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|
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/
#include "map.h"
//#include "player.h"
#include "main.h"
#include "jmutexautolock.h"
#include "client.h"
#include "filesys.h"
#include "utility.h"
#include "voxel.h"
#ifdef _WIN32
#include <windows.h>
#define sleep_ms(x) Sleep(x)
#else
#include <unistd.h>
#define sleep_ms(x) usleep(x*1000)
#endif
MapBlockPointerCache::MapBlockPointerCache(Map *map)
{
m_map = map;
m_map->m_blockcachelock.cacheCreated();
m_from_cache_count = 0;
m_from_map_count = 0;
}
MapBlockPointerCache::~MapBlockPointerCache()
{
m_map->m_blockcachelock.cacheRemoved();
dstream<<"MapBlockPointerCache:"
<<" from_cache_count="<<m_from_cache_count
<<" from_map_count="<<m_from_map_count
<<std::endl;
}
MapBlock * MapBlockPointerCache::getBlockNoCreate(v3s16 p)
{
core::map<v3s16, MapBlock*>::Node *n = NULL;
n = m_blocks.find(p);
if(n != NULL)
{
m_from_cache_count++;
return n->getValue();
}
m_from_map_count++;
// Throws InvalidPositionException if not found
MapBlock *b = m_map->getBlockNoCreate(p);
m_blocks[p] = b;
return b;
}
/*
Map
*/
Map::Map(std::ostream &dout):
m_dout(dout),
m_camera_position(0,0,0),
m_camera_direction(0,0,1),
m_sector_cache(NULL),
m_hwrapper(this),
drawoffset(0,0,0)
{
m_sector_mutex.Init();
m_camera_mutex.Init();
assert(m_sector_mutex.IsInitialized());
assert(m_camera_mutex.IsInitialized());
// Get this so that the player can stay on it at first
//getSector(v2s16(0,0));
}
Map::~Map()
{
/*
Stop updater thread
*/
/*updater.setRun(false);
while(updater.IsRunning())
sleep_s(1);*/
/*
Free all MapSectors.
*/
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
{
MapSector *sector = i.getNode()->getValue();
delete sector;
}
}
/*bool Map::sectorExists(v2s16 p)
{
JMutexAutoLock lock(m_sector_mutex);
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
return (n != NULL);
}*/
MapSector * Map::getSectorNoGenerate(v2s16 p)
{
JMutexAutoLock lock(m_sector_mutex);
if(m_sector_cache != NULL && p == m_sector_cache_p){
MapSector * sector = m_sector_cache;
// Reset inactivity timer
sector->usage_timer = 0.0;
return sector;
}
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
// If sector doesn't exist, throw an exception
if(n == NULL)
{
throw InvalidPositionException();
}
MapSector *sector = n->getValue();
// Cache the last result
m_sector_cache_p = p;
m_sector_cache = sector;
//MapSector * ref(sector);
// Reset inactivity timer
sector->usage_timer = 0.0;
return sector;
}
MapBlock * Map::getBlockNoCreate(v3s16 p3d)
{
v2s16 p2d(p3d.X, p3d.Z);
MapSector * sector = getSectorNoGenerate(p2d);
MapBlock *block = sector->getBlockNoCreate(p3d.Y);
return block;
}
/*MapBlock * Map::getBlock(v3s16 p3d, bool generate)
{
dstream<<"Map::getBlock() with generate=true called"
<<std::endl;
v2s16 p2d(p3d.X, p3d.Z);
//MapSector * sector = getSector(p2d, generate);
MapSector * sector = getSectorNoGenerate(p2d);
if(sector == NULL)
throw InvalidPositionException();
return sector->getBlockNoCreate(p3d.Y);
}*/
f32 Map::getGroundHeight(v2s16 p, bool generate)
{
try{
v2s16 sectorpos = getNodeSectorPos(p);
MapSector * sref = getSectorNoGenerate(sectorpos);
v2s16 relpos = p - sectorpos * MAP_BLOCKSIZE;
f32 y = sref->getGroundHeight(relpos);
return y;
}
catch(InvalidPositionException &e)
{
return GROUNDHEIGHT_NOTFOUND_SETVALUE;
}
}
void Map::setGroundHeight(v2s16 p, f32 y, bool generate)
{
/*m_dout<<DTIME<<"Map::setGroundHeight(("
<<p.X<<","<<p.Y
<<"), "<<y<<")"<<std::endl;*/
v2s16 sectorpos = getNodeSectorPos(p);
MapSector * sref = getSectorNoGenerate(sectorpos);
v2s16 relpos = p - sectorpos * MAP_BLOCKSIZE;
//sref->mutex.Lock();
sref->setGroundHeight(relpos, y);
//sref->mutex.Unlock();
}
bool Map::isNodeUnderground(v3s16 p)
{
v3s16 blockpos = getNodeBlockPos(p);
try{
MapBlock * block = getBlockNoCreate(blockpos);
return block->getIsUnderground();
}
catch(InvalidPositionException &e)
{
return false;
}
}
#if 0
void Map::interpolate(v3s16 block,
core::map<v3s16, MapBlock*> & modified_blocks)
{
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.size() == 0)
return;
u32 blockchangecount = 0;
core::map<v3s16, bool> lighted_nodes;
core::map<v3s16, bool>::Iterator j;
j = from_nodes.getIterator();
/*
Initialize block cache
*/
v3s16 blockpos_last;
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
for(; j.atEnd() == false; j++)
//for(; j != from_nodes.end(); j++)
{
v3s16 pos = j.getNode()->getKey();
//v3s16 pos = *j;
//dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
v3s16 blockpos = getNodeBlockPos(pos);
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
if(block->isDummy())
continue;
// Calculate relative position in block
v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n = block->getNode(relpos);
u8 oldlight = n.getLight();
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];
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
try
{
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
bool changed = false;
/*
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
if(n2.getLight() > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
/*
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
if(n2.getLight() < newlight)
{
if(n2.light_propagates())
{
n2.setLight(newlight);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
}
// Add to modified_blocks
if(changed == true && block_checked_in_modified == false)
{
// If the block is not found in modified_blocks, add.
if(modified_blocks.find(blockpos) == NULL)
{
modified_blocks.insert(blockpos, block);
}
block_checked_in_modified = true;
}
}
catch(InvalidPositionException &e)
{
continue;
}
}
}
/*dstream<<"spreadLight(): Changed block "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(lighted_nodes.size() > 0)
spreadLight(lighted_nodes, modified_blocks);
}
#endif
/*
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 Map::unspreadLight(core::map<v3s16, u8> & from_nodes,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
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.size() == 0)
return;
u32 blockchangecount = 0;
core::map<v3s16, u8> unlighted_nodes;
core::map<v3s16, u8>::Iterator j;
j = from_nodes.getIterator();
/*
Initialize block cache
*/
v3s16 blockpos_last;
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
for(; j.atEnd() == false; j++)
{
v3s16 pos = j.getNode()->getKey();
v3s16 blockpos = getNodeBlockPos(pos);
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
if(block->isDummy())
continue;
// Calculate relative position in block
v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n = block->getNode(relpos);
u8 oldlight = j.getNode()->getValue();
// Loop through 6 neighbors
for(u16 i=0; i<6; i++)
{
// Get the position of the neighbor node
v3s16 n2pos = pos + dirs[i];
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
try
{
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
bool changed = false;
//TODO: Optimize output by optimizing light_sources?
