aboutsummaryrefslogtreecommitdiff
path: root/src/voxelalgorithms.cpp
blob: 62fd688903ffc869af469e5e0fad5e1e8e979c42 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
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
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: minetest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2013-06-24 00:07+0000\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"

#: src/client.cpp:2877
msgid "Item textures..."
msgstr ""

#: src/game.cpp:959
msgid "Loading..."
msgstr ""

#: src/game.cpp:1019
msgid "Creating server...."
msgstr ""

#: src/game.cpp:1035
msgid "Creating client..."
msgstr ""

#: src/game.cpp:1050
msgid "Resolving address..."
msgstr ""

#: src/game.cpp:1126
msgid "Connecting to server..."
msgstr ""

#: src/game.cpp:1223
msgid "Item definitions..."
msgstr ""

#: src/game.cpp:1230
msgid "Node definitions..."
msgstr ""

#: src/game.cpp:1237
msgid "Media..."
msgstr ""

#: src/game.cpp:3418
msgid "Shutting down stuff..."
msgstr ""

#: src/game.cpp:3448 src/guiConfigureWorld.cpp:397
msgid ""
"\n"
"Check debug.txt for details."
msgstr ""

#: src/guiConfigureWorld.cpp:184
msgid "enabled"
msgstr ""

#: src/guiConfigureWorld.cpp:194
msgid "Enable All"
msgstr ""

#: src/guiConfigureWorld.cpp:203
msgid "Disable All"
msgstr ""

#: src/guiConfigureWorld.cpp:211
msgid "depends on:"
msgstr ""

#: src/guiConfigureWorld.cpp:224
msgid "is required by:"
msgstr ""

#: src/guiConfigureWorld.cpp:246 src/guiCreateWorld.cpp:178
#: src/guiKeyChangeMenu.cpp:195 src/keycode.cpp:223
msgid "Cancel"
msgstr ""

#: src/guiConfigureWorld.cpp:253 src/guiKeyChangeMenu.cpp:187
msgid "Save"
msgstr ""

#: src/guiConfigureWorld.cpp:374
msgid "Configuration saved.  "
msgstr ""

#: src/guiConfigureWorld.cpp:386
msgid "Warning: Configuration not consistent.  "
msgstr ""

#: src/guiConfirmMenu.cpp:119
msgid "Yes"
msgstr ""

#: src/guiConfirmMenu.cpp:127
msgid "No"
msgstr ""

#: src/guiCreateWorld.cpp:123
msgid "World name"
msgstr ""

#: src/guiCreateWorld.cpp:146
msgid "Game"
msgstr ""

#: src/guiCreateWorld.cpp:170
msgid "Create"
msgstr ""

#: src/guiDeathScreen.cpp:96
msgid "You died."
msgstr ""

#: src/guiDeathScreen.cpp:104
msgid "Respawn"
msgstr ""

#: src/guiFormSpecMenu.cpp:585
msgid "Left click: Move all items, Right click: Move single item"
msgstr ""

#: src/guiFormSpecMenu.cpp:611 src/guiMessageMenu.cpp:107
#: src/guiTextInputMenu.cpp:133
msgid "Proceed"
msgstr ""

#: src/guiKeyChangeMenu.cpp:121
msgid "Keybindings. (If this menu screws up, remove stuff from minetest.conf)"
msgstr ""

#: src/guiKeyChangeMenu.cpp:161
msgid "\"Use\" = climb down"
msgstr ""

#: src/guiKeyChangeMenu.cpp:176
msgid "Double tap \"jump\" to toggle fly"
msgstr ""

#: src/guiKeyChangeMenu.cpp:290
msgid "Key already in use"
msgstr ""

#: src/guiKeyChangeMenu.cpp:372
msgid "press key"
msgstr ""

#: src/guiKeyChangeMenu.cpp:400
msgid "Forward"
msgstr ""

#: src/guiKeyChangeMenu.cpp:401
msgid "Backward"
msgstr ""

#: src/guiKeyChangeMenu.cpp:402 src/keycode.cpp:228
msgid "Left"
msgstr ""

#: src/guiKeyChangeMenu.cpp:403 src/keycode.cpp:228
msgid "Right"
msgstr ""

#: src/guiKeyChangeMenu.cpp:404
msgid "Use"
msgstr ""

#: src/guiKeyChangeMenu.cpp:405
msgid "Jump"
msgstr ""

#: src/guiKeyChangeMenu.cpp:406
msgid "Sneak"
msgstr ""

#: src/guiKeyChangeMenu.cpp:407
msgid "Drop"
msgstr ""

#: src/guiKeyChangeMenu.cpp:408
msgid "Inventory"
msgstr ""

#: src/guiKeyChangeMenu.cpp:409
msgid "Chat"
msgstr ""

#: src/guiKeyChangeMenu.cpp:410
msgid "Command"
msgstr ""

#: src/guiKeyChangeMenu.cpp:411
msgid "Console"
msgstr ""

#: src/guiKeyChangeMenu.cpp:412
msgid "Toggle fly"
msgstr ""

#: src/guiKeyChangeMenu.cpp:413
msgid "Toggle fast"
msgstr ""

#: src/guiKeyChangeMenu.cpp:414
msgid "Toggle noclip"
msgstr ""

#: src/guiKeyChangeMenu.cpp:415
msgid "Range select"
msgstr ""

#: src/guiKeyChangeMenu.cpp:416
msgid "Print stacks"
msgstr ""

#: src/guiMainMenu.cpp:92
msgid "Cannot create world: Name contains invalid characters"
msgstr ""

#: src/guiMainMenu.cpp:103
msgid "Cannot create world: A world by this name already exists"
msgstr ""

#: src/guiMainMenu.cpp:285
msgid "Singleplayer"
msgstr ""

