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- /*
- Minetest
- Copyright (C) 2010-2013 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 Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser 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"
- #include "mapblock.h"
- #include "map.h"
- namespace voxalgo
- {
- /*!
- * A direction.
- * 0=X+
- * 1=Y+
- * 2=Z+
- * 3=Z-
- * 4=Y-
- * 5=X-
- * 6=no direction
- * Two directions are opposite only if their sum is 5.
- */
- typedef u8 direction;
- /*!
- * Relative node position.
- * This represents a node's position in its map block.
- * All coordinates must be between 0 and 15.
- */
- typedef v3s16 relative_v3;
- /*!
- * Position of a map block (block coordinates).
- * One block_pos unit is as long as 16 node position units.
- */
- typedef v3s16 mapblock_v3;
- //! Contains information about a node whose light is about to change.
- struct ChangingLight {
- //! Relative position of the node in its map block.
- relative_v3 rel_position;
- //! Position of the node's block.
- mapblock_v3 block_position;
- //! Pointer to the node's block.
- MapBlock *block = NULL;
- /*!
- * Direction from the node that caused this node's changing
- * to this node.
- */
- direction source_direction = 6;
- ChangingLight() = default;
- ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
- MapBlock *b, direction source_dir) :
- rel_position(rel_pos),
- block_position(block_pos),
- block(b),
- source_direction(source_dir)
- {}
- };
- /*!
- * A fast, priority queue-like container to contain ChangingLights.
- * The ChangingLights are ordered by the given light levels.
- * The brightest ChangingLight is returned first.
- */
- struct LightQueue {
- //! For each light level there is a vector.
- std::vector<ChangingLight> lights[LIGHT_SUN + 1];
- //! Light of the brightest ChangingLight in the queue.
- u8 max_light;
- /*!
- * Creates a LightQueue.
- * \param reserve for each light level that many slots are reserved.
- */
- LightQueue(size_t reserve)
- {
- max_light = LIGHT_SUN;
- for (u8 i = 0; i <= LIGHT_SUN; i++) {
- lights[i].reserve(reserve);
- }
- }
- /*!
- * Returns the next brightest ChangingLight and
- * removes it from the queue.
- * If there were no elements in the queue, the given parameters
- * remain unmodified.
- * \param light light level of the popped ChangingLight
- * \param data the ChangingLight that was popped
- * \returns true if there was a ChangingLight in the queue.
- */
- bool next(u8 &light, ChangingLight &data)
- {
- while (lights[max_light].empty()) {
- if (max_light == 0) {
- return false;
- }
- max_light--;
- }
- light = max_light;
- data = lights[max_light].back();
- lights[max_light].pop_back();
- return true;
- }
- /*!
- * Adds an element to the queue.
- * The parameters are the same as in ChangingLight's constructor.
- * \param light light level of the ChangingLight
- */
- inline void push(u8 light, relative_v3 rel_pos,
- mapblock_v3 block_pos, MapBlock *block,
- direction source_dir)
- {
- assert(light <= LIGHT_SUN);
- lights[light].emplace_back(rel_pos, block_pos, block, source_dir);
- }
- };
- /*!
- * This type of light queue is for unlighting.
- * A node can be pushed in it only if its raw light is zero.
- * This prevents pushing nodes twice into this queue.
- * The light of the pushed ChangingLight must be the
- * light of the node before unlighting it.
- */
- typedef LightQueue UnlightQueue;
- /*!
- * This type of light queue is for spreading lights.
- * While spreading lights, all the nodes in it must
- * have the same light as the light level the ChangingLights
- * were pushed into this queue with. This prevents unnecessary
- * re-pushing of the nodes into the queue.
- * 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, 0, 0), // left
- };
- /*!
- * Transforms the given map block offset by one node towards
- * the specified direction.
