aboutsummaryrefslogtreecommitdiff
path: root/src/content_mapnode.cpp
Commit message (Expand)AuthorAge
* Various style cleanups + unused code removalest312015-09-19
* Remove unused functions.onkrot2015-08-16
* Replace instances of std::map<std::string, std::string> with StringMapkwolekr2015-05-19
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Fix map deserialization and remove old serialization codePerttu Ahola2012-07-23
* Optimize headersPerttu Ahola2012-06-17
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Node placement / mineral / serialization / iron freq / node_dig callbackKahrl2012-01-22
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* Add node definitions in Lua and do not use content_mapnode_init anymore (exce...Kahrl2011-11-29
* Make liquid_alternative_* to be stringsPerttu Ahola2011-11-29
* Store metadata as metadata name in node definitionPerttu Ahola2011-11-29
* Actually fill in the NewNameGetter names to allow map generator operation and...Perttu Ahola2011-11-29
* Do not expose CONTENT_* stuff in content_mapnode.h and use a name converter w...Perttu Ahola2011-11-29
* Node definition namesPerttu Ahola2011-11-29
* Add name field to ContentFeaturesPerttu Ahola2011-11-29
* Remove burn time definitions from FurnaceNodeMetadataPerttu Ahola2011-11-29
* Move cook result properly to ContentFeaturesPerttu Ahola2011-11-29
* Saner sized saplingPerttu Ahola2011-11-29
* Clean nodefeat and content_mapnode a bitPerttu Ahola2011-11-29
* Fix NDT_PLANTLIKE scaling to always keep the bottom at ground levelPerttu Ahola2011-11-29
* Clean mapnode.h and fix other files accordinglyPerttu Ahola2011-11-29
* Completely generalized mesh generation; ContentFeatures serializationPerttu Ahola2011-11-29
* Remove commented out codePerttu Ahola2011-11-29
* Prepare more for node definition serializationPerttu Ahola2011-11-29
* Better node texture generationPerttu Ahola2011-11-29
* Make fence post selection box smaller and create code to allow node placement...Perttu Ahola2011-11-29
* Tune gravel and picksPerttu Ahola2011-11-29
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Tune the tool speed thingPerttu Ahola2011-11-29
* New kind of tool speed and wear calculation thingyPerttu Ahola2011-11-29
* Generalize selection boxesPerttu Ahola2011-11-29
* Move ContentFeatures to mapnode_contentfeatures.{h,cpp} and clean stuffPerttu Ahola2011-11-29
* Fix water-glass and water-lava surfacesPerttu Ahola2011-11-08
* Add option to set water opaque (mainly for stylistic choice)Perttu Ahola2011-11-03
* Improve rendering and fix tiling in mesh generationPerttu Ahola2011-10-18
* Automate texture listing for texture atlas makingPerttu Ahola2011-10-18
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
* Merge remote-tracking branch 'marktraceur/master'Perttu Ahola2011-09-26
|\
| * Fixed merge issues with saplings, ready to pull now!Mark Holmquist2011-09-23
| * Adding (most) of the sapling functionality. It has yet to work, since MEET_OT...Mark Holmquist2011-09-23
* | Merge branch 'view_bobbing_and_vielded_tool'Perttu Ahola2011-09-26
|\ \
| * | Wielded tool updates, leaves and glass work nowKahrl2011-09-19
| * | Removed unused camera_position and camera_direction fields from Client. Moved...Kahrl2011-09-07
* | | added locking chests - clean patchdarkrose2011-09-22
| |/ |/|
* | Removed Spacessfan52011-09-11
* | Added Apple Treessfan52011-09-11
|/
/a> 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "voxel.h"
#include "map.h"
#include "gettime.h"
#include "nodedef.h"
#include "util/timetaker.h"
#include <string.h>  // memcpy, memset

/*
	Debug stuff
*/
u32 addarea_time = 0;
u32 emerge_time = 0;
u32 emerge_load_time = 0;
u32 clearflag_time = 0;
//u32 getwaterpressure_time = 0;
//u32 spreadwaterpressure_time = 0;
u32 updateareawaterpressure_time = 0;
u32 flowwater_pre_time = 0;