#: src/guiMainMenu.cpp:288
msgid "Multiplayer"
msgstr ""

#: src/guiMainMenu.cpp:291
msgid "Advanced"
msgstr ""

#: src/guiMainMenu.cpp:294
msgid "Settings"
msgstr ""

#: src/guiMainMenu.cpp:297
msgid "Credits"
msgstr ""

#: src/guiMainMenu.cpp:330
msgid "Select World:"
msgstr ""

#: src/guiMainMenu.cpp:360 src/guiMainMenu.cpp:578 src/keycode.cpp:229
msgid "Delete"
msgstr ""

#: src/guiMainMenu.cpp:369
msgid "New"
msgstr ""

#: src/guiMainMenu.cpp:379
msgid "Configure"
msgstr ""

#: src/guiMainMenu.cpp:396 src/keycode.cpp:248
msgid "Play"
msgstr ""

#: src/guiMainMenu.cpp:409 src/guiMainMenu.cpp:699
msgid "Creative Mode"
msgstr ""

#: src/guiMainMenu.cpp:417 src/guiMainMenu.cpp:707
msgid "Enable Damage"
msgstr ""

#: src/guiMainMenu.cpp:459 src/guiMainMenu.cpp:614
msgid "Name/Password"
msgstr ""

#: src/guiMainMenu.cpp:498 src/guiMainMenu.cpp:519 src/guiMainMenu.cpp:1324
msgid "Favorites:"
msgstr ""

#: src/guiMainMenu.cpp:508 src/guiMainMenu.cpp:1338
msgid "Public Server List:"
msgstr ""

#: src/guiMainMenu.cpp:532 src/guiMainMenu.cpp:643
msgid "Address/Port"
msgstr ""

#: src/guiMainMenu.cpp:560 src/guiMainMenu.cpp:1323
msgid "Show Public"
msgstr ""

#: src/guiMainMenu.cpp:567 src/guiMainMenu.cpp:1337
msgid "Show Favorites"
msgstr ""

#: src/guiMainMenu.cpp:591
msgid "Connect"
msgstr ""

#: src/guiMainMenu.cpp:668
msgid "Leave address blank to start a local server."
msgstr ""

#: src/guiMainMenu.cpp:678
msgid "Start Game / Connect"
msgstr ""

#: src/guiMainMenu.cpp:716
msgid "Public"
msgstr ""

#: src/guiMainMenu.cpp:726 src/guiMainMenu.cpp:1245
msgid "Delete world"
msgstr ""

#: src/guiMainMenu.cpp:735
msgid "Create world"
msgstr ""

#: src/guiMainMenu.cpp:773
msgid "Fancy trees"
msgstr ""

#: src/guiMainMenu.cpp:781
msgid "Smooth Lighting"
msgstr ""

#: src/guiMainMenu.cpp:789
msgid "3D Clouds"
msgstr ""

#: src/guiMainMenu.cpp:797
msgid "Opaque water"
msgstr ""

#: src/guiMainMenu.cpp:809
msgid "Mip-Mapping"
msgstr ""

#: src/guiMainMenu.cpp:818
msgid "Anisotropic Filtering"
msgstr ""

#: src/guiMainMenu.cpp:827
msgid "Bi-Linear Filtering"
msgstr ""

#: src/guiMainMenu.cpp:836
msgid "Tri-Linear Filtering"
msgstr ""

#: src/guiMainMenu.cpp:846
msgid "Shaders"
msgstr ""

#: src/guiMainMenu.cpp:855
msgid "Preload item visuals"
msgstr ""

#: src/guiMainMenu.cpp:864
msgid "Enable Particles"
msgstr ""

#: src/guiMainMenu.cpp:873
msgid "Finite liquid"
msgstr ""

#: src/guiMainMenu.cpp:885
msgid "Change keys"
msgstr ""

#: src/guiMainMenu.cpp:1211 src/guiMainMenu.cpp:1372
msgid "Address required."
msgstr ""

#: src/guiMainMenu.cpp:1231
msgid "Cannot delete world: Nothing selected"
msgstr ""

#: src/guiMainMenu.cpp:1246
msgid "Files to be deleted"
msgstr ""

#: src/guiMainMenu.cpp:1267
msgid "Cannot create world: No games found"
msgstr ""

#: src/guiMainMenu.cpp:1286
msgid "Cannot configure world: Nothing selected"
msgstr ""

#: src/guiMainMenu.cpp:1428
msgid "Failed to delete all world files"
msgstr ""

#: src/guiPasswordChange.cpp:107
msgid "Old Password"
msgstr ""

#: src/guiPasswordChange.cpp:125
msgid "New Password"
msgstr ""

#: src/guiPasswordChange.cpp:142
msgid "Confirm Password"
msgstr ""

#: src/guiPasswordChange.cpp:160
msgid "Change"
msgstr ""

#: src/guiPasswordChange.cpp:169
msgid "Passwords do not match!"
msgstr ""

#: src/guiPauseMenu.cpp:122
msgid "Continue"
msgstr ""

#: src/guiPauseMenu.cpp:133
msgid "Change Password"
msgstr ""

#: src/guiPauseMenu.cpp:143
msgid "Sound Volume"
msgstr ""

#: src/guiPauseMenu.cpp:152
msgid "Exit to Menu"
msgstr ""

#: src/guiPauseMenu.cpp:161
msgid "Exit to OS"
msgstr ""

#: src/guiPauseMenu.cpp:170
msgid ""
"Default Controls:\n"
"- WASD: move\n"
"- Space: jump/climb\n"
"- Shift: sneak/go down\n"
"- Q: drop item\n"
"- I: inventory\n"
"- Mouse: turn/look\n"
"- Mouse left: dig/punch\n"
"- Mouse right: place/use\n"
"- Mouse wheel: select item\n"
"- T: chat\n"
msgstr ""

