max);
+ if(b.getVolume() != 0)
+ result.push_back(b);
+ }
+
+ // Take front area, XY inclusive
+ {
+ v3s16 min(MinEdge.X, MinEdge.Y, MinEdge.Z);
+ v3s16 max(MaxEdge.X, MaxEdge.Y, a.MinEdge.Z-1);
+ VoxelArea b(min, max);
+ if(b.getVolume() != 0)
+ result.push_back(b);
+ }
+
+ // Take top area, X inclusive
+ {
+ v3s16 min(MinEdge.X, a.MaxEdge.Y+1, a.MinEdge.Z);
+ v3s16 max(MaxEdge.X, MaxEdge.Y, a.MaxEdge.Z);
+ VoxelArea b(min, max);
+ if(b.getVolume() != 0)
+ result.push_back(b);
+ }
+
+ // Take bottom area, X inclusive
+ {
+ v3s16 min(MinEdge.X, MinEdge.Y, a.MinEdge.Z);
+ v3s16 max(MaxEdge.X, a.MinEdge.Y-1, a.MaxEdge.Z);
+ VoxelArea b(min, max);
+ if(b.getVolume() != 0)
+ result.push_back(b);
+ }
+
+ // Take left area, non-inclusive
+ {
+ v3s16 min(MinEdge.X, a.MinEdge.Y, a.MinEdge.Z);
+ v3s16 max(a.MinEdge.X-1, a.MaxEdge.Y, a.MaxEdge.Z);
+ VoxelArea b(min, max);
+ if(b.getVolume() != 0)
+ result.push_back(b);
+ }
+
+ // Take right area, non-inclusive
+ {
+ v3s16 min(a.MaxEdge.X+1, a.MinEdge.Y, a.MinEdge.Z);
+ v3s16 max(MaxEdge.X, a.MaxEdge.Y, a.MaxEdge.Z);
+ VoxelArea b(min, max);
+ if(b.getVolume() != 0)
+ result.push_back(b);
+ }
+
+ }
/*
Translates position from virtual coordinates to array index
@@ -120,13 +261,15 @@ public:
void print(std::ostream &o) const
{
+ v3s16 e = getExtent();
o<<"("<<MinEdge.X
<<","<<MinEdge.Y
<<","<<MinEdge.Z
<<")("<<MaxEdge.X
<<","<<MaxEdge.Y
<<","<<MaxEdge.Z
- <<")";
+ <<")"
+ <<"="<<e.X<<"x"<<e.Y<<"x"<<e.Z<<"="<<getVolume();
}
// Edges are inclusive
@@ -139,18 +282,35 @@ public:
// Checked as being inexistent in source
#define VOXELFLAG_INEXISTENT (1<<1)
// Algorithm-dependent
+// flowWater: "visited"
#define VOXELFLAG_CHECKED (1<<2)
+// Algorithm-dependent
+// getWaterPressure: "visited"
+#define VOXELFLAG_CHECKED2 (1<<3)
+// Algorithm-dependent
+// spreadWaterPressure: "visited"
+#define VOXELFLAG_CHECKED3 (1<<4)
+// Algorithm-dependent
+// water: "pressure check route node"
+#define VOXELFLAG_CHECKED4 (1<<5)
-class VoxelManipulator : public NodeContainer
+enum VoxelPrintMode
+{
+ VOXELPRINT_NOTHING,
+ VOXELPRINT_MATERIAL,
+ VOXELPRINT_WATERPRESSURE,
+};
+
+class VoxelManipulator /*: public NodeContainer*/
{
public:
VoxelManipulator();
- ~VoxelManipulator();
+ virtual ~VoxelManipulator();
/*
Virtuals from NodeContainer
*/
- virtual u16 nodeContainerId() const
+ /*virtual u16 nodeContainerId() const
{
return NODECONTAINER_ID_VOXELMANIPULATOR;
}
@@ -158,7 +318,7 @@ public:
{
emerge(p);
return !(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT);
- }
+ }*/
// These are a bit slow and shouldn't be used internally
MapNode getNode(v3s16 p)
{
@@ -166,7 +326,7 @@ public:
if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
{
- dstream<<"ERROR: VoxelManipulator::getNode(): "
+ dstream<<"EXCEPT: VoxelManipulator::getNode(): "
<<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<", index="<<m_area.index(p)