/*
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
if(n2.getLight() < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
if(n2.light_propagates() && n2.getLight() != 0)
{
/*
Set light to 0 and add to queue
*/
u8 current_light = n2.getLight();
n2.setLight(0);
block->setNode(relpos, n2);
unlighted_nodes.insert(n2pos, current_light);
changed = true;
/*
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, true);
}
// Add to modified_blocks
if(changed == true && block_checked_in_modified == false)
{
// If the block is not found in modified_blocks, add.
if(modified_blocks.find(blockpos) == NULL)
{
modified_blocks.insert(blockpos, block);
}
block_checked_in_modified = true;
}
}
catch(InvalidPositionException &e)
{
continue;
}
}
}
/*dstream<<"unspreadLight(): Changed block "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(unlighted_nodes.size() > 0)
unspreadLight(unlighted_nodes, light_sources, modified_blocks);
}
/*
A single-node wrapper of the above
*/
void Map::unLightNeighbors(v3s16 pos, u8 lightwas,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, u8> from_nodes;
from_nodes.insert(pos, lightwas);
unspreadLight(from_nodes, light_sources, modified_blocks);
}
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
*/
void Map::spreadLight(core::map<v3s16, bool> & from_nodes,
core::map<v3s16, MapBlock*> & modified_blocks)
{
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.size() == 0)
return;
u32 blockchangecount = 0;
core::map<v3s16, bool> lighted_nodes;
core::map<v3s16, bool>::Iterator j;
j = from_nodes.getIterator();
/*
Initialize block cache
*/
v3s16 blockpos_last;
MapBlock *block = NULL;
// Cache this a bit, too
bool block_checked_in_modified = false;
for(; j.atEnd() == false; j++)
//for(; j != from_nodes.end(); j++)
{
v3s16 pos = j.getNode()->getKey();
//v3s16 pos = *j;
//dstream<<"pos=("<<pos.X<<","<<pos.Y<<","<<pos.Z<<")"<<std::endl;
v3s16 blockpos = getNodeBlockPos(pos);
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
if(block->isDummy())
continue;
// Calculate relative position in block
v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n = block->getNode(relpos);
u8 oldlight = n.getLight();
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];
// Get the block where the node is located
v3s16 blockpos = getNodeBlockPos(n2pos);
try
{
// Only fetch a new block if the block position has changed
try{
if(block == NULL || blockpos != blockpos_last){
block = getBlockNoCreate(blockpos);
blockpos_last = blockpos;
block_checked_in_modified = false;
blockchangecount++;
}
}
catch(InvalidPositionException &e)
{
continue;
}
// Calculate relative position in block
v3s16 relpos = n2pos - blockpos * MAP_BLOCKSIZE;
// Get node straight from the block
MapNode n2 = block->getNode(relpos);
bool changed = false;
/*
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
if(n2.getLight() > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
/*
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
if(n2.getLight() < newlight)
{
if(n2.light_propagates())
{
n2.setLight(newlight);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
changed = true;
}
}
// Add to modified_blocks
if(changed == true && block_checked_in_modified == false)
{
// If the block is not found in modified_blocks, add.
if(modified_blocks.find(blockpos) == NULL)
{
modified_blocks.insert(blockpos, block);
}
block_checked_in_modified = true;
}
}
catch(InvalidPositionException &e)
{
continue;
}
}
}
/*dstream<<"spreadLight(): Changed block "
<<blockchangecount<<" times"
<<" for "<<from_nodes.size()<<" nodes"
<<std::endl;*/
if(lighted_nodes.size() > 0)
spreadLight(lighted_nodes, modified_blocks);
}
/*
A single-node source variation of the above.
*/
void Map::lightNeighbors(v3s16 pos,
core::map<v3s16, MapBlock*> & modified_blocks)
{
core::map<v3s16, bool> from_nodes;
from_nodes.insert(pos, true);
spreadLight(from_nodes, modified_blocks);
}
v3s16 Map::getBrightestNeighbour(v3s16 p)
{
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
};
u8 brightest_light = 0;
v3s16 brightest_pos(0,0,0);
bool found_something = false;
// Loop through 6 neighbors
for(u16 i=0; i<6; i++){
// Get the position of the neighbor node
v3s16 n2pos = p + dirs[i];
MapNode n2;
try{
n2 = getNode(n2pos);
}
catch(InvalidPositionException &e)
{
continue;
}
if(n2.getLight() > brightest_light || found_something == false){
brightest_light = n2.getLight();
brightest_pos = n2pos;
found_something = true;
}
}
if(found_something == false)
throw InvalidPositionException();
return brightest_pos;
}
/*
Propagates sunlight down from a node.
Starting point gets sunlight.
Returns the lowest y value of where the sunlight went.
*/
s16 Map::propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & modified_blocks)
{
s16 y = start.Y;
for(; ; y--)
{
v3s16 pos(start.X, y, start.Z);
v3s16 blockpos = getNodeBlockPos(pos);
MapBlock *block;
try{
block = getBlockNoCreate(blockpos);
}
catch(InvalidPositionException &e)
{
break;
}
v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
MapNode n = block->getNode(relpos);
if(n.sunlight_propagates())
{
n.setLight(LIGHT_SUN);
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
}
else{
break;
}
}
return y + 1;
}
void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks)
{
/*m_dout<<DTIME<<"Map::updateLighting(): "
<<a_blocks.getSize()<<" blocks... ";*/
// For debugging
bool debug=false;
u32 count_was = modified_blocks.size();
/*core::list<MapBlock *>::Iterator i = a_blocks.begin();
for(; i != a_blocks.end(); i++)
{
MapBlock *block = *i;*/
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
core::map<v3s16, MapBlock*>::Iterator i;
i = a_blocks.getIterator();
for(; i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
for(;;)
{
// Don't bother with dummy blocks.
if(block->isDummy())
break;
v3s16 pos = block->getPos();
modified_blocks.insert(pos, block);
/*
Clear all light from block
*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
{
try{
v3s16 p(x,y,z);
MapNode n = block->getNode(v3s16(x,y,z));
u8 oldlight = n.getLight();
n.setLight(0);
block->setNode(v3s16(x,y,z), n);
// Collect borders for unlighting
if(x==0 || x == MAP_BLOCKSIZE-1
|| y==0 || y == MAP_BLOCKSIZE-1
|| z==0 || z == MAP_BLOCKSIZE-1)
{
v3s16 p_map = p + v3s16(
MAP_BLOCKSIZE*pos.X,
MAP_BLOCKSIZE*pos.Y,
MAP_BLOCKSIZE*pos.Z);
unlight_from.insert(p_map, oldlight);
}
}
catch(InvalidPositionException &e)
{
/*
This would happen when dealing with a
dummy block.
*/
//assert(0);
dstream<<"updateLighting(): InvalidPositionException"
<<std::endl;
}
}
bool bottom_valid = block->propagateSunlight(light_sources);
// If bottom is valid, we're done.
if(bottom_valid)
break;
/*dstream<<"Bottom for sunlight-propagated block ("
<<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
<<std::endl;*/
// Else get the block below and loop to it
pos.Y--;
try{
block = getBlockNoCreate(pos);
}
catch(InvalidPositionException &e)
{
assert(0);
}
}
}
{
//TimeTaker timer("unspreadLight", g_device);
unspreadLight(unlight_from, light_sources, modified_blocks);
}
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
count_was = modified_blocks.size();
dstream<<"unspreadLight modified "<<diff<<std::endl;
}
// TODO: Spread light from propagated sunlight?
// Yes, add it to light_sources... somehow.
// It has to be added at somewhere above, in the loop.
// TODO
{
//TimeTaker timer("spreadLight", g_device);
spreadLight(light_sources, modified_blocks);
}
if(debug)
{
u32 diff = modified_blocks.size() - count_was;
count_was = modified_blocks.size();
dstream<<"spreadLight modified "<<diff<<std::endl;
}
//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
}
/*
This is called after changing a node from transparent to opaque.
The lighting value of the node should be left as-is after changing
other values. This sets the lighting value to 0.
*/
/*void Map::nodeAddedUpdate(v3s16 p, u8 lightwas,
core::map<v3s16, MapBlock*> &modified_blocks)*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
{
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::nodeAddedUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
u8 lightwas = getNode(p).getLight();
//core::list<v3s16> light_sources;
core::map<v3s16, bool> light_sources;
//MapNode n = getNode(p);
/*
From this node to nodes underneath:
If lighting is sunlight (1.0), unlight neighbours and
set lighting to 0.
Else discontinue.
*/
bool node_under_sunlight = true;
v3s16 toppos = p + v3s16(0,1,0);
/*
If there is a node at top and it doesn't have sunlight,
there has not been any sunlight going down.
Otherwise there probably is.
*/
try{
MapNode topnode = getNode(toppos);
if(topnode.getLight() != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
// Add the block of the added node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * block = getBlockNoCreate(blockpos);
assert(block != NULL);
modified_blocks.insert(blockpos, block);
if(isValidPosition(p) == false)
throw;
// Unlight neighbours of node.
// This means setting light of all consequent dimmer nodes
// to 0.