#: src/guiVolumeChange.cpp:107
msgid "Sound Volume: "
msgstr ""

#: src/guiVolumeChange.cpp:121
msgid "Exit"
msgstr ""

#: src/keycode.cpp:223
msgid "Left Button"
msgstr ""

#: src/keycode.cpp:223
msgid "Middle Button"
msgstr ""

#: src/keycode.cpp:223
msgid "Right Button"
msgstr ""

#: src/keycode.cpp:223
msgid "X Button 1"
msgstr ""

#: src/keycode.cpp:224
msgid "Back"
msgstr ""

#: src/keycode.cpp:224
msgid "Clear"
msgstr ""

#: src/keycode.cpp:224
msgid "Return"
msgstr ""

#: src/keycode.cpp:224
msgid "Tab"
msgstr ""

#: src/keycode.cpp:224
msgid "X Button 2"
msgstr ""

#: src/keycode.cpp:225
msgid "Capital"
msgstr ""

#: src/keycode.cpp:225
msgid "Control"
msgstr ""

 * If a node doesn't let light trough but emits light, it can be added
 * too.
 */
typedef LightQueue ReLightQueue;

/*!
 * neighbor_dirs[i] points towards
 * the direction i.
 * See the definition of the type "direction"
 */
const static v3s16 neighbor_dirs[6] = {
	v3s16(1, 0, 0), // right
	v3s16(0, 1, 0), // top
	v3s16(0, 0, 1), // back
	v3s16(0, 0, -1), // front
	v3s16(0, -1, 0), // bottom
	v3s16(-1, msgstr ""

#: src/keycode.cpp:227
msgid "End"
msgstr ""

#: src/keycode.cpp:227
msgid "Home"
msgstr ""

#: src/keycode.cpp:227
msgid "Mode Change"
msgstr ""

#: src/keycode.cpp:227
msgid "Next"
msgstr ""

#: src/keycode.cpp:227
msgid "Prior"
msgstr ""

#: src/keycode.cpp:227
msgid "Space"
msgstr ""

#: src/keycode.cpp:228
msgid "Down"
msgstr ""

#: src/keycode.cpp:228
msgid "Execute"
msgstr ""

#: src/keycode.cpp:228
msgid "Print"
msgstr ""

#: src/keycode.cpp:228
msgid "Select"
msgstr ""

#: src/keycode.cpp:228
msgid "Up"
msgstr ""

#: src/keycode.cpp:229
msgid "Help"
msgstr ""

#: src/keycode.cpp:229
msgid "Insert"
msgstr ""

#: src/keycode.cpp:229
msgid "Snapshot"
msgstr ""

#: src/keycode.cpp:232
msgid "Left Windows"
msgstr ""

#: src/keycode.cpp:233
msgid "Apps"
msgstr ""

#: src/keycode.cpp:233
msgid "Numpad 0"
msgstr ""

#: src/keycode.cpp:233
msgid "Numpad 1"
msgstr ""

#: src/keycode.cpp:233
msgid "Right Windows"
msgstr ""

#: src/keycode.cpp:233
msgid "Sleep"
msgstr ""

#: src/keycode.cpp:234
msgid "Numpad 2"
msgstr ""

#: src/keycode.cpp:234
msgid "Numpad 3"
msgstr ""

#: src/keycode.cpp:234
msgid "Numpad 4"
msgstr ""

#: src/keycode.cpp:234
msgid "Numpad 5"
msgstr ""

#: src/keycode.cpp:234
msgid "Numpad 6"
msgstr ""

#: src/keycode.cpp:234
msgid "Numpad 7"
msgstr ""

#: src/keycode.cpp:235
msgid "Numpad *"
msgstr ""

#: src/keycode.cpp:235
msgid "Numpad +"
msgstr ""

#: src/keycode.cpp:235
msgid "Numpad -"
msgstr ""

#: src/keycode.cpp:235
msgid "Numpad /"
msgstr ""

#: src/keycode.cpp:235
msgid "Numpad 8"
msgstr ""

#: src/keycode.cpp:235
msgid "Numpad 9"
msgstr ""

#: src/keycode.cpp:239
msgid "Num Lock"
msgstr ""

#: src/keycode.cpp:239
msgid "Scroll Lock"
msgstr ""

#: src/keycode.cpp:240
msgid "Left Shift"
msgstr ""

#: src/keycode.cpp:240
msgid "Right Shift"
msgstr ""

#: src/keycode.cpp:241
msgid "Left Control"
msgstr ""

#: src/keycode.cpp:241
msgid "Left Menu"
msgstr ""

#: src/keycode.cpp:241
msgid "Right Control"
msgstr ""

#: src/keycode.cpp:241
msgid "Right Menu"
msgstr ""

#: src/keycode.cpp:243
msgid "Comma"
msgstr ""

#: src/keycode.cpp:243
msgid "Minus"
msgstr ""

#: src/keycode.cpp:243
msgid "Period"
msgstr ""

#: src/keycode.cpp:243
msgid "Plus"
msgstr ""

#: src/keycode.cpp:247
msgid "Attn"
msgstr ""

#: src/keycode.cpp:247
msgid "CrSel"
msgstr ""

#: src/keycode.cpp:248
msgid "Erase OEF"
msgstr ""

#: src/keycode.cpp:248
msgid "ExSel"
msgstr ""

#: src/keycode.cpp:248
msgid "OEM Clear"
msgstr ""

#: src/keycode.cpp:248
msgid "PA1"
msgstr ""

#: src/keycode.cpp:248
msgid "Zoom"
msgstr ""

#: src/main.cpp:1680
msgid "Main Menu"
msgstr ""

#: src/main.cpp:2040
msgid "Failed to initialize world"
msgstr ""