<<", flags="<<(int)m_flags[m_area.index(p)]
@@ -214,19 +374,80 @@ public:
Control
*/
- void clear();
-
- void print(std::ostream &o);
+ virtual void clear();
+
+ void print(std::ostream &o, VoxelPrintMode mode=VOXELPRINT_MATERIAL);
void addArea(VoxelArea area);
/*
+ Copy data and set flags to 0
+ dst_area.getExtent() <= src_area.getExtent()
+ */
+ void copyFrom(MapNode *src, VoxelArea src_area,
+ v3s16 from_pos, v3s16 to_pos, v3s16 size);
+
+ /*
Algorithms
*/
void interpolate(VoxelArea area);
- void flowWater(v3s16 removed_pos);
+ void clearFlag(u8 flag);
+
+ // VOXELFLAG_CHECKED2s must usually be cleared before calling
+ // -1: dead end, 0-255: pressure
+ // highest_y: Highest found water y is stored here.
+ // Must be initialized to -32768
+ int getWaterPressure(v3s16 p, s16 &highest_y, int recur_count);
+
+ /*
+ VOXELFLAG_CHECKED3s must usually be cleared before calling.
+
+ active_nodes: surface-touching air nodes with flow-causing
+ pressure. set-like dummy map container.
+
+ Spreads pressure pr at node p to request_area or as far as
+ there is invalid pressure.
+ */
+ void spreadWaterPressure(v3s16 p, int pr,
+ VoxelArea request_area,
+ core::map<v3s16, u8> &active_nodes,
+ int recur_count);
+
+ /*
+ VOXELFLAG_CHECKED3s must usually be cleared before calling.
+ */
+ void updateAreaWaterPressure(VoxelArea a,
+ core::map<v3s16, u8> &active_nodes,
+ bool checked3_is_clear=false);
+
+ /*
+ Returns true if moved something
+ */
+ bool flowWater(v3s16 removed_pos,
+ core::map<v3s16, u8> &active_nodes,
+ int recursion_depth=0,
+ bool debugprint=false, int *counter=NULL,
+ int counterlimit=-1
+ );
+
+ /*
+ To flow some water, call this with the target node in
+ active_nodes
+ TODO: Make the active_nodes map to contain some vectors
+ that are properly sorted according to water flow order.
+ The current order makes water flow strangely if the
+ first one is always taken.
+ No, active_nodes should preserve the order stuff is
+ added to it, in addition to adhering the water flow
+ order.
+ */
+ void flowWater(core::map<v3s16, u8> &active_nodes,
+ int recursion_depth=0,
+ bool debugprint=false,
+ int counterlimit=-1
+ );
/*
Virtual functions
@@ -265,32 +486,24 @@ public:
MaxEdge is 1 higher than maximum allowed position
*/
VoxelArea m_area;
+
/*
NULL if data size is 0 (extent (0,0,0))
Data is stored as [z*h*w + y*h + x]
*/
MapNode *m_data;
+
/*
Flags of all nodes
*/
u8 *m_flags;
+
+ //TODO: Use these or remove them
+ //TODO: Would these make any speed improvement?
+ //bool m_pressure_route_valid;
+ //v3s16 m_pressure_route_surface;
private:
};
-class Map;
-
-class MapVoxelManipulator : public VoxelManipulator
-{
-public:
- MapVoxelManipulator(Map *map);
-
- virtual void emerge(VoxelArea a);
-
- void blitBack(core::map<v3s16, MapBlock*> & modified_blocks);
-
-private:
- Map *m_map;
-};
-
#endif