// This also collects the nodes at the border which will spread
// light again into this.
unLightNeighbors(p, lightwas, light_sources, modified_blocks);
n.setLight(0);
setNode(p, n);
/*
If node is under sunlight, take all sunlighted nodes under
it and clear light from them and from where the light has
been spread.
*/
if(node_under_sunlight)
{
s16 y = p.Y - 1;
for(;; y--){
//m_dout<<DTIME<<"y="<<y<<std::endl;
v3s16 n2pos(p.X, y, p.Z);
MapNode n2;
try{
n2 = getNode(n2pos);
}
catch(InvalidPositionException &e)
{
break;
}
if(n2.getLight() == LIGHT_SUN)
{
//m_dout<<DTIME<<"doing"<<std::endl;
unLightNeighbors(n2pos, n2.getLight(), light_sources, modified_blocks);
n2.setLight(0);
setNode(n2pos, n2);
}
else
break;
}
}
/*
Spread light from all nodes that might be capable of doing so
TODO: Convert to spreadLight
*/
spreadLight(light_sources, modified_blocks);
}
/*
*/
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
{
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
bool node_under_sunlight = true;
v3s16 toppos = p + v3s16(0,1,0);
/*
If there is a node at top and it doesn't have sunlight,
there will be no sunlight going down.
*/
try{
MapNode topnode = getNode(toppos);
if(topnode.getLight() != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
{
}
/*
Unlight neighbors (in case the node is a light source)
*/
//core::list<v3s16> light_sources;
core::map<v3s16, bool> light_sources;
unLightNeighbors(p, getNode(p).getLight(),
light_sources, modified_blocks);
/*
Remove the node
*/
MapNode n;
n.d = MATERIAL_AIR;
n.setLight(0);
setNode(p, n);
/*
Recalculate lighting
*/
spreadLight(light_sources, modified_blocks);
// Add the block of the removed node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * block = getBlockNoCreate(blockpos);
assert(block != NULL);
modified_blocks.insert(blockpos, block);
/*
If the removed node was under sunlight, propagate the
sunlight down from it and then light all neighbors
of the propagated blocks.
*/
if(node_under_sunlight)
{
s16 ybottom = propagateSunlight(p, modified_blocks);
/*m_dout<<DTIME<<"Node was under sunlight. "
"Propagating sunlight";
m_dout<<DTIME<<" -> ybottom="<<ybottom<<std::endl;*/
s16 y = p.Y;
for(; y >= ybottom; y--)
{
v3s16 p2(p.X, y, p.Z);
/*m_dout<<DTIME<<"lighting neighbors of node ("
<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
<<std::endl;*/
lightNeighbors(p2, modified_blocks);
}
}
else
{
// Set the lighting of this node to 0
try{
MapNode n = getNode(p);
n.setLight(0);
setNode(p, n);
}
catch(InvalidPositionException &e)
{
throw;
}
}
// Get the brightest neighbour node and propagate light from it
v3s16 n2p = getBrightestNeighbour(p);
try{
MapNode n2 = getNode(n2p);
lightNeighbors(n2p, modified_blocks);
}
catch(InvalidPositionException &e)
{
}
}
void Map::updateMeshes(v3s16 blockpos)
{
assert(mapType() == MAPTYPE_CLIENT);
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh();
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh();
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh();
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh();
}
catch(InvalidPositionException &e){}
}
/*
Updates usage timers
*/
void Map::timerUpdate(float dtime)
{
JMutexAutoLock lock(m_sector_mutex);
core::map<v2s16, MapSector*>::Iterator si;
si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
{
MapSector *sector = si.getNode()->getValue();
sector->usage_timer += dtime;
}
}
void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
{
/*
Wait for caches to be removed before continuing.
This disables the existence of caches while locked
*/
SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
core::list<v2s16>::Iterator j;
for(j=list.begin(); j!=list.end(); j++)
{
MapSector *sector = m_sectors[*j];
if(only_blocks)
{
sector->deleteBlocks();
}
else
{
/*
If sector is in sector cache, remove it from there
*/
if(m_sector_cache == sector)
{
m_sector_cache = NULL;
}
/*
Remove from map and delete
*/
m_sectors.remove(*j);
delete sector;
}
}
}
u32 Map::deleteUnusedSectors(float timeout, bool only_blocks,
core::list<v3s16> *deleted_blocks)
{
JMutexAutoLock lock(m_sector_mutex);
core::list<v2s16> sector_deletion_queue;
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
{
MapSector *sector = i.getNode()->getValue();
/*
Delete sector from memory if it hasn't been used in a long time
*/
if(sector->usage_timer > timeout)
{
sector_deletion_queue.push_back(i.getNode()->getKey());
if(deleted_blocks != NULL)
{
// Collect positions of blocks of sector
MapSector *sector = i.getNode()->getValue();
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
for(core::list<MapBlock*>::Iterator i = blocks.begin();
i != blocks.end(); i++)
{
deleted_blocks->push_back((*i)->getPos());
}
}
}
}
deleteSectors(sector_deletion_queue, only_blocks);
return sector_deletion_queue.getSize();
}
void Map::PrintInfo(std::ostream &out)
{
out<<"Map: ";
}
/*
ServerMap
*/
ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
Map(dout_server),
m_heightmap(NULL)
{
m_savedir = savedir;
m_map_saving_enabled = false;
try
{
// If directory exists, check contents and load if possible
if(fs::PathExists(m_savedir))
{
// If directory is empty, it is safe to save into it.
if(fs::GetDirListing(m_savedir).size() == 0)
{
dstream<<DTIME<<"Server: Empty save directory is valid."
<<std::endl;
m_map_saving_enabled = true;
}
else
{
// Load master heightmap
loadMasterHeightmap();
// Load sector (0,0) and throw and exception on fail
if(loadSectorFull(v2s16(0,0)) == false)
throw LoadError("Failed to load sector (0,0)");
dstream<<DTIME<<"Server: Successfully loaded master "
"heightmap and sector (0,0) from "<<savedir<<
", assuming valid save directory."
<<std::endl;
m_map_saving_enabled = true;
// Map loaded, not creating new one
return;
}
}
// If directory doesn't exist, it is safe to save to it
else{
m_map_saving_enabled = true;
}
}
catch(std::exception &e)
{
dstream<<DTIME<<"Server: Failed to load map from "<<savedir
<<", exception: "<<e.what()<<std::endl;
dstream<<DTIME<<"Please remove the map or fix it."<<std::endl;
dstream<<DTIME<<"WARNING: Map saving will be disabled."<<std::endl;
}
dstream<<DTIME<<"Initializing new map."<<std::endl;
// Create master heightmap
ValueGenerator *maxgen =
ValueGenerator::deSerialize(hmp.randmax);
ValueGenerator *factorgen =
ValueGenerator::deSerialize(hmp.randfactor);
ValueGenerator *basegen =
ValueGenerator::deSerialize(hmp.base);
m_heightmap = new UnlimitedHeightmap
(hmp.blocksize, maxgen, factorgen, basegen);
// Set map parameters
m_params = mp;
// Create zero sector
emergeSector(v2s16(0,0));
// Initially write whole map
save(false);
}
ServerMap::~ServerMap()
{
try
{
if(m_map_saving_enabled)
{
//save(false);
// Save only changed parts
save(true);
dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
}
else
{
dstream<<DTIME<<"Server: map not saved"<<std::endl;
}
}
catch(std::exception &e)
{
dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
<<", exception: "<<e.what()<<std::endl;
}
if(m_heightmap != NULL)
delete m_heightmap;
}
MapSector * ServerMap::emergeSector(v2s16 p2d)
{
DSTACK("%s: p2d=(%d,%d)",
__FUNCTION_NAME,
p2d.X, p2d.Y);
// Check that it doesn't exist already
try{
return getSectorNoGenerate(p2d);
}
catch(InvalidPositionException &e)
{
}
/*
Try to load the sector from disk.
*/
if(loadSectorFull(p2d) == true)
{
return getSectorNoGenerate(p2d);
}
/*
If there is no master heightmap, throw.
