diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/mapblock.cpp | 192 | ||||
-rw-r--r-- | src/mapblock.h | 4 | ||||
-rw-r--r-- | src/unittest/test_voxelalgorithms.cpp | 162 | ||||
-rw-r--r-- | src/voxel.cpp | 188 | ||||
-rw-r--r-- | src/voxel.h | 9 | ||||
-rw-r--r-- | src/voxelalgorithms.cpp | 130 | ||||
-rw-r--r-- | src/voxelalgorithms.h | 24 |
7 files changed, 0 insertions, 709 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 88f04e0bb..ad98373f2 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -132,198 +132,6 @@ std::string MapBlock::getModifiedReasonString() return reason; } -/* - Propagates sunlight down through the block. - Doesn't modify nodes that are not affected by sunlight. - - Returns false if sunlight at bottom block is invalid. - Returns true if sunlight at bottom block is valid. - Returns true if bottom block doesn't exist. - - If there is a block above, continues from it. - If there is no block above, assumes there is sunlight, unless - is_underground is set or highest node is water. - - All sunlighted nodes are added to light_sources. - - if remove_light==true, sets non-sunlighted nodes black. - - if black_air_left!=NULL, it is set to true if non-sunlighted - air is left in block. -*/ -bool MapBlock::propagateSunlight(std::set<v3s16> & light_sources, - bool remove_light, bool *black_air_left) -{ - INodeDefManager *nodemgr = m_gamedef->ndef(); - - // Whether the sunlight at the top of the bottom block is valid - bool block_below_is_valid = true; - - v3s16 pos_relative = getPosRelative(); - - for(s16 x=0; x<MAP_BLOCKSIZE; x++) - { - for(s16 z=0; z<MAP_BLOCKSIZE; z++) - { -#if 1 - bool no_sunlight = false; - //bool no_top_block = false; - - // Check if node above block has sunlight - - bool is_valid_position; - MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z), - &is_valid_position); - if (is_valid_position) - { - if(n.getContent() == CONTENT_IGNORE) - { - // Trust heuristics - no_sunlight = is_underground; - } - else if(n.getLight(LIGHTBANK_DAY, m_gamedef->ndef()) != LIGHT_SUN) - { - no_sunlight = true; - } - } - else - { - //no_top_block = true; - - // NOTE: This makes over-ground roofed places sunlighted - // Assume sunlight, unless is_underground==true - if(is_underground) - { - no_sunlight = true; - } - else - { - MapNode n = getNodeNoEx(v3s16(x, MAP_BLOCKSIZE-1, z)); - if (!m_gamedef->ndef()->get(n).sunlight_propagates) { - no_sunlight = true; - } - } - // NOTE: As of now, this just would make everything dark. - // No sunlight here - //no_sunlight = true; - } -#endif -#if 0 // Doesn't work; nothing gets light. - bool no_sunlight = true; - bool no_top_block = false; - // Check if node above block has sunlight - try{ - MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z)); - if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN) - { - no_sunlight = false; - } - } - catch(InvalidPositionException &e) - { - no_top_block = true; - } -#endif - - /*std::cout<<"("<<x<<","<<z<<"): " - <<"no_top_block="<<no_top_block - <<", is_underground="<<is_underground - <<", no_sunlight="<<no_sunlight - <<std::endl;*/ - - s16 y = MAP_BLOCKSIZE-1; - - // This makes difference to diminishing in water. - bool stopped_to_solid_object = false; - - u8 current_light = no_sunlight ? 0 : LIGHT_SUN; - - for(; y >= 0; y--) - { - v3s16 pos(x, y, z); - MapNode &n = getNodeRef(pos); - - if(current_light == 0) - { - // Do nothing - } - else if(current_light == LIGHT_SUN && nodemgr->get(n).sunlight_propagates) - { - // Do nothing: Sunlight is continued - } else if (!nodemgr->get(n).light_propagates) { - // A solid object is on the way. - stopped_to_solid_object = true; - - // Light stops. - current_light = 0; - } - else - { - // Diminish light - current_light = diminish_light(current_light); - } - - u8 old_light = n.getLight(LIGHTBANK_DAY, nodemgr); - - if(current_light > old_light || remove_light) - { - n.setLight(LIGHTBANK_DAY, current_light, nodemgr); - } - - if(diminish_light(current_light) != 0) - { - light_sources.insert(pos_relative + pos); - } - - if(current_light == 0 && stopped_to_solid_object) - { - if(black_air_left) - { - *black_air_left = true; - } - } - } - - // Whether or not the block below should see LIGHT_SUN - bool sunlight_should_go_down = (current_light == LIGHT_SUN); - - /* - If the block below hasn't already been marked invalid: - - Check if the node below the block has proper sunlight at top. - If not, the block below is invalid. - - Ignore non-transparent nodes as they always have no light - */ - - if(block_below_is_valid) - { - MapNode n = getNodeParent(v3s16(x, -1, z), &is_valid_position); - if (is_valid_position) { - if(nodemgr->get(n).light_propagates) - { - if(n.