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author | Perttu Ahola <celeron55@gmail.com> | 2011-01-26 00:41:06 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-01-26 00:41:06 +0200 |
commit | 9f882bf74d452521cb7fb1806ab453aaa28da343 (patch) | |
tree | a5676871bd8f3adf44fade49162ea0342d49ac4d /src/voxel.cpp | |
parent | 035345f13d2da9eced87a426a671d3bc4df392b5 (diff) | |
download | minetest-9f882bf74d452521cb7fb1806ab453aaa28da343.tar.gz minetest-9f882bf74d452521cb7fb1806ab453aaa28da343.tar.bz2 minetest-9f882bf74d452521cb7fb1806ab453aaa28da343.zip |
Reworked texture, material, mineral and whatever handling
Diffstat (limited to 'src/voxel.cpp')
-rw-r--r-- | src/voxel.cpp | 635 |
1 files changed, 1 insertions, 634 deletions
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<v3s16, u8> &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=(" - <<p.X<<","<<p.Y<<","<<p.Z<<")" - <<", oldpr="<<(int)m_data[m_area.index(p)].pressure - <<", pr="<<pr - <<", recur_count="<<recur_count - <<", request_area="; - request_area.print(dstream); - dstream<<std::endl;*/ - - m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED3; - m_data[m_area.index(p)].pressure = pr; - - v3s16 dirs[6] = { - v3s16(0,1,0), // top - v3s16(-1,0,0), // left - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(0,0,1), // back - v3s16(0,-1,0), // bottom - }; - - // Load neighboring nodes - emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 2); - - s32 i; - for(i=0; i<6; i++) - { - v3s16 p2 = p + dirs[i]; - - u8 f = m_flags[m_area.index(p2)]; - - // Ignore inexistent and checked nodes - if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3)) - continue; - - MapNode &n = m_data[m_area.index(p2)]; - - /* - If material is air: - add to active_nodes if there is flow-causing pressure. - NOTE: Do not remove anything from there. We cannot know - here if some other neighbor of it causes flow. - */ - if(liquid_replaces_content(n.d)) - { - bool pressure_causes_flow = false; - // If empty block is at top - if(i == 0) - { - if(m_disable_water_climb) - continue; - - //if(pr >= PRESERVE_WATER_VOLUME ? 3 : 2) - if(pr >= 3) - pressure_causes_flow = true; - } - // If block is at bottom - else if(i == 5) - { - pressure_causes_flow = true; - } - // If block is at side - else - { - //if(pr >= PRESERVE_WATER_VOLUME ? 2 : 1) - if(pr >= 2) - pressure_causes_flow = true; - } - - if(pressure_causes_flow) - { - active_nodes[p2] = 1; - } - - continue; - } - - // Ignore non-liquid nodes - if(content_liquid(n.d) == false) - continue; - - int pr2 = pr; - // If block is at top, pressure there is lower - if(i == 0) - { - if(pr2 > 0) - pr2--; - } - // If block is at bottom, pressure there is higher - else if(i == 5) - { - if(pr2 < 255) - pr2++; - } - - /*if(m_disable_water_climb) - { - if(pr2 > 3) - pr2 = 3; - }*/ - - // Ignore if correct pressure is already set and is not on - // request_area. - // Thus, request_area can be used for updating as much - // pressure info in some area as possible to possibly - // make some calls to getWaterPressure unnecessary. - if(n.pressure == pr2 && request_area.contains(p2) == false) - continue; - - spreadWaterPressure(p2, pr2, request_area, active_nodes, recur_count); - } -} - -void VoxelManipulator::updateAreaWaterPressure(VoxelArea a, - core::map<v3s16, u8> &active_nodes, - bool checked3_is_clear) -{ - TimeTaker timer("updateAreaWaterPressure", &updateareawaterpressure_time); - - emerge(a, 3); - - bool checked2_clear = false; - - if(checked3_is_clear == false) - { - //clearFlag(VOXELFLAG_CHECKED3); - - clearFlag(VOXELFLAG_CHECKED3 | VOXELFLAG_CHECKED2); - checked2_clear = true; - } - - - for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++) - for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++) - for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++) - { - v3s16 p(x,y,z); - - u8 f = m_flags[m_area.index(p)]; - // Ignore inexistent or checked nodes - if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3)) - continue; - MapNode &n = m_data[m_area.index(p)]; - // Ignore non-liquid nodes - if(content_liquid(n.d) == false) - continue; - - if(checked2_clear == false) - { - clearFlag(VOXELFLAG_CHECKED2); - checked2_clear = true; - } - - checked2_clear = false; - - s16 highest_y = -32768; - int recur_count = 0; - int pr = -1; - - try - { - // 0-1ms @ recur_count <= 100 - //TimeTaker timer("getWaterPressure", g_irrlicht); - pr = getWaterPressure(p, highest_y, recur_count); - } - catch(ProcessingLimitException &e) - { - //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl; - } - - if(pr == -1) - { - assert(highest_y != -32768); - - pr = highest_y - p.Y + 1; - if(pr > 255) - pr = 255; - - /*dstream<<"WARNING: Pressure at (" - <<p.X<<","<<p.Y<<","<<p.Z<<")" - <<" = "<<pr - //<<" and highest_y == -32768" - <<std::endl; - assert(highest_y != -32768); - continue;*/ - } - - try - { - // 0ms - //TimeTaker timer("spreadWaterPressure", g_irrlicht); - spreadWaterPressure(p, pr, a, active_nodes, 0); - } - catch(ProcessingLimitException &e) - { - //dstream<<"getWaterPressure ProcessingLimitException"<<std::endl; - } - } -} - -bool VoxelManipulator::flowWater(v3s16 removed_pos, - core::map<v3s16, u8> &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="<<s1<<", s2="<<s2<<std::endl; - - { - TimeTaker timer1("flowWater pre", &flowwater_pre_time); - - // Load neighboring nodes - emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)), 4); - - // Ignore incorrect removed_pos - { - u8 f = m_flags[m_area.index(removed_pos)]; - // Ignore inexistent or checked node - if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED)) - return false; - MapNode &n = m_data[m_area.index(removed_pos)]; - // Ignore nodes to which the water can't go - if(liquid_replaces_content(n.d) == false) - return false; - } - - s32 i; - for(i=0; i<6; i++) - { - // Don't raise water from bottom - if(m_disable_water_climb && i == 5) - continue; - - p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z); - - u8 f = m_flags[m_area.index(p)]; - // Inexistent or checked nodes can't move - if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED)) - continue; - MapNode &n = m_data[m_area.index(p)]; - // Only liquid nodes can move - if(content_liquid(n.d) == false) - continue; - // If block is at top, select it always - if(i == 0) - { - break; - } - // If block is at bottom, select it if it has enough pressure - if(i == 5) - { - //if(n.pressure >= 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:"<<std::endl; - print(dstream, VOXELPRINT_WATERPRESSURE); - }*/ - - // Update pressure - VoxelArea a; - a.addPoint(p - v3s16(1,1,1)); - a.addPoint(p + v3s16(1,1,1)); - a.addPoint(removed_pos - v3s16(1,1,1)); - a.addPoint(removed_pos + v3s16(1,1,1)); - updateAreaWaterPressure(a, active_nodes); - - /*if(debugprint) - { - dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl; - print(dstream, VOXELPRINT_WATERPRESSURE); - //std::cin.get(); - }*/ - - if(debugprint) - { - dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl; - print(dstream, VOXELPRINT_WATERPRESSURE); - //std::cin.get(); - } - - }//timer1 - - //if(PRESERVE_WATER_VOLUME) - if(from_ocean == false) - { - // Flow water to the newly created empty position - /*flowWater(p, active_nodes, recursion_depth, - debugprint, counter, counterlimit);*/ - flowWater(p, active_nodes, recursion_depth, - debugprint, stoptime); - } - - if(stoptime != 0) - { - u32 timenow = getTimeMs(); - // Well, it is a bit hard to guess because we don't know the - // start time... - bool overflow = timenow < stoptime - 100000; - if(timenow >= stoptime || overflow) - { - dstream<<"flowWater: stoptime reached"<<std::endl; - throw ProcessingLimitException("flowWater stoptime reached"); - } - } - -find_again: - - // Try flowing water to empty positions around removed_pos. - // They are checked in reverse order compared to the previous loop. - for(s32 i=5; i>=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<v3s16, u8> &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"<<std::endl; - return; - } - - //TimeTaker timer1("flowWater (active_nodes)", g_irrlicht); - - //dstream<<"active_nodes.size() = "<<active_nodes.size()<<std::endl; - - - u32 stoptime = 0; - stoptime = getTimeMs() + timelimit; - - // Count of handled active nodes - u32 handled_count = 0; - - try - { - - /* - Take random one at first - - This is randomized only at the first time so that all - subsequent nodes will be taken at roughly the same position - */ - s32 k = 0; - if(active_nodes.size() != 0) - k = (s32)myrand() % (s32)active_nodes.size(); - - // Flow water to active nodes - for(;;) - //for(s32 h=0; h<1; h++) - { - if(active_nodes.size() == 0) - break; - - handled_count++; - - // Clear check flags - clearFlag(VOXELFLAG_CHECKED); - - //dstream<<"Selecting a new active_node"<<std::endl; - -#if 0 - // Take first one - core::map<v3s16, u8>::Node - *n = active_nodes.getIterator().getNode(); -#endif - -#if 1 - - core::map<v3s16, u8>::Iterator - i = active_nodes.getIterator().getNode(); - for(s32 j=0; j<k; j++) - { - i++; - } - core::map<v3s16, u8>::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"<<std::endl; - } - - /*v3s16 e = m_area.getExtent(); - s32 v = m_area.getVolume(); - dstream<<"flowWater (active): " - <<"area ended up as " - <<e.X<<"x"<<e.Y<<"x"<<e.Z<<" = "<<v - <<", handled a_node count: "<<handled_count - <<", active_nodes.size() = "<<active_nodes.size() - <<std::endl; - dstream<<"addarea_time: "<<addarea_time - <<", emerge_time: "<<emerge_time - <<", emerge_load_time: "<<emerge_load_time - <<", clearflag_time: "<<clearflag_time - <<", flowwater_pre_time: "<<flowwater_pre_time - <<", updateareawaterpressure_time: "<<updateareawaterpressure_time - <<std::endl;*/ -} -#endif - //END |