*/
if(m_heightmap == NULL)
{
throw InvalidPositionException("emergeSector(): no heightmap");
}
/*
Do not generate over-limit
*/
if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
|| p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
|| p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
|| p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
throw InvalidPositionException("emergeSector(): pos. over limit");
/*
Generate sector and heightmaps
*/
// Number of heightmaps in sector in each direction
u16 hm_split = SECTOR_HEIGHTMAP_SPLIT;
// Heightmap side width
s16 hm_d = MAP_BLOCKSIZE / hm_split;
ServerMapSector *sector = new ServerMapSector(this, p2d, hm_split);
/*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
" heightmaps and objects"<<std::endl;*/
// Loop through sub-heightmaps
for(s16 y=0; y<hm_split; y++)
for(s16 x=0; x<hm_split; x++)
{
v2s16 p_in_sector = v2s16(x,y);
v2s16 mhm_p = p2d * hm_split + p_in_sector;
f32 corners[4] = {
m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
};
/*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
<<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
<<std::endl;*/
FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
mhm_p, hm_d);
sector->setHeightmap(p_in_sector, hm);
//TODO: Make these values configurable
hm->generateContinued(1.0, 0.2, corners);
//hm->generateContinued(2.0, 0.2, corners);
//hm->print();
}
/*
Generate objects
*/
core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
sector->setObjects(objects);
v2s16 mhm_p = p2d * hm_split;
f32 corners[4] = {
m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split),
m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split),
m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split),
};
float avgheight = (corners[0]+corners[1]+corners[2]+corners[3])/4.0;
float avgslope = 0.0;
avgslope += fabs(avgheight - corners[0]);
avgslope += fabs(avgheight - corners[1]);
avgslope += fabs(avgheight - corners[2]);
avgslope += fabs(avgheight - corners[3]);
avgslope /= 4.0;
avgslope /= MAP_BLOCKSIZE;
//dstream<<"avgslope="<<avgslope<<std::endl;
float pitness = 0.0;
v2f32 a;
a = m_heightmap->getSlope(p2d+v2s16(0,0));
pitness += -a.X;
pitness += -a.Y;
a = m_heightmap->getSlope(p2d+v2s16(0,1));
pitness += -a.X;
pitness += a.Y;
a = m_heightmap->getSlope(p2d+v2s16(1,1));
pitness += a.X;
pitness += a.Y;
a = m_heightmap->getSlope(p2d+v2s16(1,0));
pitness += a.X;
pitness += -a.Y;
pitness /= 4.0;
pitness /= MAP_BLOCKSIZE;
//dstream<<"pitness="<<pitness<<std::endl;
/*
Plant some trees if there is not much slope
*/
{
// Avgslope is the derivative of a hill
float t = avgslope * avgslope;
float a = MAP_BLOCKSIZE * 2 * m_params.plants_amount;
u32 tree_max;
if(t > 0.03)
tree_max = a / (t/0.03);
else
tree_max = a;
u32 count = (rand()%(tree_max+1));
//u32 count = tree_max;
for(u32 i=0; i<count; i++)
{
s16 x = (rand()%(MAP_BLOCKSIZE-2))+1;
s16 z = (rand()%(MAP_BLOCKSIZE-2))+1;
s16 y = sector->getGroundHeight(v2s16(x,z))+1;
if(y < WATER_LEVEL)
continue;
objects->insert(v3s16(x, y, z),
SECTOR_OBJECT_TREE_1);
}
}
/*
Plant some bushes if sector is pit-like
*/
{
// Pitness usually goes at around -0.5...0.5
u32 bush_max = 0;
u32 a = MAP_BLOCKSIZE * 3.0 * m_params.plants_amount;
if(pitness > 0)
bush_max = (pitness*a*4);
if(bush_max > a)
bush_max = a;
u32 count = (rand()%(bush_max+1));
for(u32 i=0; i<count; i++)
{
s16 x = rand()%(MAP_BLOCKSIZE-0)+0;
s16 z = rand()%(MAP_BLOCKSIZE-0)+0;
s16 y = sector->getGroundHeight(v2s16(x,z))+1;
if(y < WATER_LEVEL)
continue;
objects->insert(v3s16(x, y, z),
SECTOR_OBJECT_BUSH_1);
}
}
/*
Add ravine (randomly)
*/
{
if(rand()%10 == 0)
{
s16 s = 6;
s16 x = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
s16 z = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
/*s16 x = 8;
s16 z = 8;*/
s16 y = sector->getGroundHeight(v2s16(x,z))+1;
objects->insert(v3s16(x, y, z),
SECTOR_OBJECT_RAVINE);
}
}
/*
Insert to container
*/
JMutexAutoLock lock(m_sector_mutex);
m_sectors.insert(p2d, sector);
return sector;
}
MapBlock * ServerMap::emergeBlock(
v3s16 p,
bool only_from_disk,
core::map<v3s16, MapBlock*> &changed_blocks,
core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
)
{
DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
__FUNCTION_NAME,
p.X, p.Y, p.Z, only_from_disk);
/*dstream<<"ServerMap::emergeBlock(): "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<", only_from_disk="<<only_from_disk<<std::endl;*/
v2s16 p2d(p.X, p.Z);
s16 block_y = p.Y;
/*
This will create or load a sector if not found in memory.
If block exists on disk, it will be loaded.
NOTE: On old save formats, this will be slow, as it generates
lighting on blocks for them.
*/
ServerMapSector *sector = (ServerMapSector*)emergeSector(p2d);
assert(sector->getId() == MAPSECTOR_SERVER);
// Try to get a block from the sector
MapBlock *block = NULL;
bool not_on_disk = false;
try{
block = sector->getBlockNoCreate(block_y);
if(block->isDummy() == true)
not_on_disk = true;
else
return block;
}
catch(InvalidPositionException &e)
{
not_on_disk = true;
}
/*
If block was not found on disk and not going to generate a
new one, make sure there is a dummy block in place.
*/
if(not_on_disk && only_from_disk)
{
if(block == NULL)
{
// Create dummy block
block = new MapBlock(this, p, true);
// Add block to sector
sector->insertBlock(block);
}
// Done.
return block;
}
//dstream<<"Not found on disk, generating."<<std::endl;
/*
Do not generate over-limit
*/
if(blockpos_over_limit(p))
throw InvalidPositionException("emergeBlock(): pos. over limit");
/*
OK; Not found.
Go on generating the block.
TODO: If a dungeon gets generated so that it's side gets
revealed to the outside air, the lighting should be
recalculated.
*/
/*
If block doesn't exist, create one.
If it exists, it is a dummy. In that case unDummify() it.
*/
if(block == NULL)
{
block = sector->createBlankBlockNoInsert(block_y);
}
else
{
// Remove the block so that nobody can get a half-generated one.
sector->removeBlock(block);
// Allocate the block to be a proper one.
block->unDummify();
}
// Randomize a bit. This makes dungeons.
/*bool low_block_is_empty = false;
if(rand() % 4 == 0)
low_block_is_empty = true;*/
s32 ued = 4;
bool underground_emptiness[ued*ued*ued];
for(s32 i=0; i<ued*ued*ued; i++)
{
underground_emptiness[i] = ((rand() % 4) == 0);
}
// This is the basic material of what the visible flat ground
// will consist of
u8 material = MATERIAL_GRASS;
s32 lowest_ground_y = 32767;
// DEBUG
//sector->printHeightmaps();
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
//dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
s16 surface_y = surface_y_f;
//avg_ground_y += surface_y;
if(surface_y < lowest_ground_y)
lowest_ground_y = surface_y;
s32 surface_depth = 0;
float slope = sector->getSlope(v2s16(x0,z0)).getLength();
float min_slope = 0.45;
float max_slope = 0.85;
float min_slope_depth = 5.0;
float max_slope_depth = 0;
if(slope < min_slope)
surface_depth = min_slope_depth;
else if(slope > max_slope)
surface_depth = max_slope_depth;
else
surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
s16 real_y = block_y * MAP_BLOCKSIZE + y0;
MapNode n;
/*
Calculate lighting
NOTE: If there are some man-made structures above the
newly created block, they won't be taken into account.
