From 9f882bf74d452521cb7fb1806ab453aaa28da343 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Wed, 26 Jan 2011 00:41:06 +0200 Subject: Reworked texture, material, mineral and whatever handling --- src/voxel.cpp | 635 +--------------------------------------------------------- 1 file changed, 1 insertion(+), 634 deletions(-) (limited to 'src/voxel.cpp') diff --git a/src/voxel.cpp b/src/voxel.cpp index 272e11ccc..d68a8db02 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -110,7 +110,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode) if(pr <= 9) c = pr + '0'; } - else if(liquid_replaces_content(m)) + else if(m == CONTENT_AIR) { c = ' '; } @@ -653,637 +653,4 @@ void VoxelManipulator::spreadLight(enum LightBank bank, } #endif -#if 0 -int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count) -{ - m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED2; - - if(p.Y > highest_y) - highest_y = p.Y; - - /*if(recur_count > 1000) - throw ProcessingLimitException - ("getWaterPressure recur_count limit reached");*/ - - if(recur_count > 10000) - return -1; - - recur_count++; - - v3s16 dirs[6] = { - v3s16(0,1,0), // top - v3s16(0,0,1), // back - v3s16(0,0,-1), // front - v3s16(1,0,0), // right - v3s16(-1,0,0), // left - v3s16(0,-1,0), // bottom - }; - - // Load neighboring nodes - emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 1); - - s32 i; - for(i=0; i<6; i++) - { - v3s16 p2 = p + dirs[i]; - u8 f = m_flags[m_area.index(p2)]; - // Ignore inexistent or checked nodes - if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED2)) - continue; - MapNode &n = m_data[m_area.index(p2)]; - // Ignore non-liquid nodes - if(content_liquid(n.d) == false) - continue; - - int pr; - - // If at ocean surface - if(n.pressure == 1 && n.d == CONTENT_WATERSOURCE) - //if(n.pressure == 1) // Causes glitches but is fast - { - pr = 1; - } - // Otherwise recurse more - else - { - pr = getWaterPressure(p2, highest_y, recur_count); - if(pr == -1) - continue; - } - - // If block is at top, pressure here is one higher - if(i == 0) - { - if(pr < 255) - pr++; - } - // If block is at bottom, pressure here is one lower - else if(i == 5) - { - if(pr > 1) - pr--; - } - - // Node is on the pressure route - m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED4; - - // Got pressure - return pr; - } - - // Nothing useful found - return -1; -} - -void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr, - VoxelArea request_area, - core::map &active_nodes, - int recur_count) -{ - //if(recur_count > 10000) - /*throw ProcessingLimitException - ("spreadWaterPressure recur_count limit reached");*/ - if(recur_count > 10) - return; - recur_count++; - - /*dstream<<"spreadWaterPressure: p=(" - < 255) - pr = 255; - - /*dstream<<"WARNING: Pressure at (" - < &active_nodes, - int recursion_depth, bool debugprint, - u32 stoptime) -{ - v3s16 dirs[6] = { - v3s16(0,1,0), // top - v3s16(0,0,-1), // front - v3s16(0,0,1), // back - v3s16(-1,0,0), // left - v3s16(1,0,0), // right - v3s16(0,-1,0), // bottom - }; - - recursion_depth++; - - v3s16 p; - bool from_ocean = false; - - // Randomize horizontal order - static s32 cs = 0; - if(cs < 3) - cs++; - else - cs = 0; - s16 s1 = (cs & 1) ? 1 : -1; - s16 s2 = (cs & 2) ? 1 : -1; - //dstream<<"s1="<= PRESERVE_WATER_VOLUME ? 3 : 2) - if(n.pressure >= 3) - break; - continue; - } - // Else block is at some side. Select it if it has enough pressure - //if(n.pressure >= PRESERVE_WATER_VOLUME ? 2 : 1) - if(n.pressure >= 2) - { - break; - } - } - - // If there is nothing to move, return - if(i==6) - return false; - - /* - Move water and bubble - */ - - u8 m = m_data[m_area.index(p)].d; - u8 f = m_flags[m_area.index(p)]; - - if(m == CONTENT_WATERSOURCE) - from_ocean = true; - - // Move air bubble if not taking water from ocean - if(from_ocean == false) - { - m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d; - m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)]; - } - - /* - This has to be done to copy the brightness of a light source - correctly. Otherwise unspreadLight will fuck up when water - has replaced a light source. - */ - u8 light = m_data[m_area.index(removed_pos)].getLightBanksWithSource(); - - m_data[m_area.index(removed_pos)].d = m; - m_flags[m_area.index(removed_pos)] = f; - - m_data[m_area.index(removed_pos)].setLightBanks(light); - - // Mark removed_pos checked - m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED; - - // If block was dropped from surface, increase pressure - if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1) - { - m_data[m_area.index(removed_pos)].pressure = 2; - } - - /* - NOTE: This does not work as-is - if(m == CONTENT_WATERSOURCE) - { - // If block was raised to surface, increase pressure of - // source node - if(i == 5 && m_data[m_area.index(p)].pressure == 1) - { - m_data[m_area.index(p)].pressure = 2; - } - }*/ - - /*if(debugprint) - { - dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<= stoptime || overflow) - { - dstream<<"flowWater: stoptime reached"<=0; i--) - { - // Don't try to flow to top - if(m_disable_water_climb && i == 0) - continue; - - //v3s16 p = removed_pos + dirs[i]; - p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z); - - u8 f = m_flags[m_area.index(p)]; - // Water can't move to inexistent nodes - if(f & VOXELFLAG_INEXISTENT) - continue; - MapNode &n = m_data[m_area.index(p)]; - // Water can only move to air - if(liquid_replaces_content(n.d) == false) - continue; - - // Flow water to node - bool moved = - flowWater(p, active_nodes, recursion_depth, - debugprint, stoptime); - /*flowWater(p, active_nodes, recursion_depth, - debugprint, counter, counterlimit);*/ - - if(moved) - { - // Search again from all neighbors - goto find_again; - } - } - - return true; -} - -void VoxelManipulator::flowWater( - core::map &active_nodes, - int recursion_depth, bool debugprint, - u32 timelimit) -{ - addarea_time = 0; - emerge_time = 0; - emerge_load_time = 0; - clearflag_time = 0; - updateareawaterpressure_time = 0; - flowwater_pre_time = 0; - - if(active_nodes.size() == 0) - { - dstream<<"flowWater: no active nodes"<::Node - *n = active_nodes.getIterator().getNode(); -#endif - -#if 1 - - core::map::Iterator - i = active_nodes.getIterator().getNode(); - for(s32 j=0; j::Node *n = i.getNode(); - - // Decrement index if less than 0. - // This keeps us in existing indices always. - if(k > 0) - k--; -#endif - - v3s16 p = n->getKey(); - active_nodes.remove(p); - flowWater(p, active_nodes, recursion_depth, - debugprint, stoptime); - } - - } - catch(ProcessingLimitException &e) - { - //dstream<<"getWaterPressure ProcessingLimitException"<