#: src/main.cpp:2053
msgid "No world selected and no address provided. Nothing to do."
msgstr ""

#: src/main.cpp:2061
msgid "Could not find or load game \""
msgstr ""

#: src/main.cpp:2075
msgid "Invalid gamespec."
msgstr ""

#: src/main.cpp:2116
msgid "Connection error (timed out?)"
msgstr ""
pan>block; } // Get the neighbor itself MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos, &is_valid_position); const ContentFeatures &neighbor_f = nodemgr->get( neighbor.getContent()); u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f); // If the neighbor has at least as much light as this node, then // it won't lose its light, since it should have been added to // from_nodes earlier, so its light would be zero. if (neighbor_f.light_propagates && neighbor_light < current_light) { // Unlight, but only if the node has light. if (neighbor_light > 0) { neighbor.setLight(bank, 0, neighbor_f); neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor); from_nodes.push(neighbor_light, neighbor_rel_pos, neighbor_block_pos, neighbor_block, i); // The current node was modified earlier, so its block // is in modified_blocks. if (current.block != neighbor_block) { modified_blocks[neighbor_block_pos] = neighbor_block; } } } else { // The neighbor can light up this node. if (neighbor_light < neighbor_f.light_source) { neighbor_light = neighbor_f.light_source; } if (brightest_neighbor_light < neighbor_light) { brightest_neighbor_light = neighbor_light; source_dir = i; } } } // If the brightest neighbor is able to light up this node, // then add this node to the output nodes. if (brightest_neighbor_light > 1 && f.light_propagates) { brightest_neighbor_light--; light_sources.push(brightest_neighbor_light, current.rel_position, current.block_position, current.block, (source_dir == 6) ? 6 : 5 - source_dir /* with opposite direction*/); } } } /* * Spreads light from the specified starting nodes. * * Before calling this procedure, make sure that all ChangingLights * in light_sources have as much light on the map as they have in * light_sources (if the queue contains a node multiple times, the brightest * occurrence counts). * * \param bank the light bank in which the procedure operates * \param light_sources starting nodes * \param modified_blocks output, all modified map blocks are added to this */ void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank, LightQueue &light_sources, std::map<v3s16, MapBlock*> &modified_blocks) { // The light the current node can provide to its neighbors. u8 spreading_light; // The ChangingLight for the current node. ChangingLight current; // Position of the current neighbor. mapblock_v3 neighbor_block_pos; relative_v3 neighbor_rel_pos; // A dummy boolean. bool is_valid_position; while (light_sources.next(spreading_light, current)) { spreading_light--; for (direction i = 0; i < 6; i++) { // This node can't light up its light source if (current.source_direction + i == 5) { continue; } // Get the neighbor's position and block neighbor_rel_pos = current.rel_position; neighbor_block_pos = current.block_position; MapBlock *neighbor_block; if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) { neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos); if (neighbor_block == NULL) { current.block->setLightingComplete(bank, i, false); continue; } } else { neighbor_block = current.block; } // Get the neighbor itself MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos, &is_valid_position); const ContentFeatures &f = nodemgr->get(neighbor.getContent()); if (f.light_propagates) { // Light up the neighbor, if it has less light than it should. u8 neighbor_light = neighbor.getLightRaw(bank, f); if (neighbor_light < spreading_light) { neighbor.setLight(bank, spreading_light, f); neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor); light_sources.push(spreading_light, neighbor_rel_pos, neighbor_block_pos, neighbor_block, i); // The current node was modified earlier, so its block // is in modified_blocks. if (current.block != neighbor_block) { modified_blocks[neighbor_block_pos] = neighbor_block; } } } } } } struct SunlightPropagationUnit{ v2s16 relative_pos; bool is_sunlit; SunlightPropagationUnit(v2s16 relpos, bool sunlit): relative_pos(relpos), is_sunlit(sunlit) {} }; struct SunlightPropagationData{ std::vector<SunlightPropagationUnit> data; v3s16 target_block; }; /*! * Returns true if the node gets sunlight from the * node above it. * * \param pos position of the node. */ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef) { bool sunlight = true; mapblock_v3 source_block_pos; relative_v3 source_rel_pos; getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos, source_rel_pos); // If the node above has sunlight, this node also can get it. MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos); if (source_block == NULL) { // But if there is no node above, then use heuristics MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos)); if (node_block == NULL) { sunlight = false; } else { sunlight = !node_block->getIsUnderground(); } } else { bool is_valid_position; MapNode above = source_block->getNodeNoCheck(source_rel_pos, &is_valid_position); if (is_valid_position) { if (above.getContent() == CONTENT_IGNORE) { // Trust heuristics if (source_block->getIsUnderground()) { sunlight = false; } } else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) { // If the node above doesn't have sunlight, this // node is in shadow. sunlight = false; } } } return sunlight; } static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; void update_lighting_nodes(Map *map, std::vector<std::pair<v3s16, MapNode> > &oldnodes, std::map<v3s16, MapBlock*> &modified_blocks) { const NodeDefManager *ndef = map->getNodeDefManager(); // For node getter functions bool is_valid_position; // Process each light bank separately for (LightBank bank : banks) { UnlightQueue disappearing_lights(256); ReLightQueue light_sources(256); // Nodes that are brighter than the brightest modified node was // won't change, since they didn't get their light from a // modified node. u8 min_safe_light = 0; for (std::vector<std::pair<v3s16, MapNode> >::iterator it = oldnodes.begin(); it < oldnodes.end(); ++it) { u8 old_light = it->second.getLight(bank, ndef); if (old_light > min_safe_light) { min_safe_light = old_light; } } // If only one node changed, even nodes with the same brightness // didn't get their light from the changed node. if (oldnodes.size() > 1) { min_safe_light++; } // For each changed node process sunlight and initialize for (std::vector<std::pair<v3s16, MapNode> >::iterator it = oldnodes.begin(); it < oldnodes.end(); ++it) { // Get position and block of the changed node v3s16 p = it->first; relative_v3 rel_pos; mapblock_v3 block_pos; getNodeBlockPosWithOffset(p, block_pos, rel_pos); MapBlock *block = map->getBlockNoCreateNoEx(block_pos); if (block == NULL || block->isDummy()) { continue; } // Get the new node MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position); if (!is_valid_position) { break; } // Light of the old node u8 old_light = it->second.getLight(bank, ndef); // Add the block of the added node to modified_blocks modified_blocks[block_pos] = block; // Get new light level of the node u8 new_light = 0; if (ndef->get(n).light_propagates) { if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates && is_sunlight_above(map, p, ndef)) { new_light = LIGHT_SUN; } else { new_light = ndef->get(n).light_source; for (const v3s16 &neighbor_dir : neighbor_dirs) { v3s16 p2 = p + neighbor_dir; bool is_valid; MapNode n2 = map->getNode(p2, &is_valid); if (is_valid) { u8 spread = n2.getLight(bank, ndef); // If it is sure that the neighbor won't be // unlighted, its light can spread to this node. if (spread > new_light && spread >= min_safe_light) { new_light = spread - 1; } } } } } else { // If this is an opaque node, it still can emit light. new_light = ndef->get(n).light_source; } if (new_light > 0) { light_sources.push(new_light, rel_pos, block_pos, block, 6); } if (new_light < old_light) { // The node became opaque or doesn't provide as much // light as the previous one, so it must be unlighted. // Add to unlight queue n.setLight(bank, 0, ndef); block->setNodeNoCheck(rel_pos, n); disappearing_lights.push(old_light, rel_pos, block_pos, block, 6); // Remove sunlight, if there was any if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) { for (s16 y = p.Y - 1;; y--) { v3s16 n2pos(p.X, y, p.Z); MapNode n2; n2 = map->getNode(n2pos, &is_valid_position); if (!is_valid_position) break; // If this node doesn't have sunlight, the nodes below // it don't have too. if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) { break; } // Remove sunlight and add to unlight queue. n2.setLight(LIGHTBANK_DAY, 0, ndef); map->setNode(n2pos, n2); relative_v3 rel_pos2; mapblock_v3 block_pos2; getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2); MapBlock *block2 = map->getBlockNoCreateNoEx( block_pos2); disappearing_lights.push(LIGHT_SUN, rel_pos2, block_pos2, block2, 4 /* The node above caused the change */); } } } else if (new_light > old_light) { // It is sure that the node provides more light than the previous // one, unlighting is not necessary. // Propagate sunlight if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) { for (s16 y = p.Y - 1;; y--) { v3s16 n2pos(p.X, y, p.Z); MapNode n2; n2 = map->getNode(n2pos, &is_valid_position); if (!is_valid_position) break; // This should not happen, but if the node has sunlight // then the iteration should stop. if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) { break; } // If the node terminates sunlight, stop. if (!ndef->get(n2).sunlight_propagates) { break; } relative_v3 rel_pos2; mapblock_v3 block_pos2; getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2); MapBlock *block2 = map->getBlockNoCreateNoEx( block_pos2); // Mark node for lighting. light_sources.push(LIGHT_SUN, rel_pos2, block_pos2, block2, 4); } } } } // Remove lights unspread_light(map, ndef, bank, disappearing_lights, light_sources, modified_blocks); // Initialize light values for light spreading. for (u8 i = 0; i <= LIGHT_SUN; i++) { const std::vector<ChangingLight> &lights = light_sources.lights[i]; for (std::vector<ChangingLight>::const_iterator it = lights.begin(); it < lights.end(); ++it) { MapNode n = it->block->getNodeNoCheck(it->rel_position, &is_valid_position); n.setLight(bank, i, ndef); it->block->setNodeNoCheck(it->rel_position, n); } } // Spread lights. spread_light(map, ndef, bank, light_sources, modified_blocks); } } /*! * Borders of a map block in relative node coordinates. * Compatible with type 'direction'. */ const VoxelArea block_borders[] = { VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+ VoxelArea(v3s16(0, 15, 0), v3s16(15, 15, 15)), //Y+ VoxelArea(v3s16(0, 0, 15), v3s16(15, 15, 15)), //Z+ VoxelArea(v3s16(0, 0, 0), v3s16(15, 15, 0)), //Z- VoxelArea(v3s16(0, 0, 0), v3s16(15, 0, 15)), //Y- VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X- }; /*! * Returns true if: * -the node has unloaded neighbors * -the node doesn't have light * -the node's light is the same as the maximum of * its light source and its brightest neighbor minus one. * . */ bool is_light_locally_correct(Map *map, const NodeDefManager *ndef, LightBank bank, v3s16 pos) { bool is_valid_position; MapNode n = map->getNode(pos, &is_valid_position); const ContentFeatures &f = ndef->get(n); if (f.param_type != CPT_LIGHT) { return true; } u8 light = n.getLightNoChecks(bank, &f); assert(f.light_source <= LIGHT_MAX); u8 brightest_neighbor = f.light_source + 1; for (const v3s16 &neighbor_dir : neighbor_dirs) { MapNode n2 = map->getNode(pos + neighbor_dir, &is_valid_position); u8 light2 = n2.getLight(bank, ndef); if (brightest_neighbor < light2) { brightest_neighbor = light2; } } assert(light <= LIGHT_SUN); return brightest_neighbor == light + 1; } void update_block_border_lighting(Map *map, MapBlock *block, std::map<v3s16, MapBlock*> &modified_blocks) { const NodeDefManager *ndef = map->getNodeDefManager(); bool is_valid_position; for (LightBank bank : banks) { // Since invalid light is not common, do not allocate // memory if not needed. UnlightQueue disappearing_lights(0); ReLightQueue light_sources(0); // Get incorrect lights for (direction d = 0; d < 6; d++) { // For each direction // Get