*/
if(real_y > surface_y)
n.setLight(LIGHT_SUN);
/*
Calculate material
*/
// If node is very low
if(real_y <= surface_y - 7){
// Create dungeons
if(underground_emptiness[
ued*ued*(z0*ued/MAP_BLOCKSIZE)
+ued*(y0*ued/MAP_BLOCKSIZE)
+(x0*ued/MAP_BLOCKSIZE)])
{
n.d = MATERIAL_AIR;
}
else
{
n.d = MATERIAL_STONE;
}
}
// If node is under surface level
else if(real_y <= surface_y - surface_depth)
n.d = MATERIAL_STONE;
// If node is at or under heightmap y
else if(real_y <= surface_y)
{
// If under water level, it's mud
if(real_y < WATER_LEVEL)
n.d = MATERIAL_MUD;
// Else it's the main material
else
n.d = material;
}
// If node is over heightmap y
else{
// If under water level, it's water
if(real_y < WATER_LEVEL)
{
n.d = MATERIAL_WATER;
n.setLight(diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
}
// else air
else
n.d = MATERIAL_AIR;
}
block->setNode(v3s16(x0,y0,z0), n);
}
}
/*
Calculate is_underground
*/
// Probably underground if the highest part of block is under lowest
// ground height
bool is_underground = (block_y+1) * MAP_BLOCKSIZE < lowest_ground_y;
block->setIsUnderground(is_underground);
/*
Force lighting update if underground.
This is needed because of ravines.
*/
if(is_underground)
{
lighting_invalidated_blocks[block->getPos()] = block;
}
/*
Add some minerals
*/
if(is_underground)
{
s16 underground_level = lowest_ground_y/MAP_BLOCKSIZE - block_y;
for(s16 i=0; i<underground_level*3; i++)
{
if(rand()%2 == 0)
{
v3s16 cp(
(rand()%(MAP_BLOCKSIZE-2))+1,
(rand()%(MAP_BLOCKSIZE-2))+1,
(rand()%(MAP_BLOCKSIZE-2))+1
);
MapNode n;
n.d = MATERIAL_MESE;
if(rand()%8 == 0)
block->setNode(cp, n);
for(u16 i=0; i<26; i++)
{
if(!is_ground_material(block->getNode(cp+g_26dirs[i]).d))
continue;
if(rand()%8 == 0)
block->setNode(cp+g_26dirs[i], n);
}
}
}
}
/*
Create a few rats in empty blocks underground
*/
/*if(is_underground && low_block_is_empty == true)
{
//for(u16 i=0; i<2; i++)
{
v3s16 pos(8, 1, 8);
RatObject *obj = new RatObject(NULL, -1, intToFloat(pos));
block->addObject(obj);
}
}*/
/*
Add block to sector.
*/
sector->insertBlock(block);
/*
Do some interpolation for dungeons
*/
#if 0
{
TimeTaker timer("interpolation", g_device);
MapVoxelManipulator vmanip(this);
v3s16 relpos = block->getPosRelative();
vmanip.interpolate(VoxelArea(relpos-v3s16(1,1,1),
relpos+v3s16(1,1,1)*(MAP_BLOCKSIZE+1)));
/*vmanip.interpolate(VoxelArea(relpos,
relpos+v3s16(1,1,1)*(MAP_BLOCKSIZE-1)));*/
core::map<v3s16, MapBlock*> modified_blocks;
vmanip.blitBack(modified_blocks);
dstream<<"blitBack modified "<<modified_blocks.size()
<<" blocks"<<std::endl;
// Add modified blocks to changed_blocks and lighting_invalidated_blocks
for(core::map<v3s16, MapBlock*>::Iterator
i = modified_blocks.getIterator();
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
changed_blocks.insert(block->getPos(), block);
//lighting_invalidated_blocks.insert(block->getPos(), block);
}
}
#endif
/*
Sector object stuff
*/
// An y-wise container of changed blocks
core::map<s16, MapBlock*> changed_blocks_sector;
/*
Check if any sector's objects can be placed now.
If so, place them.
*/
core::map<v3s16, u8> *objects = sector->getObjects();
core::list<v3s16> objects_to_remove;
for(core::map<v3s16, u8>::Iterator i = objects->getIterator();
i.atEnd() == false; i++)
{
v3s16 p = i.getNode()->getKey();
v2s16 p2d(p.X,p.Z);
u8 d = i.getNode()->getValue();
//v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0);
try
{
if(d == SECTOR_OBJECT_TEST)
{
if(sector->isValidArea(p + v3s16(0,0,0),
p + v3s16(0,0,0), &changed_blocks_sector))
{
MapNode n;
n.d = MATERIAL_LIGHT;
sector->setNode(p, n);
objects_to_remove.push_back(p);
}
}
else if(d == SECTOR_OBJECT_TREE_1)
{
v3s16 p_min = p + v3s16(-1,0,-1);
v3s16 p_max = p + v3s16(1,4,1);
if(sector->isValidArea(p_min, p_max,
&changed_blocks_sector))
{
MapNode n;
n.d = MATERIAL_TREE;
sector->setNode(p+v3s16(0,0,0), n);
sector->setNode(p+v3s16(0,1,0), n);
sector->setNode(p+v3s16(0,2,0), n);
sector->setNode(p+v3s16(0,3,0), n);
n.d = MATERIAL_LEAVES;
sector->setNode(p+v3s16(0,4,0), n);
sector->setNode(p+v3s16(-1,4,0), n);
sector->setNode(p+v3s16(1,4,0), n);
sector->setNode(p+v3s16(0,4,-1), n);
sector->setNode(p+v3s16(0,4,1), n);
sector->setNode(p+v3s16(1,4,1), n);
sector->setNode(p+v3s16(-1,4,1), n);
sector->setNode(p+v3s16(-1,4,-1), n);
sector->setNode(p+v3s16(1,4,-1), n);
sector->setNode(p+v3s16(-1,3,0), n);
sector->setNode(p+v3s16(1,3,0), n);
sector->setNode(p+v3s16(0,3,-1), n);
sector->setNode(p+v3s16(0,3,1), n);
sector->setNode(p+v3s16(1,3,1), n);
sector->setNode(p+v3s16(-1,3,1), n);
sector->setNode(p+v3s16(-1,3,-1), n);
sector->setNode(p+v3s16(1,3,-1), n);
objects_to_remove.push_back(p);
// Lighting has to be recalculated for this one.
sector->getBlocksInArea(p_min, p_max,
lighting_invalidated_blocks);
}
}
else if(d == SECTOR_OBJECT_BUSH_1)
{
if(sector->isValidArea(p + v3s16(0,0,0),
p + v3s16(0,0,0), &changed_blocks_sector))
{
MapNode n;
n.d = MATERIAL_LEAVES;
sector->setNode(p+v3s16(0,0,0), n);
objects_to_remove.push_back(p);
}
}
else if(d == SECTOR_OBJECT_RAVINE)
{
s16 maxdepth = -20;
v3s16 p_min = p + v3s16(-6,maxdepth,-6);
v3s16 p_max = p + v3s16(6,6,6);
if(sector->isValidArea(p_min, p_max,
&changed_blocks_sector))
{
MapNode n;
n.d = MATERIAL_STONE;
MapNode n2;
n2.d = MATERIAL_AIR;
s16 depth = maxdepth + (rand()%10);
s16 z = 0;
s16 minz = -6 - (-2);
s16 maxz = 6 -1;
for(s16 x=-6; x<=6; x++)
{
z += -1 + (rand()%3);
if(z < minz)
z = minz;
if(z > maxz)
z = maxz;
for(s16 y=depth+(rand()%2); y<=6; y++)
{
/*std::cout<<"("<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
<<std::endl;*/
{
v3s16 p2 = p + v3s16(x,y,z-2);
if(is_ground_material(sector->getNode(p2).d))
sector->setNode(p2, n);
}
{
v3s16 p2 = p + v3s16(x,y,z-1);
if(is_ground_material(sector->getNode(p2).d))
sector->setNode(p2, n2);
}
{
v3s16 p2 = p + v3s16(x,y,z+0);
if(is_ground_material(sector->getNode(p2).d))
sector->setNode(p2, n2);
}
{
v3s16 p2 = p + v3s16(x,y,z+1);
if(is_ground_material(sector->getNode(p2).d))
sector->setNode(p2, n);
}
//if(sector->getNode(p+v3s16(x,y,z+1)).solidness()==2)
//if(p.Y+y <= sector->getGroundHeight(p2d+v2s16(x,z-2))+0.5)
}
}
objects_to_remove.push_back(p);
// Lighting has to be recalculated for this one.