- * \param dir the direction of the transformation
- * \param rel_pos the node's relative position in its map block
- * \param block_pos position of the node's block
- */
- bool step_rel_block_pos(direction dir, relative_v3 &rel_pos,
- mapblock_v3 &block_pos)
- {
- switch (dir) {
- case 0:
- if (rel_pos.X < MAP_BLOCKSIZE - 1) {
- rel_pos.X++;
- } else {
- rel_pos.X = 0;
- block_pos.X++;
- return true;
- }
- break;
- case 1:
- if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
- rel_pos.Y++;
- } else {
- rel_pos.Y = 0;
- block_pos.Y++;
- return true;
- }
- break;
- case 2:
- if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
- rel_pos.Z++;
- } else {
- rel_pos.Z = 0;
- block_pos.Z++;
- return true;
- }
- break;
- case 3:
- if (rel_pos.Z > 0) {
- rel_pos.Z--;
- } else {
- rel_pos.Z = MAP_BLOCKSIZE - 1;
- block_pos.Z--;
- return true;
- }
- break;
- case 4:
- if (rel_pos.Y > 0) {
- rel_pos.Y--;
- } else {
- rel_pos.Y = MAP_BLOCKSIZE - 1;
- block_pos.Y--;
- return true;
- }
- break;
- case 5:
- if (rel_pos.X > 0) {
- rel_pos.X--;
- } else {
- rel_pos.X = MAP_BLOCKSIZE - 1;
- block_pos.X--;
- return true;
- }
- break;
- }
- return false;
- }
- /*
- * Removes all light that is potentially emitted by the specified
- * light sources. These nodes will have zero light.
- * Returns all nodes whose light became zero but should be re-lighted.
- *
- * \param bank the light bank in which the procedure operates
- * \param from_nodes nodes whose light is removed
- * \param light_sources nodes that should be re-lighted
- * \param modified_blocks output, all modified map blocks are added to this
- */
- void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
- UnlightQueue &from_nodes, ReLightQueue &light_sources,
- std::map<v3s16, MapBlock*> &modified_blocks)
- {
- // Stores data popped from from_nodes
- u8 current_light;
- ChangingLight current;
- // Data of the current neighbor
- mapblock_v3 neighbor_block_pos;
- relative_v3 neighbor_rel_pos;
- // Direction of the brightest neighbor of the node
- direction source_dir;
- while (from_nodes.next(current_light, current)) {
- // For all nodes that need unlighting
- // There is no brightest neighbor
- source_dir = 6;
- // The current node
- const MapNode &node = current.block->getNodeNoCheck(current.rel_position);
- ContentLightingFlags f = nodemgr->getLightingFlags(node);
- // If the node emits light, it behaves like it had a
- // brighter neighbor.
- u8 brightest_neighbor_light = f.light_source + 1;
- for (direction i = 0; i < 6; i++) {
- //For each neighbor
- // The node that changed this node has already zero light
- // and it can't give light to this node
- 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);
- ContentLightingFlags neighbor_f = nodemgr->getLightingFlags(
- 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;
- 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);
- ContentLightingFlags f = nodemgr->getLightingFlags(neighbor);
- 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 {
- MapNode above = source_block->getNodeNoCheck(source_rel_pos);
- if (above.getContent() == CONTENT_IGNORE) {
- // Trust heuristics
- if (source_block->getIsUnderground()) {
- sunlight = false;
- }
- } else {
- ContentLightingFlags above_f = ndef->getLightingFlags(above);
- if (above.getLight(LIGHTBANK_DAY, above_f) != 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,
- const 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 (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) {
- u8 old_light = it->second.getLight(bank, ndef->getLightingFlags(it->second));
- 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 (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++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) {
- continue;
- }
- // Get the new node
- MapNode n = block->getNodeNoCheck(rel_pos);
- // Light of the old node
- u8 old_light = it->second.getLight(bank, ndef->getLightingFlags(it->second));
- // 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;
- ContentLightingFlags f = ndef->getLightingFlags(n);
- if (f.light_propagates) {
- if (bank == LIGHTBANK_DAY && f.sunlight_propagates
- && is_sunlight_above(map, p, ndef)) {
- new_light = LIGHT_SUN;
- } else {
- new_light = f.light_source;
- for (const v3s16 &neighbor_dir : neighbor_dirs) {
- v3s16 p2 = p + neighbor_dir;
- MapNode n2 = map->getNode(p2, &is_valid_position);
- if (is_valid_position) {
- u8 spread = n2.getLight(bank, ndef->getLightingFlags(n2));
- // 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 = f.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, f);
- 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.