neighbor block v3s16 otherpos = block->getPos() + neighbor_dirs[d]; MapBlock *other = map->getBlockNoCreateNoEx(otherpos); if (other == NULL) { continue; } // Only update if lighting was not completed. if (block->isLightingComplete(bank, d) && other->isLightingComplete(bank, 5 - d)) continue; // Reset flags block->setLightingComplete(bank, d, true); other->setLightingComplete(bank, 5 - d, true); // The two blocks and their connecting surfaces MapBlock *blocks[] = {block, other}; VoxelArea areas[] = {block_borders[d], block_borders[5 - d]}; // For both blocks for (u8 blocknum = 0; blocknum < 2; blocknum++) { MapBlock *b = blocks[blocknum]; VoxelArea a = areas[blocknum]; // For all nodes 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++) { MapNode n = b->getNodeNoCheck(x, y, z, &is_valid_position); u8 light = n.getLight(bank, ndef); // Sunlight is fixed if (light < LIGHT_SUN) { // Unlight if not correct if (!is_light_locally_correct(map, ndef, bank, v3s16(x, y, z) + b->getPosRelative())) { // Initialize for unlighting n.setLight(bank, 0, ndef); b->setNodeNoCheck(x, y, z, n); modified_blocks[b->getPos()]=b; disappearing_lights.push(light, relative_v3(x, y, z), b->getPos(), b, 6); } } } } } // Remove lights unspread_light(map, ndef, bank, disappearing_lights, light_sources, modified_blocks); // Initialize light values for light spreading. for (u8 i = 0; i <= LIGHT_SUN; i++) { const std::vector<ChangingLight> &lights = light_sources.lights[i]; for (std::vector<ChangingLight>::const_iterator it = lights.begin(); it < lights.end(); ++it) { MapNode n = it->block->getNodeNoCheck(it->rel_position, &is_valid_position); n.setLight(bank, i, ndef); it->block->setNodeNoCheck(it->rel_position, n); } } // Spread lights. spread_light(map, ndef, bank, light_sources, modified_blocks); } } /*! * Resets the lighting of the given VoxelManipulator to * complete darkness and full sunlight. * Operates in one map sector. * * \param offset contains the least x and z node coordinates * of the map sector. * \param light incoming sunlight, light[x][z] is true if there * is sunlight above the voxel manipulator at the given x-z coordinates. * The array's indices are relative node coordinates in the sector. * After the procedure returns, this contains outgoing light at * the bottom of the voxel manipulator. */ void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) { // Distance in array between two nodes on top of each other. s16 ystride = vm->m_area.getExtent().X; // Cache the ignore node. MapNode ignore = MapNode(CONTENT_IGNORE); // For each column of nodes: for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { // Position of the column on the map. v2s16 realpos = offset + v2s16(x, z); // Array indices in the voxel manipulator s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y, realpos.Y); s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y, realpos.Y); // True if the current node has sunlight. bool lig = light[z][x]; // For each node, downwards: for (s32 i = maxindex; i >= minindex; i -= ystride) { MapNode *n; if (vm->m_flags[i] & VOXELFLAG_NO_DATA) n = &ignore; else n = &vm->m_data[i]; // Ignore IGNORE nodes, these are not generated yet. if(n->getContent() == CONTENT_IGNORE) continue; const ContentFeatures &f = ndef->get(n->getContent()); if (lig && !f.sunlight_propagates) // Sunlight is stopped. lig = false; // Reset light n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f); n->setLight(LIGHTBANK_NIGHT, 0, f); } // Output outgoing light. light[z][x] = lig; } } /*! * Returns incoming sunlight for one map block. * If block above is not found, it is loaded. * * \param pos position of the map block that gets the sunlight. * \param light incoming sunlight, light[z][x] is true if there * is sunlight above the block at the given z-x relative * node coordinates. */ void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos, const NodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) { mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0); // Get or load source block. // It might take a while to load, but correcting incorrect // sunlight may be even slower. MapBlock *source_block = map->emergeBlock(source_block_pos, false); // Trust only generated blocks. if (source_block == NULL || source_block->isDummy() || !source_block->isGenerated()) { // But if there is no block above, then use heuristics bool sunlight = true; MapBlock *node_block = map->getBlockNoCreateNoEx(pos); if (node_block == NULL) // This should not happen. sunlight = false; else sunlight = !node_block->getIsUnderground(); for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) light[z][x] = sunlight; } else { // Dummy boolean, the position is valid. bool is_valid_position; // For each column: for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { // Get the bottom block. MapNode above = source_block->getNodeNoCheck(x, 0, z, &is_valid_position); light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN; } } } /*! * Propagates sunlight down in a given map block. * * \param data contains incoming sunlight and shadow and * the coordinates of the target block. * \param unlight propagated shadow is inserted here * \param relight propagated sunlight is inserted here * * \returns true if the block was modified, false otherwise. */ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef, SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight) { bool modified = false; // Get the block. MapBlock *block = map->getBlockNoCreateNoEx(data->target_block); if (block == NULL || block->isDummy()) { // The work is done if the block does not contain data. data->data.clear(); return false; } // Dummy boolean bool is_valid; // For each changing column of nodes: size_t index; for (index = 0; index < data->data.size(); index++) { SunlightPropagationUnit it = data->data[index]; // Relative position of the currently inspected node. relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1, it.relative_pos.Y); if (it.is_sunlit) { // Propagate sunlight. // For each node downwards: for (; current_pos.Y >= 0; current_pos.Y--) { MapNode n = block->getNodeNoCheck(current_pos, &is_valid); const ContentFeatures &f = ndef->get(n); if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN && f.sunlight_propagates) { // This node gets sunlight. n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f); block->setNodeNoCheck(current_pos, n); modified = true; relight->push(LIGHT_SUN, current_pos, data->target_block, block, 4); } else { // Light already valid, propagation stopped. break; } } } else { // Propagate shadow. // For each node downwards: for (; current_pos.Y >= 0; current_pos.Y--) { MapNode n = block->getNodeNoCheck(current_pos, &is_valid); const ContentFeatures &f = ndef->get(n); if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) { // The sunlight is no longer valid. n.setLight(LIGHTBANK_DAY, 0, f); block->setNodeNoCheck(current_pos, n); modified = true; unlight->push(LIGHT_SUN, current_pos, data->target_block, block, 4); } else { // Reached shadow, propagation stopped. break; } } } if (current_pos.Y >= 0) { // Propagation stopped, remove from data. data->data[index] = data->data.back(); data->data.pop_back(); index--; } } return modified; } /*! * Borders of a map block in relative node coordinates. * The areas do not overlap. * Compatible with type 'direction'. */ const VoxelArea block_pad[] = { VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+ VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+ VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+ VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)), //Z- VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)), //Y- VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X- }; /*! * The common part of bulk light updates - it is always executed. * The procedure takes the nodes that should be unlit, and the * full modified area. * * The procedure handles the correction of all lighting except * direct sunlight spreading. * * \param minblock least coordinates of the changed area in block * coordinates * \param maxblock greatest coordinates of the changed area in block * coordinates * \param unlight the first queue is for day light, the second is for * night light. Contains all nodes on the borders that need to be unlit. * \param relight the first queue is for day light, the second is for * night light. Contains nodes that were not modified, but got sunlight * because the changes. * \param modified_blocks the procedure adds all modified blocks to * this map */ void finish_bulk_light_update(Map *map, mapblock_v3 minblock, mapblock_v3 maxblock, UnlightQueue unlight[2], ReLightQueue relight[2], std::map<v3s16, MapBlock*> *modified_blocks) { const NodeDefManager *ndef = map->getNodeDefManager(); // dummy boolean bool is_valid; // --- STEP 1: Do unlighting for (size_t bank = 0; bank < 2; bank++) { LightBank b = banks[bank]; unspread_light(map, ndef, b, unlight[bank], relight[bank], *modified_blocks); } // --- STEP 2: Get all newly inserted light sources // For each block: 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 (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.Z, &is_valid); const ContentFeatures &f = ndef->get(node); // For each light bank for (size_t b = 0; b < 2; b++) { LightBank bank = banks[b]; u8 light = f.param_type == CPT_LIGHT ? node.getLightNoChecks(bank, &f): f.light_source; if (light > 1) relight[b].push(light, relpos, blockpos, block, 6); } // end of banks } // end of nodes } // end of blocks // --- STEP 3: do light spreading // For each light bank: for (size_t b = 0; b < 2; b++) { LightBank bank = banks[b]; // Sunlight is already initialized. u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN; // Initialize light values for light spreading. for (u8 i = 0; i <= maxlight; i++) { const std::vector<ChangingLight> &lights = relight[b].lights[i]; for (std::vector<ChangingLight>::const_iterator it = lights.begin(); it < lights.end(); ++it) { MapNode n = it->block->getNodeNoCheck(it->rel_position, &is_valid); n.setLight(bank, i, ndef); it->block->setNodeNoCheck(it->rel_position, n); } } // Spread lights. spread_light(map, ndef, bank, relight[b], *modified_blocks); } } void blit_back_with_light(ServerMap *map, MMVManip *vm, std::map<v3s16, MapBlock*> *modified_blocks) { const NodeDefManager *ndef = map->getNodeDefManager(); mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge); mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge); // First queue is for day light, second is for night light. UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) }; ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) }; // Will hold sunlight data. bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE]; SunlightPropagationData data; // Dummy boolean. bool is_valid; // --- STEP 1: reset everything to sunlight // For each map block: for (s16 x = minblock.X; x <= maxblock.X; x++) for (s16 z = minblock.Z; z <= maxblock.Z; z++) { // Extract sunlight above. is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights); v2s16 offset(x, z); offset *= MAP_BLOCKSIZE; // Reset the voxel manipulator. fill_with_sunlight(vm, ndef, offset, lights); // Copy sunlight data data.target_block = v3s16(x, minblock.Y - 1, z); for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) data.data.emplace_back(v2s16(x, z), lights[z][x]); // Propagate sunlight and shadow below the voxel manipulator. while (!data.data.empty()) { if (propagate_block_sunlight(map, ndef, &data, &unlight[0], &relight[0])) (*modified_blocks)[data.target_block] = map->getBlockNoCreateNoEx(data.target_block); // Step downwards. data.target_block.Y--; } } // --- 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 (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; v3s16 offset = block->getPosRelative(); // For each border of the block: for (const VoxelArea &a : block_pad) { // For each node of the border: 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(relpos, &is_valid); const ContentFeatures &oldf = ndef->get(oldnode); MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset); 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]; u8 oldlight = oldf.param_type == CPT_LIGHT ? oldnode.getLightNoChecks(bank, &oldf): LIGHT_SUN; // no light information, force unlighting u8 newlight = newf.param_type == CPT_LIGHT ? newnode.getLightNoChecks(bank, &newf): newf.light_source; // If the new node is dimmer, unlight. if (oldlight > newlight) { unlight[b].push( oldlight, relpos, blockpos, block, 6); } } // end of banks } // end of nodes } // end of borders } // end of blocks // --- STEP 3: All information extracted, overwrite vm->blitBackAll(modified_blocks, true); // --- STEP 4: Finish light update finish_bulk_light_update(map, minblock, maxblock, unlight, relight, modified_blocks); } /*! * Resets the lighting of the given map block to * complete darkness and full sunlight. * * \param light incoming sunlight, light[x][z] is true if there * is sunlight above the map block at the given x-z coordinates. * The array's indices are relative node coordinates in the block. * After the procedure returns, this contains outgoing light at * the bottom of the map block. */ void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) { if (block->isDummy()) return; // dummy boolean bool is_valid; // For each column of nodes: for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { // True if the current node has sunlight. bool lig = light[z][x]; // For each node, downwards: for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) { MapNode n = block->getNodeNoCheck(x, y, z, &is_valid); // Ignore IGNORE nodes, these are not generated yet. if (n.getContent() == CONTENT_IGNORE) continue; const ContentFeatures &f = ndef->get(n.getContent()); if (lig && !f.sunlight_propagates) { // Sunlight is stopped. lig = false; } // Reset light n.setLight(LIGHTBANK_DAY, lig ? 15 : 0, f); n.setLight(LIGHTBANK_NIGHT, 0, f); block->setNodeNoCheck(x, y, z, n); } // Output outgoing light. light[z][x] = lig; } } void repair_block_light(ServerMap *map, MapBlock *block, std::map<v3s16, MapBlock*> *modified_blocks) { if (!block || block->isDummy()) return; const NodeDefManager *ndef = map->getNodeDefManager(); // First queue is for day light, second is for night light. UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) }; ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) }; // Will hold sunlight data. bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE]; SunlightPropagationData data; // Dummy boolean. bool is_valid; // --- STEP 1: reset everything to sunlight mapblock_v3 blockpos = block->getPos(); (*modified_blocks)[blockpos] = block; // For each map block: // Extract sunlight above. is_sunlight_above_block(map, blockpos, ndef, lights); // Reset the voxel manipulator. fill_with_sunlight(block, ndef, lights); // Copy sunlight data data.target_block = v3s16(blockpos.X, blockpos.Y - 1, blockpos.Z); for (s16 z = 0; z < MAP_BLOCKSIZE; z++) for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { data.data.emplace_back(v2s16(x, z), lights[z][x]); } // Propagate sunlight and shadow below the voxel manipulator. while (!data.data.empty()) { if (propagate_block_sunlight(map, ndef, &data, &unlight[0], &relight[0])) (*modified_blocks)[data.target_block] = map->getBlockNoCreateNoEx(data.target_block); // Step downwards. data.target_block.Y--; } // --- STEP 2: Get nodes from borders to unlight // For each border of the block: for (const VoxelArea &a : block_pad) { v3s16 relpos; // For each node of the border: 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(relpos, &is_valid); const ContentFeatures &f = ndef->get(node); // For each light bank for (size_t b = 0; b < 2; b++) { LightBank bank = banks[b]; u8 light = f.param_type == CPT_LIGHT ? node.getLightNoChecks(bank, &f): f.light_source; // If the new node is dimmer than sunlight, unlight. // (if it has maximal light, it is pointless to remove // surrounding light, as it can only become brighter) if (LIGHT_SUN > light) { unlight[b].push( LIGHT_SUN, relpos, blockpos, block, 6); } } // end of banks } // end of nodes } // end of borders // STEP 3: Remove and spread light finish_bulk_light_update(map, blockpos, blockpos, unlight, relight, modified_blocks); } VoxelLineIterator::VoxelLineIterator(const v3f &start_position, const v3f &line_vector) : m_start_position(start_position), m_line_vector(line_vector) { m_current_node_pos = floatToInt(m_start_position, 1); m_start_node_pos = m_current_node_pos; m_last_index = getIndex(floatToInt(start_position + line_vector, 1)); if (m_line_vector.X > 0) { m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5 - m_start_position.X) / m_line_vector.X; m_intersection_multi_inc.X = 1 / m_line_vector.X; } else if (m_line_vector.X < 0) { m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) - m_start_position.X + 0.5) / m_line_vector.X; m_intersection_multi_inc.X = -1 / m_line_vector.X; m_step_directions.X = -1; } if (m_line_vector.Y > 0) { m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5 - m_start_position.Y) / m_line_vector.Y; m_intersection_multi_inc.Y = 1 / m_line_vector.Y; } else if (m_line_vector.Y < 0) { m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) - m_start_position.Y + 0.5) / m_line_vector.Y; m_intersection_multi_inc.Y = -1 / m_line_vector.Y; m_step_directions.Y = -1; } if (m_line_vector.Z > 0) { m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5 - m_start_position.Z) / m_line_vector.Z; m_intersection_multi_inc.Z = 1 / m_line_vector.Z; } else if (m_line_vector.Z < 0) { m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) - m_start_position.Z + 0.5) / m_line_vector.Z; m_intersection_multi_inc.Z = -1 / m_line_vector.Z; m_step_directions.Z = -1; } } void VoxelLineIterator::next() { m_current_index++; if ((m_next_intersection_multi.X < m_next_intersection_multi.Y) && (m_next_intersection_multi.X < m_next_intersection_multi.Z)) { m_next_intersection_multi.X += m_intersection_multi_inc.X; m_current_node_pos.X += m_step_directions.X; } else if ((m_next_intersection_multi.Y < m_next_intersection_multi.Z)) { m_next_intersection_multi.Y += m_intersection_multi_inc.Y; m_current_node_pos.Y += m_step_directions.Y; } else { m_next_intersection_multi.Z += m_intersection_multi_inc.Z; m_current_node_pos.Z += m_step_directions.Z; } } s16 VoxelLineIterator::getIndex(v3s16 voxel){ return abs(voxel.X - m_start_node_pos.X) + abs(voxel.Y - m_start_node_pos.Y) + abs(voxel.Z - m_start_node_pos.Z); } } // namespace voxalgo