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-rw-r--r--src/voxelalgorithms.h100
1 files changed, 97 insertions, 3 deletions
diff --git a/src/voxelalgorithms.h b/src/voxelalgorithms.h
index 3632546dd..b518979d7 100644
--- a/src/voxelalgorithms.h
+++ b/src/voxelalgorithms.h
@@ -22,11 +22,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "voxel.h"
#include "mapnode.h"
-#include <set>
-#include <map>
+#include "util/container.h"
+#include "util/cpp11_container.h"
class Map;
+class ServerMap;
class MapBlock;
+class MMVManip;
namespace voxalgo
{
@@ -69,11 +71,103 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
*/
void update_lighting_nodes(
Map *map,
- INodeDefManager *ndef,
std::vector<std::pair<v3s16, MapNode> > &oldnodes,
std::map<v3s16, MapBlock*> &modified_blocks);
+/*!
+ * Updates borders of the given mapblock.
+ * Only updates if the block was marked with incomplete
+ * lighting and the neighbor is also loaded.
+ *
+ * \param block the block to update
+ * \param modified_blocks output, contains all map blocks that
+ * the function modified
+ */
+void update_block_border_lighting(Map *map, MapBlock *block,
+ std::map<v3s16, MapBlock*> &modified_blocks);
+
+/*!
+ * Copies back nodes from a voxel manipulator
+ * to the map and updates lighting.
+ * For server use only.
+ *
+ * \param modified_blocks output, contains all map blocks that
+ * the function modified
+ */
+void blit_back_with_light(ServerMap *map, MMVManip *vm,
+ std::map<v3s16, MapBlock*> *modified_blocks);
+
+/*!
+ * Corrects the light in a map block.
+ * For server use only.
+ *
+ * \param block the block to update
+ */
+void repair_block_light(ServerMap *map, MapBlock *block,
+ std::map<v3s16, MapBlock*> *modified_blocks);
+
+/*!
+ * This class iterates trough voxels that intersect with
+ * a line. The collision detection does not see nodeboxes,
+ * every voxel is a cube and is returned.
+ * This iterator steps to all nodes exactly once.
+ */
+struct VoxelLineIterator
+{
+public:
+ //! Starting position of the line in world coordinates.
+ v3f m_start_position;
+ //! Direction and length of the line in world coordinates.
+ v3f m_line_vector;
+ /*!
+ * Each component stores the next smallest positive number, by
+ * which multiplying the line's vector gives a vector that ends
+ * on the intersection of two nodes.
+ */
+ v3f m_next_intersection_multi;
+ /*!
+ * Each component stores the smallest positive number, by which
+ * m_next_intersection_multi's components can be increased.
+ */
+ v3f m_intersection_multi_inc;
+ /*!
+ * Direction of the line. Each component can be -1 or 1 (if a
+ * component of the line's vector is 0, then there will be 1).
+ */
+ v3s16 m_step_directions;
+ //! Position of the current node.
+ v3s16 m_current_node_pos;
+ //! If true, the next node will intersect the line, too.
+ bool m_has_next;
+
+ /*!
+ * Creates a voxel line iterator with the given line.
+ * @param start_position starting point of the line
+ * in voxel coordinates
+ * @param line_vector length and direction of the
+ * line in voxel coordinates. start_position+line_vector
+ * is the end of the line
+ */
+ VoxelLineIterator(const v3f &start_position,const v3f &line_vector);
+
+ /*!
+ * Steps to the next voxel.
+ * Updates m_current_node_pos and
+ * m_previous_node_pos.
+ * Note that it works even if hasNext() is false,
+ * continuing the line as a ray.
+ */
+ void next();
+
+ /*!
+ * Returns true if the next voxel intersects the given line.
+ */
+ inline bool hasNext() const { return m_has_next; }
+};
+
} // namespace voxalgo
+
+
#endif