Ejemplo n.º 1
0
void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
                                 enum LightBank bank, INodeDefManager *ndef,
                                 std::set<v3s16> & light_sources,
                                 std::map<v3s16, u8> & unlight_from)
{
    // The full area we shall touch
    VoxelArea required_a = a;
    required_a.pad(v3s16(0,0,0));
    // Make sure we have access to it
    v.emerge(a);

    for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
        for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
            for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
            {
                v3s16 p(x,y,z);
                MapNode &n = v.getNodeRefUnsafe(p);
                u8 oldlight = n.getLight(bank, ndef);
                n.setLight(bank, 0, ndef);

                // If node sources light, add to list
                u8 source = ndef->get(n).light_source;
                if(source != 0)
                    light_sources.insert(p);

                // Collect borders for unlighting
                if((x==a.MinEdge.X || x == a.MaxEdge.X
                        || y==a.MinEdge.Y || y == a.MaxEdge.Y
                        || z==a.MinEdge.Z || z == a.MaxEdge.Z)
                        && oldlight != 0)
                {
                    unlight_from[p] = oldlight;
                }
            }
}
Ejemplo n.º 2
0
SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
        bool inexistent_top_provides_sunlight,
        std::set<v3s16> & light_sources,
        INodeDefManager *ndef)
{
    // Return values
    bool bottom_sunlight_valid = true;

    // The full area we shall touch extends one extra at top and bottom
    VoxelArea required_a = a;
    required_a.pad(v3s16(0,1,0));
    // Make sure we have access to it
    v.emerge(a);

    s16 max_y = a.MaxEdge.Y;
    s16 min_y = a.MinEdge.Y;

    for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
        for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
        {
            v3s16 p_overtop(x, max_y+1, z);
            bool overtop_has_sunlight = false;
            // If overtop node does not exist, trust heuristics
            if(!v.exists(p_overtop))
                overtop_has_sunlight = inexistent_top_provides_sunlight;
            else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE)
                overtop_has_sunlight = inexistent_top_provides_sunlight;
            // Otherwise refer to it's light value
            else
                overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
                                            LIGHTBANK_DAY, ndef) == LIGHT_SUN);

            // Copy overtop's sunlight all over the place
            u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
            for(s32 y=max_y; y>=min_y; y--)
            {
                v3s16 p(x,y,z);
                MapNode &n = v.getNodeRefUnsafe(p);
                if(incoming_light == 0) {
                    // Do nothing
                } else if(incoming_light == LIGHT_SUN &&
                          ndef->get(n).sunlight_propagates) {
                    // Do nothing
                } else if(ndef->get(n).sunlight_propagates == false) {
                    incoming_light = 0;
                } else {
                    incoming_light = diminish_light(incoming_light);
                }
                u8 old_light = n.getLight(LIGHTBANK_DAY, ndef);

                if(incoming_light > old_light)
                    n.setLight(LIGHTBANK_DAY, incoming_light, ndef);

                if(diminish_light(incoming_light) != 0)
                    light_sources.insert(p);
            }

            // Check validity of sunlight at top of block below if it
            // hasn't already been proven invalid
            if(bottom_sunlight_valid)
            {
                bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN);
                v3s16 p_overbottom(x, min_y-1, z);
                if(!v.exists(p_overbottom) ||
                        v.getNodeRefUnsafe(p_overbottom
                                          ).getContent() == CONTENT_IGNORE) {
                    // Is not known, cannot compare
                } else {
                    bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom
                                                                      ).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN);
                    if(sunlight_should_continue_down != overbottom_has_sunlight) {
                        bottom_sunlight_valid = false;
                    }
                }
            }
        }

    return SunlightPropagateResult(bottom_sunlight_valid);
}