aboutsummaryrefslogtreecommitdiff
path: root/assets/blender/mbb/modern_japanlocomotive_anim_uv.blend1
diff options
context:
space:
mode:
Diffstat (limited to 'assets/blender/mbb/modern_japanlocomotive_anim_uv.blend1')
0 files changed, 0 insertions, 0 deletions
'#n89'>89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157
/*
Minetest
Copyright (C) 2010-2013 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 "voxelalgorithms.h"
#include "nodedef.h"

namespace voxalgo
{

void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
		INodeDefManager *ndef)
{
	for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
	for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
	for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
	{
		v3s16 p(x,y,z);
		MapNode &n = v.getNodeRefUnsafe(p);
		n.setLight(LIGHTBANK_DAY, light, ndef);
		n.setLight(LIGHTBANK_NIGHT, light, ndef);
	}
}

void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
		enum LightBank bank, INodeDefManager *ndef,
		std::set<v3s16> & light_sources,
		std::map<v3s16, u8> & unlight_from)
{
	// The full area we shall touch
	VoxelArea required_a = a;
	required_a.pad(v3s16(0,0,0));
	// Make sure we have access to it
	v.addArea(a);

	for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
	for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
	for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
	{
		v3s16 p(x,y,z);
		MapNode &n = v.getNodeRefUnsafe(p);
		u8 oldlight = n.getLight(bank, ndef);
		n.setLight(bank, 0, ndef);

		// If node sources light, add to list
		u8 source = ndef->get(n).light_source;
		if(source != 0)
			light_sources.insert(p);

		// Collect borders for unlighting
		if((x==a.MinEdge.X || x == a.MaxEdge.X
		|| y==a.MinEdge.Y || y == a.MaxEdge.Y
		|| z==a.MinEdge.Z || z == a.MaxEdge.Z)
		&& oldlight != 0)
		{
			unlight_from[p] = oldlight;
		}
	}
}

SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
		bool inexistent_top_provides_sunlight,
		std::set<v3s16> & light_sources,
		INodeDefManager *ndef)
{
	// Return values
	bool bottom_sunlight_valid = true;

	// The full area we shall touch extends one extra at top and bottom
	VoxelArea required_a = a;
	required_a.pad(v3s16(0,1,0));
	// Make sure we have access to it
	v.addArea(a);

	s16 max_y = a.MaxEdge.Y;
	s16 min_y = a.MinEdge.Y;

	for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
	for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
	{
		v3s16 p_overtop(x, max_y+1, z);
		bool overtop_has_sunlight = false;
		// If overtop node does not exist, trust heuristics
		if(!v.exists(p_overtop))
			overtop_has_sunlight = inexistent_top_provides_sunlight;
		else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE)
			overtop_has_sunlight = inexistent_top_provides_sunlight;
		// Otherwise refer to it's light value
		else
			overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
					LIGHTBANK_DAY, ndef) == LIGHT_SUN);

		// Copy overtop's sunlight all over the place
		u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
		for(s32 y=max_y; y>=min_y; y--)
		{
			v3s16 p(x,y,z);
			MapNode &n = v.getNodeRefUnsafe(p);
			if(incoming_light == 0){
				// Do nothing
			} else if(incoming_light == LIGHT_SUN &&
					ndef->get(n).sunlight_propagates){
				// Do nothing
			} else if(ndef->get(n).sunlight_propagates == false){
				incoming_light = 0;
			} else {
				incoming_light = diminish_light(incoming_light);
			}
			u8 old_light = n.getLight(LIGHTBANK_DAY, ndef);

			if(incoming_light > old_light)
				n.setLight(LIGHTBANK_DAY, incoming_light, ndef);

			if(diminish_light(incoming_light) != 0)
				light_sources.insert(p);
		}

		// Check validity of sunlight at top of block below if it
		// hasn't already been proven invalid
		if(bottom_sunlight_valid)
		{
			bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN);
			v3s16 p_overbottom(x, min_y-1, z);
			if(!v.exists(p_overbottom) ||
					v.getNodeRefUnsafe(p_overbottom
							).getContent() == CONTENT_IGNORE){
				// Is not known, cannot compare
			} else {
				bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom
						).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN);
				if(sunlight_should_continue_down != overbottom_has_sunlight){
					bottom_sunlight_valid = false;
				}
			}
		}
	}

	return SunlightPropagateResult(bottom_sunlight_valid);
}

} // namespace voxalgo