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authorPerttu Ahola <celeron55@gmail.com>2012-01-27 12:58:52 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-03-27 19:01:50 +0300
commit56496ad5d8a7662b0ae5c9f25d1348cb7b677b65 (patch)
tree04d32a83a93833f59de93d4a1b763524f4153764 /src/voxelalgorithms.cpp
parente15dca2a9fac70dd4f541f7b37c6f61fcf974ea1 (diff)
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Implement propagateSunlight for VoxelManipulator
Diffstat (limited to 'src/voxelalgorithms.cpp')
-rw-r--r--src/voxelalgorithms.cpp126
1 files changed, 126 insertions, 0 deletions
diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp
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+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 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 General Public License for more details.
+
+You should have received a copy of the GNU 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);
+ }
+}
+
+SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
+ bool inexistent_top_provides_sunlight,
+ core::map<v3s16, bool> & 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.emerge(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);
+
+ dstream<<"inexistent_top_provides_sunlight="
+ <<inexistent_top_provides_sunlight<<std::endl;
+ dstream<<"v.exists(p_overtop)="
+ <<v.exists(p_overtop)<<std::endl;
+
+ // 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, true);
+ }
+
+ // 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
+