- ContentLightingFlags f2 = ndef->getLightingFlags(n2);
- if (n2.getLight(LIGHTBANK_DAY, f2) != LIGHT_SUN) {
- break;
- }
- // Remove sunlight and add to unlight queue.
- n2.setLight(LIGHTBANK_DAY, 0, f2);
- 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.
- ContentLightingFlags f2 = ndef->getLightingFlags(n2);
- if (n2.getLight(LIGHTBANK_DAY, f2) == LIGHT_SUN) {
- break;
- }
- // If the node terminates sunlight, stop.
- if (!f2.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);
- n.setLight(bank, i, ndef->getLightingFlags(n));
- 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);
- ContentLightingFlags f = ndef->getLightingFlags(n);
- if (!f.has_light) {
- return true;
- }
- u8 light = n.getLight(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->getLightingFlags(n2));
- 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();
- 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);
- ContentLightingFlags f = ndef->getLightingFlags(n);
- u8 light = n.getLight(bank, f);
- // 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->getLightingFlags(n));
- 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);
- n.setLight(bank, i, ndef->getLightingFlags(n));
- 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;
- ContentLightingFlags f = ndef->getLightingFlags(*n);
- 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(Map *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->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 {
- // 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);
- ContentLightingFlags above_f = ndef->getLightingFlags(above);
- light[z][x] = above.getLight(LIGHTBANK_DAY, above_f) == 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) {
- // The work is done if the block does not contain data.
- data->data.clear();
- return false;
- }
- // 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);
- ContentLightingFlags f = ndef->getLightingFlags(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);
- ContentLightingFlags f = ndef->getLightingFlags(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();
- // --- 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)
- // 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);
- ContentLightingFlags f = ndef->getLightingFlags(node);
- // For each light bank
- for (size_t b = 0; b < 2; b++) {
- LightBank bank = banks[b];
- u8 light = f.has_light ?
- node.getLight(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);
- n.setLight(bank, i, ndef->getLightingFlags(n));
- it->block->setNodeNoCheck(it->rel_position, n);
- }
- }
- // Spread lights.
- spread_light(map, ndef, bank, relight[b], *modified_blocks);
- }
- }
- void blit_back_with_light(Map *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;
- // --- 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)
- // 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);
- ContentLightingFlags oldf = ndef->getLightingFlags(oldnode);
- MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
- ContentLightingFlags newf = ndef->getLightingFlags(newnode);
- // For each light bank
- for (size_t b = 0; b < 2; b++) {
- LightBank bank = banks[b];
- u8 oldlight = oldf.has_light ?
- oldnode.getLight(bank, oldf):
- LIGHT_SUN; // no light information, force unlighting
- u8 newlight = newf.has_light ?
- newnode.getLight(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])
- {
- // 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);
- // Ignore IGNORE nodes, these are not generated yet.
- if (n.getContent() == CONTENT_IGNORE)
- continue;
- ContentLightingFlags f = ndef->getLightingFlags(n);
- 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(Map *map, MapBlock *block,
- std::map<v3s16, MapBlock*> *modified_blocks)
- {
- if (!block)
- 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;
- // --- 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);
- ContentLightingFlags f = ndef->getLightingFlags(node);
- // For each light bank
- for (size_t b = 0; b < 2; b++) {
- LightBank bank = banks[b];
- u8 light = f.has_light ?
- node.getLight(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
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