/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola 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 // memcpy, memset /* Debug stuff */ u64 addarea_time = 0; u64 emerge_time = 0; u64 emerge_load_time = 0; u64 clearflag_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: "<=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<|'''''' 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 & 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"< & from_nodes, std::set & light_sources, INodeDefManager *nodemgr) { if(from_nodes.empty()) return; for(std::map::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 & 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 lighted_nodes; for(std::set::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 " <