sector->getBlocksInArea(p_min, p_max,
lighting_invalidated_blocks);
}
}
else
{
dstream<<"ServerMap::emergeBlock(): "
"Invalid heightmap object"
<<std::endl;
}
}//try
catch(InvalidPositionException &e)
{
dstream<<"WARNING: "<<__FUNCTION_NAME
<<": while inserting object "<<(int)d
<<" to ("<<p.X<<","<<p.Y<<","<<p.Z<<"):"
<<" InvalidPositionException.what()="
<<e.what()<<std::endl;
// This is not too fatal and seems to happen sometimes.
assert(0);
}
}
for(core::list<v3s16>::Iterator i = objects_to_remove.begin();
i != objects_to_remove.end(); i++)
{
objects->remove(*i);
}
for(core::map<s16, MapBlock*>::Iterator
i = changed_blocks_sector.getIterator();
i.atEnd() == false; i++)
{
MapBlock *block = i.getNode()->getValue();
changed_blocks.insert(block->getPos(), block);
}
return block;
}
void ServerMap::createDir(std::string path)
{
if(fs::CreateDir(path) == false)
{
m_dout<<DTIME<<"ServerMap: Failed to create directory "
<<"\""<<path<<"\""<<std::endl;
throw BaseException("ServerMap failed to create directory");
}
}
std::string ServerMap::getSectorSubDir(v2s16 pos)
{
char cc[9];
snprintf(cc, 9, "%.4x%.4x",
(unsigned int)pos.X&0xffff,
(unsigned int)pos.Y&0xffff);
return std::string(cc);
}
std::string ServerMap::getSectorDir(v2s16 pos)
{
return m_savedir + "/sectors/" + getSectorSubDir(pos);
}
v2s16 ServerMap::getSectorPos(std::string dirname)
{
if(dirname.size() != 8)
throw InvalidFilenameException("Invalid sector directory name");
unsigned int x, y;
int r = sscanf(dirname.c_str(), "%4x%4x", &x, &y);
if(r != 2)
throw InvalidFilenameException("Invalid sector directory name");
v2s16 pos((s16)x, (s16)y);
return pos;
}
v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
{
v2s16 p2d = getSectorPos(sectordir);
if(blockfile.size() != 4){
throw InvalidFilenameException("Invalid block filename");
}
unsigned int y;
int r = sscanf(blockfile.c_str(), "%4x", &y);
if(r != 1)
throw InvalidFilenameException("Invalid block filename");
return v3s16(p2d.X, y, p2d.Y);
}
// Debug helpers
#define ENABLE_SECTOR_SAVING 1
#define ENABLE_SECTOR_LOADING 1
#define ENABLE_BLOCK_SAVING 1
#define ENABLE_BLOCK_LOADING 1
void ServerMap::save(bool only_changed)
{
DSTACK(__FUNCTION_NAME);
if(m_map_saving_enabled == false)
{
dstream<<DTIME<<"WARNING: Not saving map, saving disabled."<<std::endl;
return;
}
if(only_changed == false)
dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
<<std::endl;
saveMasterHeightmap();
u32 sector_meta_count = 0;
u32 block_count = 0;
{ //sectorlock
JMutexAutoLock lock(m_sector_mutex);
core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
for(; i.atEnd() == false; i++)
{
ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue();
assert(sector->getId() == MAPSECTOR_SERVER);
if(ENABLE_SECTOR_SAVING)
{
if(sector->differs_from_disk || only_changed == false)
{
saveSectorMeta(sector);
sector_meta_count++;
}
}
if(ENABLE_BLOCK_SAVING)
{
core::list<MapBlock*> blocks;
sector->getBlocks(blocks);
core::list<MapBlock*>::Iterator j;
for(j=blocks.begin(); j!=blocks.end(); j++)
{
MapBlock *block = *j;
if(block->getChangedFlag() || only_changed == false)
{
saveBlock(block);
block_count++;
}
}
}
}
}//sectorlock
u32 deleted_count = 0;
deleted_count = deleteUnusedSectors
(SERVERMAP_DELETE_UNUSED_SECTORS_TIMEOUT);
/*
Only print if something happened or saved whole map
*/
if(only_changed == false || sector_meta_count != 0
|| block_count != 0 || deleted_count != 0)
{
dstream<<DTIME<<"ServerMap: Written: "
<<sector_meta_count<<" sector metadata files, "
<<block_count<<" block files, "
<<deleted_count<<" sectors unloaded from memory."
<<std::endl;
}
}
void ServerMap::loadAll()
{
DSTACK(__FUNCTION_NAME);
dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
loadMasterHeightmap();
std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
JMutexAutoLock lock(m_sector_mutex);
s32 counter = 0;
s32 printed_counter = -100000;
s32 count = list.size();
std::vector<fs::DirListNode>::iterator i;
for(i=list.begin(); i!=list.end(); i++)
{
if(counter > printed_counter + 10)
{
dstream<<DTIME<<counter<<"/"<<count<<std::endl;
printed_counter = counter;
}
counter++;
MapSector *sector = NULL;
// We want directories
if(i->dir == false)
continue;
try{
sector = loadSectorMeta(i->name);
}
catch(InvalidFilenameException &e)
{
// This catches unknown crap in directory
}
if(ENABLE_BLOCK_LOADING)
{
std::vector<fs::DirListNode> list2 = fs::GetDirListing
(m_savedir+"/sectors/"+i->name);
std::vector<fs::DirListNode>::iterator i2;
for(i2=list2.begin(); i2!=list2.end(); i2++)
{
// We want files
if(i2->dir)
continue;
try{
loadBlock(i->name, i2->name, sector);
}
catch(InvalidFilenameException &e)
{
// This catches unknown crap in directory
}
}
}
}
dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
}
void ServerMap::saveMasterHeightmap()
{
DSTACK(__FUNCTION_NAME);
createDir(m_savedir);
std::string fullpath = m_savedir + "/master_heightmap";
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
throw FileNotGoodException("Cannot open master heightmap");
// Format used for writing
u8 version = SER_FMT_VER_HIGHEST;
#if 0
SharedBuffer<u8> hmdata = m_heightmap->serialize(version);
/*
[0] u8 serialization version
[1] X master heightmap
*/
u32 fullsize = 1 + hmdata.getSize();
SharedBuffer<u8> data(fullsize);
data[0] = version;
memcpy(&data[1], *hmdata, hmdata.getSize());
o.write((const char*)*data, fullsize);
#endif
m_heightmap->serialize(o, version);
}
void ServerMap::loadMasterHeightmap()
{
DSTACK(__FUNCTION_NAME);
std::string fullpath = m_savedir + "/master_heightmap";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
throw FileNotGoodException("Cannot open master heightmap");
if(m_heightmap != NULL)
delete m_heightmap;
m_heightmap = UnlimitedHeightmap::deSerialize(is);
}
void ServerMap::saveSectorMeta(ServerMapSector *sector)
{
DSTACK(__FUNCTION_NAME);
// Format used for writing
u8 version = SER_FMT_VER_HIGHEST;
// Get destination
v2s16 pos = sector->getPos();
createDir(m_savedir);
createDir(m_savedir+"/sectors");
std::string dir = getSectorDir(pos);
createDir(dir);
std::string fullpath = dir + "/heightmap";
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
throw FileNotGoodException("Cannot open master heightmap");
sector->serialize(o, version);
sector->differs_from_disk = false;
}
MapSector* ServerMap::loadSectorMeta(std::string dirname)
{
DSTACK(__FUNCTION_NAME);
// Get destination
v2s16 p2d = getSectorPos(dirname);
std::string dir = m_savedir + "/sectors/" + dirname;
std::string fullpath = dir + "/heightmap";
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
throw FileNotGoodException("Cannot open sector heightmap");
ServerMapSector *sector = ServerMapSector::deSerialize
(is, this, p2d, &m_hwrapper, m_sectors);
sector->differs_from_disk = false;
return sector;
}
bool ServerMap::loadSectorFull(v2s16 p2d)
{
DSTACK(__FUNCTION_NAME);
std::string sectorsubdir = getSectorSubDir(p2d);
MapSector *sector = NULL;
JMutexAutoLock lock(m_sector_mutex);
try{
sector = loadSectorMeta(sectorsubdir);
}
catch(InvalidFilenameException &e)
{
return false;
}
catch(FileNotGoodException &e)
{
return false;
}
catch(std::exception &e)
{
return false;
}
if(ENABLE_BLOCK_LOADING)
{
std::vector<fs::DirListNode> list2 = fs::GetDirListing
(m_savedir+"/sectors/"+sectorsubdir);
std::vector<fs::DirListNode>::iterator i2;
for(i2=list2.begin(); i2!=list2.end(); i2++)
{
// We want files
if(i2->dir)
continue;
try{
loadBlock(sectorsubdir, i2->name, sector);
}
catch(InvalidFilenameException &e)
{
// This catches unknown crap in directory
}
}
}
return true;
}
#if 0
bool ServerMap::deFlushSector(v2s16 p2d)
{
DSTACK(__FUNCTION_NAME);
// See if it already exists in memory
try{
MapSector *sector = getSectorNoGenerate(p2d);
return true;
}
catch(InvalidPositionException &e)
{
/*
Try to load the sector from disk.