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN - && !sunlight_should_go_down) - block_below_is_valid = false; - else if(n.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN - && sunlight_should_go_down) - block_below_is_valid = false; - } - } - else - { - /*std::cout<<"InvalidBlockException for bottom block node" - <<std::endl;*/ - // Just no block below, no need to panic. - } - } - } - } - - return block_below_is_valid; -} - - void MapBlock::copyTo(VoxelManipulator &dst) { v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE); diff --git a/src/mapblock.h b/src/mapblock.h index 3871c656d..00695a94e 100644 --- a/src/mapblock.h +++ b/src/mapblock.h @@ -348,10 +348,6 @@ public: setNode(x0 + x, y0 + y, z0 + z, node); } - // See comments in mapblock.cpp - bool propagateSunlight(std::set<v3s16> &light_sources, - bool remove_light=false, bool *black_air_left=NULL); - // Copies data to VoxelManipulator to getPosRelative() void copyTo(VoxelManipulator &dst); diff --git a/src/unittest/test_voxelalgorithms.cpp b/src/unittest/test_voxelalgorithms.cpp index 8c236b73e..0e96f9339 100644 --- a/src/unittest/test_voxelalgorithms.cpp +++ b/src/unittest/test_voxelalgorithms.cpp @@ -30,8 +30,6 @@ public: void runTests(IGameDef *gamedef); - void testPropogateSunlight(INodeDefManager *ndef); - void testClearLightAndCollectSources(INodeDefManager *ndef); void testVoxelLineIterator(INodeDefManager *ndef); }; @@ -41,171 +39,11 @@ void TestVoxelAlgorithms::runTests(IGameDef *gamedef) { INodeDefManager *ndef = gamedef->getNodeDefManager(); - TEST(testPropogateSunlight, ndef); - TEST(testClearLightAndCollectSources, ndef); TEST(testVoxelLineIterator, ndef); } //////////////////////////////////////////////////////////////////////////////// -void TestVoxelAlgorithms::testPropogateSunlight(INodeDefManager *ndef) -{ - VoxelManipulator v; - - for (u16 z = 0; z < 3; z++) - for (u16 y = 0; y < 3; y++) - for (u16 x = 0; x < 3; x++) { - v3s16 p(x,y,z); - v.setNodeNoRef(p, MapNode(CONTENT_AIR)); - } - - VoxelArea a(v3s16(0,0,0), v3s16(2,2,2)); - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, true, light_sources, ndef); - //v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY); - UASSERT(res.bottom_sunlight_valid == true); - UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef) - == LIGHT_SUN); - } - - v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE)); - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, true, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == true); - UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef) - == LIGHT_SUN); - } - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, false, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == true); - UASSERT(v.getNode(v3s16(2,0,2)).getLight(LIGHTBANK_DAY, ndef) - == 0); - } - - v.setNodeNoRef(v3s16(1,3,2), MapNode(t_CONTENT_STONE)); - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, true, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == true); - UASSERT(v.getNode(v3s16(1,1,2)).getLight(LIGHTBANK_DAY, ndef) - == 0); - } - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, false, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == true); - UASSERT(v.getNode(v3s16(1,0,2)).getLight(LIGHTBANK_DAY, ndef) - == 0); - } - - { - MapNode n(CONTENT_AIR); - n.setLight(LIGHTBANK_DAY, 10, ndef); - v.setNodeNoRef(v3s16(1,-1,2), n); - } - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, true, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == true); - } - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, false, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == true); - } - - { - MapNode n(CONTENT_AIR); - n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef); - v.setNodeNoRef(v3s16(1,-1,2), n); - } - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, true, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == false); - } - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, false, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == false); - } - - v.setNodeNoRef(v3s16(1,3,2), MapNode(CONTENT_IGNORE)); - - { - std::set<v3s16> light_sources; - voxalgo::setLight(v, a, 0, ndef); - voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( - v, a, true, light_sources, ndef); - UASSERT(res.bottom_sunlight_valid == true); - } -} - -void TestVoxelAlgorithms::testClearLightAndCollectSources(INodeDefManager *ndef) -{ - VoxelManipulator