VoxelManipulator::VoxelManipulator():
	m_data(NULL),
	m_flags(NULL)
{
}

VoxelManipulator::~VoxelManipulator()
{
	clear();
}

void VoxelManipulator::clear()
{
	// Reset area to volume=0
	m_area = VoxelArea();
	delete[] m_data;
	m_data = NULL;
	delete[] m_flags;
	m_flags = NULL;
}

void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
		VoxelPrintMode mode)
{
	v3s16 em = m_area.getExtent();
	v3s16 of = m_area.MinEdge;
	o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
	 <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;

	for(s32 y=m_area.MaxEdge.Y; y>=m_area.MinEdge.Y; y--)
	{
		if(em.X >= 3 && em.Y >= 3)
		{
			if     (y==m_area.MinEdge.Y+2) o<<"^     ";
			else if(y==m_area.MinEdge.Y+1) o<<"|     ";
			else if(y==m_area.MinEdge.Y+0) o<<"y x-> ";
			else                           o<<"      ";
		}

		for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
		{
			for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
			{
				u8 f = m_flags[m_area.index(x,y,z)];
				char c;
				if(f & VOXELFLAG_NO_DATA)
					c = 'N';
				else
				{
					c = 'X';
					MapNode n = m_data[m_area.index(x,y,z)];
					content_t m = n.getContent();
					u8 pr = n.param2;
					if(mode == VOXELPRINT_MATERIAL)
					{
						if(m <= 9)
							c = m + '0';
					}
					else if(mode == VOXELPRINT_WATERPRESSURE)
					{
						if(ndef->get(m).isLiquid())
						{
							c = 'w';
							if(pr <= 9)
								c = pr + '0';
						}
						else if(m == CONTENT_AIR)
						{
							c = ' ';
						}
						else
						{
							c = '#';
						}
					}
					else if(mode == VOXELPRINT_LIGHT_DAY)
					{
						if(ndef->get(m).light_source != 0)
							c = 'S';
						else if(ndef->get(m).light_propagates == false)
							c = 'X';
						else
						{
							u8 light = n.getLight(LIGHTBANK_DAY, ndef);
							if(light < 10)
								c = '0' + light;
							else
								c = 'a' + (light-10);
						}
					}
				}
				o<<c;
			}
			o<<' ';
		}
		o<<std::endl;
	}
}

void VoxelManipulator::addArea(const VoxelArea &area)
{
	// Cancel if requested area has zero volume
	if (area.hasEmptyExtent())
		return;

	// Cancel if m_area already contains the requested area
	if(m_area.contains(area))
		return;

	TimeTaker timer("addArea", &addarea_time);

	// Calculate new area
	VoxelArea new_area;
	// New area is the requested area if m_area has zero volume
	if(m_area.hasEmptyExtent())
	{
		new_area = area;
	}
	// Else add requested area to m_area
	else
	{
		new_area = m_area;
		new_area.addArea(area);
	}

	s32 new_size = new_area.getVolume();

	/*dstream<<"adding area ";
	area.print(dstream);
	dstream<<", old area ";
	m_area.print(dstream);
	dstream<<", new area ";
	new_area.print(dstream);
	dstream<<", new_size="<<new_size;
	dstream<<std::endl;*/

	// Allocate new data and clear flags
	MapNode *new_data = new MapNode[new_size];
	assert(new_data);
	u8 *new_flags = new u8[new_size];
	assert(new_flags);
	memset(new_flags, VOXELFLAG_NO_DATA, new_size);

	// Copy old data
	s32 old_x_width = m_area.MaxEdge.X - m_area.MinEdge.X + 1;
	for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
	for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
	{
		unsigned int old_index = m_area.index(m_area.MinEdge.X,y,z);
		unsigned int new_index = new_area.index(m_area.MinEdge.X,y,z);

		memcpy(&new_data[new_index], &m_data[old_index],
				old_x_width * sizeof(MapNode));
		memcpy(&new_flags[new_index], &m_flags[old_index],
				old_x_width * sizeof(u8));
	}

	// Replace area, data and flags

	m_area = new_area;

	MapNode *old_data = m_data;
	u8 *old_flags = m_flags;

	/*dstream<<"old_data="<<(int)old_data<<", new_data="<<(int)new_data
	<<", old_flags="<<(int)m_flags<<", new_flags="<<(int)new_flags<<std::endl;*/

	m_data = new_data;
	m_flags = new_flags;

	delete[] old_data;
	delete[] old_flags;