*/
if(loadSectorFull(p2d) == true)
{
return true;
}
}
return false;
}
#endif
void ServerMap::saveBlock(MapBlock *block)
{
DSTACK(__FUNCTION_NAME);
/*
Dummy blocks are not written
*/
if(block->isDummy())
{
/*v3s16 p = block->getPos();
dstream<<"ServerMap::saveBlock(): WARNING: Not writing dummy block "
<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
return;
}
// Format used for writing
u8 version = SER_FMT_VER_HIGHEST;
// Get destination
v3s16 p3d = block->getPos();
v2s16 p2d(p3d.X, p3d.Z);
createDir(m_savedir);
createDir(m_savedir+"/sectors");
std::string dir = getSectorDir(p2d);
createDir(dir);
// Block file is map/sectors/xxxxxxxx/xxxx
char cc[5];
snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff);
std::string fullpath = dir + "/" + cc;
std::ofstream o(fullpath.c_str(), std::ios_base::binary);
if(o.good() == false)
throw FileNotGoodException("Cannot open block data");
/*
[0] u8 serialization version
[1] data
*/
o.write((char*)&version, 1);
block->serialize(o, version);
/*
Versions up from 9 have block objects.
*/
if(version >= 9)
{
block->serializeObjects(o, version);
}
// We just wrote it to the disk
block->resetChangedFlag();
}
void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector)
{
DSTACK(__FUNCTION_NAME);
// Block file is map/sectors/xxxxxxxx/xxxx
std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile;
std::ifstream is(fullpath.c_str(), std::ios_base::binary);
if(is.good() == false)
throw FileNotGoodException("Cannot open block file");
v3s16 p3d = getBlockPos(sectordir, blockfile);
v2s16 p2d(p3d.X, p3d.Z);
assert(sector->getPos() == p2d);
u8 version = SER_FMT_VER_INVALID;
is.read((char*)&version, 1);
/*u32 block_size = MapBlock::serializedLength(version);
SharedBuffer<u8> data(block_size);
is.read((char*)*data, block_size);*/
// This will always return a sector because we're the server
//MapSector *sector = emergeSector(p2d);
MapBlock *block = NULL;
bool created_new = false;
try{
block = sector->getBlockNoCreate(p3d.Y);
}
catch(InvalidPositionException &e)
{
block = sector->createBlankBlockNoInsert(p3d.Y);
created_new = true;
}
block->deSerialize(is, version);
/*
Versions up from 9 have block objects.
*/
if(version >= 9)
{
block->updateObjects(is, version, NULL);
}
if(created_new)
sector->insertBlock(block);
/*
Convert old formats to new and save
*/
if(version == 0 || version == 1)
{
dstream<<"Block ("<<p3d.X<<","<<p3d.Y<<","<<p3d.Z<<")"
" is in old format. Updating lighting and saving"
" modified blocks in new format."<<std::endl;
// Old version has zero lighting, update it
core::map<v3s16, MapBlock*> blocks_changed;
blocks_changed.insert(block->getPos(), block);
core::map<v3s16, MapBlock*> modified_blocks;
updateLighting(blocks_changed, modified_blocks);
// Close input file
is.close();
// Save modified blocks
core::map<v3s16, MapBlock * >::Iterator i = modified_blocks.getIterator();
for(; i.atEnd() == false; i++)
{
MapBlock *b2 = i.getNode()->getValue();
saveBlock(b2);
}
}
// Save blocks in new format
else if(version < SER_FMT_VER_HIGHEST)
{
saveBlock(block);
}
// We just loaded it from the disk, so it's up-to-date.
block->resetChangedFlag();
}
// Gets from master heightmap
void ServerMap::getSectorCorners(v2s16 p2d, s16 *corners)
{
assert(m_heightmap != NULL);
/*
Corner definition:
v2s16(0,0),
v2s16(1,0),
v2s16(1,1),
v2s16(0,1),
*/
corners[0] = m_heightmap->getGroundHeight
((p2d+v2s16(0,0))*SECTOR_HEIGHTMAP_SPLIT);
corners[1] = m_heightmap->getGroundHeight
((p2d+v2s16(1,0))*SECTOR_HEIGHTMAP_SPLIT);
corners[2] = m_heightmap->getGroundHeight
((p2d+v2s16(1,1))*SECTOR_HEIGHTMAP_SPLIT);
corners[3] = m_heightmap->getGroundHeight
((p2d+v2s16(0,1))*SECTOR_HEIGHTMAP_SPLIT);
}
void ServerMap::PrintInfo(std::ostream &out)
{
out<<"ServerMap: ";
}
/*
ClientMap
*/
ClientMap::ClientMap(
Client *client,
video::SMaterial *materials,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
):
Map(dout_client),
scene::ISceneNode(parent, mgr, id),
m_client(client),
m_materials(materials),
mesh(NULL)
{
/*m_box = core::aabbox3d<f32>(0,0,0,
map->getW()*BS, map->getH()*BS, map->getD()*BS);*/
/*m_box = core::aabbox3d<f32>(0,0,0,
map->getSizeNodes().X * BS,
map->getSizeNodes().Y * BS,
map->getSizeNodes().Z * BS);*/
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*1000000,-BS*1000000,
BS*1000000,BS*1000000,BS*1000000);
mesh_mutex.Init();
}
ClientMap::~ClientMap()
{
JMutexAutoLock lock(mesh_mutex);
if(mesh != NULL)
{
mesh->drop();
mesh = NULL;
}
}
MapSector * ClientMap::emergeSector(v2s16 p2d)
{
DSTACK(__FUNCTION_NAME);
// Check that it doesn't exist already
try{
return getSectorNoGenerate(p2d);
}
catch(InvalidPositionException &e)
{
}
// Create a sector with no heightmaps
ClientMapSector *sector = new ClientMapSector(this, p2d);
{
JMutexAutoLock lock(m_sector_mutex);
m_sectors.insert(p2d, sector);
}
return sector;
}
void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
{
DSTACK(__FUNCTION_NAME);
ClientMapSector *sector = NULL;
JMutexAutoLock lock(m_sector_mutex);
core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
if(n != NULL)
{
sector = (ClientMapSector*)n->getValue();
assert(sector->getId() == MAPSECTOR_CLIENT);
}
else
{
sector = new ClientMapSector(this, p2d);
{
JMutexAutoLock lock(m_sector_mutex);
m_sectors.insert(p2d, sector);
}
}
sector->deSerialize(is);
}
void ClientMap::renderMap(video::IVideoDriver* driver,
video::SMaterial *materials, s32 pass)
{
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
DSTACK(__FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
#if 0
/*
Draw master heightmap mesh
*/
{
JMutexAutoLock lock(mesh_mutex);
if(mesh != NULL)
{
u32 c = mesh->getMeshBufferCount();
for(u32 i=0; i<c; i++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
const video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
// Render transparent on transparent pass and likewise.
if(transparent == is_transparent_pass)
{
driver->setMaterial(buf->getMaterial());
driver->drawMeshBuffer(buf);
}
}
}
}
#endif
/*
Get time for measuring timeout.
Measuring time is very useful for long delays when the
machine is swapping a lot.
