diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/map.cpp | 2 | ||||
-rw-r--r-- | src/voxelalgorithms.cpp | 53 |
2 files changed, 30 insertions, 25 deletions
diff --git a/src/map.cpp b/src/map.cpp index 26fe6662f..35bdc3e9c 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2238,7 +2238,7 @@ void MMVManip::initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max, bool block_data_inexistent = false; try { - TimeTaker timer1("emerge load", &emerge_load_time); + TimeTaker timer2("emerge load", &emerge_load_time); block = m_map->getBlockNoCreate(p); if(block->isDummy()) diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp index 947bea32e..f22faef71 100644 --- a/src/voxelalgorithms.cpp +++ b/src/voxelalgorithms.cpp @@ -995,21 +995,22 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock, // --- STEP 2: Get all newly inserted light sources // For each block: - for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++) - for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++) - for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) { - const v3s16 blockpos(b_x, b_y, b_z); + v3s16 blockpos; + v3s16 relpos; + for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++) + for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++) + for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) { MapBlock *block = map->getBlockNoCreateNoEx(blockpos); if (!block || block->isDummy()) // Skip not existing blocks continue; // For each node in the block: - for (s32 x = 0; x < MAP_BLOCKSIZE; x++) - for (s32 z = 0; z < MAP_BLOCKSIZE; z++) - for (s32 y = 0; y < MAP_BLOCKSIZE; y++) { - v3s16 relpos(x, y, z); - MapNode node = block->getNodeNoCheck(x, y, z, &is_valid); + for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++) + for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++) + for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) { + MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Y, &is_valid); const ContentFeatures &f = ndef->get(node); + // For each light bank for (size_t b = 0; b < 2; b++) { LightBank bank = banks[b]; @@ -1088,14 +1089,15 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm, } // --- STEP 2: Get nodes from borders to unlight + v3s16 blockpos; + v3s16 relpos; // In case there are unloaded holes in the voxel manipulator // unlight each block. // For each block: - for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++) - for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++) - for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) { - v3s16 blockpos(b_x, b_y, b_z); + for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++) + for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++) + for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) { MapBlock *block = map->getBlockNoCreateNoEx(blockpos); if (!block || block->isDummy()) // Skip not existing blocks. @@ -1104,15 +1106,17 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm, // For each border of the block: for (const VoxelArea &a : block_pad) { // For each node of the border: - 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 relpos(x, y, z); + for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++) + for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++) + for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) { + // Get old and new node - MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid); + MapNode oldnode = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid); const ContentFeatures &oldf = ndef->get(oldnode); MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset); - const ContentFeatures &newf = ndef->get(newnode); + const ContentFeatures &newf = oldnode == newnode ? oldf : + ndef->get(newnode); + // For each light bank for (size_t b = 0; b < 2; b++) { LightBank bank = banks[b]; @@ -1229,13 +1233,14 @@ void repair_block_light(ServerMap *map, MapBlock *block, // For each border of the block: for (const VoxelArea &a : block_pad) { + v3s16 relpos; // For each node of the border: - 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 relpos(x, y, z); + for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++) + for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++) + for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) { + // Get node - MapNode node = block->getNodeNoCheck(x, y, z, &is_valid); + MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid); const ContentFeatures &f = ndef->get(node); // For each light bank for (size_t b = 0; b < 2; b++) { |