v; - - for (u16 z = 0; z < 3; z++) - for (u16 y = 0; y < 3; y++) - for (u16 x = 0; x < 3; x++) { - v3s16 p(x,y,z); - v.setNode(p, MapNode(CONTENT_AIR)); - } - - VoxelArea a(v3s16(0,0,0), v3s16(2,2,2)); - v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE)); - v.setNodeNoRef(v3s16(1,1,1), MapNode(t_CONTENT_TORCH)); - - { - MapNode n(CONTENT_AIR); - n.setLight(LIGHTBANK_DAY, 1, ndef); - v.setNode(v3s16(1,1,2), n); - } - - { - std::set<v3s16> light_sources; - std::map<v3s16, u8> unlight_from; - voxalgo::clearLightAndCollectSources(v, a, LIGHTBANK_DAY, - ndef, light_sources, unlight_from); - //v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY); - UASSERT(v.getNode(v3s16(0,1,1)).getLight(LIGHTBANK_DAY, ndef) == 0); - UASSERT(light_sources.find(v3s16(1,1,1)) != light_sources.end()); - UASSERT(light_sources.size() == 1); - UASSERT(unlight_from.find(v3s16(1,1,2)) != unlight_from.end()); - UASSERT(unlight_from.size() == 1); - } -} - void TestVoxelAlgorithms::testVoxelLineIterator(INodeDefManager *ndef) { // Test some lines diff --git a/src/voxel.cpp b/src/voxel.cpp index cd638183c..b901c1c4f 100644 --- a/src/voxel.cpp +++ b/src/voxel.cpp @@ -315,194 +315,6 @@ void VoxelManipulator::clearFlag(u8 flags) <<volume<<" nodes"<<std::endl;*/ } -void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight, - std::set<v3s16> & light_sources, INodeDefManager *nodemgr) -{ - VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1)); - addArea(voxel_area); - - // Loop through 6 neighbors - for (const v3s16 &dir : g_6dirs) { - // Get the position of the neighbor node - v3s16 n2pos = p + dir; - - 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"<<std::endl; - light_sources.remove(n2pos); - }*/ - } - } - else{ - light_sources.insert(n2pos); - } - } -} - -void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p, - INodeDefManager *nodemgr) -{ - 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 (const auto &dir : g_6dirs) { - // Get the position of the neighbor node - v3s16 n2pos = p + dir; - - 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<v3s16> & from_nodes, INodeDefManager *nodemgr) -{ - if(from_nodes.empty()) - return; - - std::set<v3s16> lighted_nodes; - - for (const v3s16 &pos : from_nodes) { - 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 (const v3s16 &dir : g_6dirs) { - // Get the position of the neighbor node - v3s16 n2pos = pos + dir; - - 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 " - <<blockchangecount<<" times" - <<" for "<<from_nodes.size()<<" nodes" - <<std::endl;*/ - - if(!lighted_nodes.empty()) - spreadLight(bank, lighted_nodes, nodemgr); -} - //END diff --git a/src/voxel.h b/src/voxel.h index d03cecd95..4b53eb85c 100644 --- a/src/voxel.h +++ b/src/voxel.h @@ -471,15 +471,6 @@ public: void clearFlag(u8 flag); - // TODO: Move to voxelalgorithms.h - - void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight, - std::set<v3s16> & light_sources, INodeDefManager *nodemgr); - - void spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr); - void spreadLight(enum LightBank bank, - std::set<v3s16> & from_nodes, INodeDefManager *nodemgr); - /* Member variables */ diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp index 250a57cb2..bcf2b9a38 100644 --- a/src/voxelalgorithms.cpp +++ b/src/voxelalgorithms.cpp @@ -25,136 +25,6 @@ with this program; if not, write to the Free Software Foundation, Inc., 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){ - 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 {bottom_sunlight_valid}; -} - /*! * A direction. * 0=X+ diff --git a/src/voxelalgorithms.h b/src/voxelalgorithms.h index e8f5f64c7..1452f30f4 100644 --- a/src/voxelalgorithms.h +++ b/src/voxelalgorithms.h @@ -31,30 +31,6 @@ class MMVManip; namespace voxalgo { -// TODO: Move unspreadLight and spreadLight from VoxelManipulator to here - -void setLight(VoxelManipulator &v, VoxelArea a, u8 light, - INodeDefManager *ndef); - -void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a, - enum LightBank bank, INodeDefManager *ndef, - std::set<v3s16> & light_sources, - std::map<v3s16, u8> & unlight_from); - -struct SunlightPropagateResult -{ - bool bottom_sunlight_valid; - - SunlightPropagateResult(bool bottom_sunlight_valid_): - bottom_sunlight_valid(bottom_sunlight_valid_) - {} -}; - -SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a, - bool inexistent_top_provides_sunlight, - std::set<v3s16> & light_sources, - INodeDefManager *ndef); - /*! * Updates the lighting on the map. * The result will be correct only if |