*/
int time1 = time(0);
/*
Collect all blocks that are in the view range
Should not optimize more here as we want to auto-update
all changed nodes in viewing range at the next step.
*/
s16 viewing_range_nodes;
bool viewing_range_all;
{
JMutexAutoLock lock(g_range_mutex);
viewing_range_nodes = g_viewing_range_nodes;
viewing_range_all = g_viewing_range_all;
}
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
m_camera_mutex.Unlock();
/*
Get all blocks and draw all visible ones
*/
v3s16 cam_pos_nodes(
camera_position.X / BS,
camera_position.Y / BS,
camera_position.Z / BS);
v3s16 box_nodes_d = viewing_range_nodes * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 1,
p_nodes_min.Y / MAP_BLOCKSIZE - 1,
p_nodes_min.Z / MAP_BLOCKSIZE - 1);
v3s16 p_blocks_max(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
u32 vertex_count = 0;
core::map<v2s16, MapSector*>::Iterator si;
//NOTE: The sectors map should be locked but we're not doing it
// because it'd cause too much delays
si = m_sectors.getIterator();
for(; si.atEnd() == false; si++)
{
{
static int timecheck_counter = 0;
timecheck_counter++;
if(timecheck_counter > 50)
{
int time2 = time(0);
if(time2 > time1 + 4)
{
dstream<<"ClientMap::renderMap(): "
"Rendering takes ages, returning."
<<std::endl;
return;
}
}
}
MapSector *sector = si.getNode()->getValue();
v2s16 sp = sector->getPos();
if(viewing_range_all == false)
{
if(sp.X < p_blocks_min.X
|| sp.X > p_blocks_max.X
|| sp.Y < p_blocks_min.Z
|| sp.Y > p_blocks_max.Z)
continue;
}
core::list< MapBlock * > sectorblocks;
sector->getBlocks(sectorblocks);
/*
Draw blocks
*/
core::list< MapBlock * >::Iterator i;
for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
{
MapBlock *block = *i;
/*
Compare block position to camera position, skip
if not seen on display
*/
v3s16 blockpos_nodes = block->getPosRelative();
// Block center position
v3f blockpos(
((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
);
// Block position relative to camera
v3f blockpos_relative = blockpos - camera_position;
// Distance in camera direction (+=front, -=back)
f32 dforward = blockpos_relative.dotProduct(camera_direction);
// Total distance
f32 d = blockpos_relative.getLength();
if(viewing_range_all == false)
{
// If block is far away, don't draw it
if(d > viewing_range_nodes * BS)
continue;
}
// Maximum radius of a block
f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
// If block is (nearly) touching the camera, don't
// bother validating further (that is, render it anyway)
if(d > block_max_radius * 1.5)
{
// Cosine of the angle between the camera direction
// and the block direction (camera_direction is an unit vector)
f32 cosangle = dforward / d;
// Compensate for the size of the block
// (as the block has to be shown even if it's a bit off FOV)
// This is an estimate.
cosangle += block_max_radius / dforward;
// If block is not in the field of view, skip it
//if(cosangle < cos(FOV_ANGLE/2))
if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
continue;
}
/*
Draw the faces of the block
*/
{
JMutexAutoLock lock(block->mesh_mutex);
// Cancel if block has no mesh
if(block->mesh == NULL)
continue;
u32 c = block->mesh->getMeshBufferCount();
for(u32 i=0; i<c; i++)
{
scene::IMeshBuffer *buf = block->mesh->getMeshBuffer(i);
const video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
// Render transparent on transparent pass and likewise.
if(transparent == is_transparent_pass)
{
driver->setMaterial(buf->getMaterial());
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();
}
}
}
} // foreach sectorblocks
}
/*dstream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
void ClientMap::updateMesh()
{
#if 0
DSTACK(__FUNCTION_NAME);
//TODO
/*
Check what sectors don't draw anything useful at ground level
and create a mesh of the rough heightmap at those positions.
*/
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
m_camera_mutex.Unlock();
v3s16 cam_pos_nodes(
camera_position.X / BS,
camera_position.Y / BS,
camera_position.Z / BS);
v3s16 box_nodes_d = HEIGHTMAP_RANGE_NODES * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 1,
p_nodes_min.Y / MAP_BLOCKSIZE - 1,
p_nodes_min.Z / MAP_BLOCKSIZE - 1);
v3s16 p_blocks_max(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
/*
Initialize new mesh
*/
scene::SMesh *mesh_new = new scene::SMesh();
//scene::IMeshBuffer *buf = NULL;
scene::SMeshBuffer *buf = NULL;
u8 material_in_use = 0;
/*
Loop through sectors
*/
for(core::map<v2s16, MapSector*>::Iterator
si = m_sectors.getIterator();
si.atEnd() == false; si++)
{
MapSector *sector = si.getNode()->getValue();
if(sector->getId() != MAPSECTOR_CLIENT)
{
dstream<<"WARNING: Client has a non-client sector"
<<std::endl;
continue;
}
ClientMapSector *cs = (ClientMapSector*)sector;
v2s16 sp = sector->getPos();
if(sp.X < p_blocks_min.X
|| sp.X > p_blocks_max.X
|| sp.Y < p_blocks_min.Z
|| sp.Y > p_blocks_max.Z)
continue;
/*
Get some ground level info
*/
s16 a = -5;
s16 cn[4] =
{
cs->getCorner(0)+a,
cs->getCorner(1)+a,
cs->getCorner(2)+a,
cs->getCorner(3)+a,
};
s16 cn_avg = (cn[0]+cn[1]+cn[2]+cn[3])/4;
s16 cn_min = 32767;
s16 cn_max = -32768;
for(s16 i=0; i<4; i++)
{
if(cn[i] < cn_min)
cn_min = cn[i];
if(cn[i] > cn_max)
cn_max = cn[i];
}
s16 cn_slope = cn_max - cn_min;
/*
Generate this part of the heightmap mesh
*/
u8 material;
if(cn_avg + MAP_BLOCKSIZE/4 <= WATER_LEVEL)
material = 0;
else if(cn_slope <= MAP_BLOCKSIZE)
material = 1;
else
material = 2;
if(material != material_in_use || buf == NULL)
{
// Try to get a meshbuffer associated with the material
buf = (scene::SMeshBuffer*)mesh_new->getMeshBuffer
(g_mesh_materials[material]);
// If not found, create one
if(buf == NULL)
{
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
buf = new scene::SMeshBuffer();
// Set material
buf->Material = g_mesh_materials[material];
// Use VBO
//buf->setHardwareMappingHint(scene::EHM_STATIC);
// Add to mesh
mesh_new->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
}
material_in_use = material;
}
// Sector side width in floating-point units
f32 sd = BS * MAP_BLOCKSIZE;
// Sector position in global floating-point units
v3f spf = v3f((f32)sp.X, 0, (f32)sp.Y) * sd;
//video::SColor c(255,255,255,255);
u8 cc = 180;
video::SColor c(255,cc,cc,cc);
video::S3DVertex vertices[4] =
{
video::S3DVertex(spf.X, (f32)BS*cn[0],spf.Z, 0,0,0, c, 0,1),
video::S3DVertex(spf.X+sd,(f32)BS*cn[1],spf.Z, 0,0,0, c, 1,1),
video::S3DVertex(spf.X+sd,(f32)BS*cn[2],spf.Z+sd,0,0,0, c, 1,0),
video::S3DVertex(spf.X, (f32)BS*cn[3],spf.Z+sd,0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
}
// Set VBO on
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*
Replace the mesh
*/
mesh_mutex.Lock();
scene::SMesh *mesh_old = mesh;
//DEBUG
/*mesh = NULL;
mesh_new->drop();*/
mesh = mesh_new;
mesh_mutex.Unlock();
if(mesh_old != NULL)
{
/*dstream<<"mesh_old refcount="<<mesh_old->getReferenceCount()
<<std::endl;
scene::IMeshBuffer *buf = mesh_new->getMeshBuffer
(g_materials[MATERIAL_GRASS]);
if(buf != NULL)
dstream<<"grass buf refcount="<<buf->getReferenceCount()
<<std::endl;*/
mesh_old->drop();
}
else
{
dstream<<"WARNING: There was no old master heightmap mesh"<<std::endl;
}
#endif
}
void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}
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