	//dstream<<"addArea done"<<std::endl;
}

void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
		v3s16 from_pos, v3s16 to_pos, v3s16 size)
{
	/* The reason for this optimised code is that we're a member function
	 * and the data type/layout of m_data is know to us: it's stored as
	 * [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
	 * (which performs the preceding mapping/indexing of m_data) out of the
	 * inner loop and calculate the next index as we're iterating to gain
	 * performance.
	 *
	 * src_step and dest_step is the amount required to be added to our index
	 * every time y increments. Because the destination area may be larger
	 * than the source area we need one additional variable (otherwise we could
	 * just continue adding dest_step as is done for the source data): dest_mod.
	 * dest_mod is the difference in size between a "row" in the source data
	 * and a "row" in the destination data (I am using the term row loosely
	 * and for illustrative purposes). E.g.
	 *
	 * src       <-------------------->|'''''' dest mod ''''''''
	 * dest      <--------------------------------------------->
	 *
	 * dest_mod (it's essentially a modulus) is added to the destination index
	 * after every full iteration of the y span.
	 *
	 * This method falls under the category "linear array and incrementing
	 * index".
	 */

	s32 src_step = src_area.getExtent().X;
	s32 dest_step = m_area.getExtent().X;
	s32 dest_mod = m_area.index(to_pos.X, to_pos.Y, to_pos.Z + 1)
			- m_area.index(to_pos.X, to_pos.Y, to_pos.Z)
			- dest_step * size.Y;

	s32 i_src = src_area.index(from_pos.X, from_pos.Y, from_pos.Z);
	s32 i_local = m_area.index(to_pos.X, to_pos.Y, to_pos.Z);

	for (s16 z = 0; z < size.Z; z++) {
		for (s16 y = 0; y < size.Y; y++) {
			memcpy(&m_data[i_local], &src[i_src], size.X * sizeof(*m_data));
			memset(&m_flags[i_local], 0, size.X);
			i_src += src_step;
			i_local += dest_step;
		}
		i_local += dest_mod;
	}
}

void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
		v3s16 dst_pos, v3s16 from_pos, v3s16 size)
{
	for(s16 z=0; z<size.Z; z++)
	for(s16 y=0; y<size.Y; y++)
	{
		s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
		s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
		for (s16 x = 0; x < size.X; x++) {
			if (m_data[i_local].getContent() != CONTENT_IGNORE)
				dst[i_dst] = m_data[i_local];
			i_dst++;
			i_local++;
		}
	}
}

/*
	Algorithms
	-----------------------------------------------------
*/

void VoxelManipulator::clearFlag(u8 flags)
{
	// 0-1ms on moderate area
	TimeTaker timer("clearFlag", &clearflag_time);

	//v3s16 s = m_area.getExtent();

	/*dstream<<"clearFlag clearing area of size "
			<<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
			<<std::endl;*/

	//s32 count = 0;

	/*for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
	for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
	for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
	{
		u8 f = m_flags[m_area.index(x,y,z)];
		m_flags[m_area.index(x,y,z)] &= ~flags;
		if(m_flags[m_area.index(x,y,z)] != f)
			count++;
	}*/

	s32 volume = m_area.getVolume();
	for(s32 i=0; i<volume; i++)
	{
		m_flags[i] &= ~flags;
	}

	/*s32 volume = m_area.getVolume();
	for(s32 i=0; i<volume; i++)
	{
		u8 f = m_flags[i];
		m_flags[i] &= ~flags;
		if(m_flags[i] != f)
			count++;
	}

	dstream<<"clearFlag changed "<<count<<" flags out of "
			<<volume<<" nodes"<<std::endl;*/
}

void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
		std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
	v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
	addArea(voxel_area);

	// Loop through 6 neighbors
	for(u16 i=0; i<6; i++)
	{
		// Get the position of the neighbor node
		v3s16 n2pos = p + dirs[i];

		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);
		}
	}
}

/*
	Goes recursively through the neighbours of the node.

	Alters only transparent nodes.

	If the lighting of the neighbour is lower than the lighting of
	the node was (before changing it to 0 at the step before), the
	lighting of the neighbour is set to 0 and then the same stuff
	repeats for the neighbour.

	The ending nodes of the routine are stored in light_sources.
	This is useful when a light is removed. In such case, this
	routine can be called for the light node and then again for
	light_sources to re-light the area without the removed light.

	values of from_nodes are lighting values.
*/
void VoxelManipulator::unspreadLight(enum LightBank bank,
		std::map<v3s16, u8> & from_nodes,
		std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
	if(from_nodes.empty())
		return;

	for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
		j != from_nodes.end(); ++j)
	{
		unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
	}
}

void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
		INodeDefManager *nodemgr)
{
	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	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(u16 i=0; i<6; i++)
	{
		// Get the position of the neighbor node
		v3s16 n2pos = p + dirs[i];

		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)
{
	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	if(from_nodes.empty())
		return;

	std::set<v3s16> lighted_nodes;

	for(std::set<v3s16>::iterator j = from_nodes.begin();
		j != from_nodes.end(); ++j)
	{
		v3s16 pos = *j;

		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(u16 i=0; i<6; i++)
		{
			// Get the position of the neighbor node
			v3s16 n2pos = pos + dirs[i];

			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