Esempio n. 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;
                }
            }
}
void TestVoxelAlgorithms::testClearLightAndCollectSources(INodeDefManager *ndef)
{
	VoxelManipulator v;

	for (u16 z = 0; z < 3; z++)
	for (u16 y = 0; y < 3; y++)
	for (u16 x = 0; x < 3; x++) {
		v3s16 p(x,y,z);
		v.setNode(p, MapNode(CONTENT_AIR));
	}

	VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));
	v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));
	v.setNodeNoRef(v3s16(1,1,1), MapNode(t_CONTENT_TORCH));

	{
		MapNode n(CONTENT_AIR);
		n.setLight(LIGHTBANK_DAY, 1, ndef);
		v.setNode(v3s16(1,1,2), n);
	}

	{
		std::set<v3s16> light_sources;
		std::map<v3s16, u8> unlight_from;
		voxalgo::clearLightAndCollectSources(v, a, LIGHTBANK_DAY,
				ndef, light_sources, unlight_from);
		//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
		UASSERT(v.getNode(v3s16(0,1,1)).getLight(LIGHTBANK_DAY, ndef) == 0);
		UASSERT(light_sources.find(v3s16(1,1,1)) != light_sources.end());
		UASSERT(light_sources.size() == 1);
		UASSERT(unlight_from.find(v3s16(1,1,2)) != unlight_from.end());
		UASSERT(unlight_from.size() == 1);
	}
}
// Calculate lighting at the XYZ- corner of p
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
{
	u16 ambient_occlusion = 0;
	u16 light = 0;
	u16 light_count = 0;
	for(u32 i=0; i<8; i++)
	{
		MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
		if(content_features(n.d).param_type == CPT_LIGHT
				// Fast-style leaves look better this way
				&& content_features(n.d).solidness != 2)
		{
			light += decode_light(n.getLightBlend(daynight_ratio));
			light_count++;
		}
		else
		{
			if(n.d != CONTENT_IGNORE)
				ambient_occlusion++;
		}
	}

	if(light_count == 0)
		return 255;
	
	light /= light_count;

	if(ambient_occlusion > 4)
	{
		ambient_occlusion -= 4;
		light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
	}

	return light;
}
Esempio n. 4
0
void MapBlock::copyFrom(VoxelManipulator &dst)
{
	v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
	VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
	
	// Copy from VoxelManipulator to data
	dst.copyTo(data, data_area, v3s16(0,0,0),
			getPosRelative(), data_size);
}
Esempio n. 5
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void MapBlock::copyTo(VoxelManipulator &dst)
{
	auto lock = lock_shared_rec();
	v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
	VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));

	// Copy from data to VoxelManipulator
	dst.copyFrom(data, data_area, v3s16(0,0,0),
			getPosRelative(), data_size);
}
Esempio n. 6
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void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
              INodeDefManager *ndef)
{
    for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
        for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
            for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
            {
                v3s16 p(x,y,z);
                MapNode &n = v.getNodeRefUnsafe(p);
                n.setLight(LIGHTBANK_DAY, light, ndef);
                n.setLight(LIGHTBANK_NIGHT, light, ndef);
            }
}
Esempio n. 7
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void Map::copy_27_blocks_to_vm(MapBlock * block, VoxelManipulator & vmanip) {

	v3POS blockpos = block->getPos();
	v3POS blockpos_nodes = blockpos * MAP_BLOCKSIZE;

	// Allocate this block + neighbors
	vmanip.clear();
	VoxelArea voxel_area(blockpos_nodes - v3POS(1, 1, 1) * MAP_BLOCKSIZE,
	                     blockpos_nodes + v3POS(1, 1, 1) * MAP_BLOCKSIZE * 2 - v3POS(1, 1, 1));
	vmanip.addArea(voxel_area);

	block->copyTo(vmanip);

	auto * map = block->getParent();

	for(u16 i = 0; i < 26; i++) {
		v3POS bp = blockpos + g_26dirs[i];
		MapBlock *b = map->getBlockNoCreateNoEx(bp);
		if(b)
			b->copyTo(vmanip);
	}

}
Esempio n. 8
0
void TestVoxelManipulator::testVoxelManipulator(INodeDefManager *nodedef)
{
	VoxelManipulator v;

	v.print(infostream, nodedef);

	infostream << "*** Setting (-1,0,-1)=2 ***" << std::endl;
	v.setNodeNoRef(v3s16(-1,0,-1), MapNode(t_CONTENT_GRASS));

	v.print(infostream, nodedef);
	UASSERT(v.getNode(v3s16(-1,0,-1)).getContent() == t_CONTENT_GRASS);

	infostream << "*** Reading from inexistent (0,0,-1) ***" << std::endl;

	EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,0,-1)));
	v.print(infostream, nodedef);

	infostream << "*** Adding area ***" << std::endl;

	VoxelArea a(v3s16(-1,-1,-1), v3s16(1,1,1));
	v.addArea(a);
	v.print(infostream, nodedef);

	UASSERT(v.getNode(v3s16(-1,0,-1)).getContent() == t_CONTENT_GRASS);
	EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,1,1)));
}
void getTileInfo(
		// Input:
		v3s16 blockpos_nodes,
		v3s16 p,
		v3s16 face_dir,
		u32 daynight_ratio,
		VoxelManipulator &vmanip,
		NodeModMap &temp_mods,
		bool smooth_lighting,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u8 *lights,
		TileSpec &tile
	)
{
	MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
	TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
	TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
	
	// This is hackish
	u8 content0 = getNodeContent(p, n0, temp_mods);
	u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
	u8 mf = face_contents(content0, content1);

	if(mf == 0)
	{
		makes_face = false;
		return;
	}

	makes_face = true;
	
	if(mf == 1)
	{
		tile = tile0;
		p_corrected = p;
		face_dir_corrected = face_dir;
	}
	else
	{
		tile = tile1;
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
	}
	
	if(smooth_lighting == false)
	{
		lights[0] = lights[1] = lights[2] = lights[3] =
				decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
	}
	else
	{
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);
		for(u16 i=0; i<4; i++)
		{
			lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
					vertex_dirs[i], vmanip, daynight_ratio);
		}
	}
	
	return;
}
Esempio n. 10
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);
}
void TestVoxelAlgorithms::testPropogateSunlight(INodeDefManager *ndef)
{
	VoxelManipulator v;

	for (u16 z = 0; z < 3; z++)
	for (u16 y = 0; y < 3; y++)
	for (u16 x = 0; x < 3; x++) {
		v3s16 p(x,y,z);
		v.setNodeNoRef(p, MapNode(CONTENT_AIR));
	}

	VoxelArea a(v3s16(0,0,0), v3s16(2,2,2));

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, true, light_sources, ndef);
		//v.print(dstream, ndef, VOXELPRINT_LIGHT_DAY);
		UASSERT(res.bottom_sunlight_valid == true);
		UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
				== LIGHT_SUN);
	}

	v.setNodeNoRef(v3s16(0,0,0), MapNode(t_CONTENT_STONE));

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, true, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == true);
		UASSERT(v.getNode(v3s16(1,1,1)).getLight(LIGHTBANK_DAY, ndef)
				== LIGHT_SUN);
	}

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, false, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == true);
		UASSERT(v.getNode(v3s16(2,0,2)).getLight(LIGHTBANK_DAY, ndef)
				== 0);
	}

	v.setNodeNoRef(v3s16(1,3,2), MapNode(t_CONTENT_STONE));

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, true, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == true);
		UASSERT(v.getNode(v3s16(1,1,2)).getLight(LIGHTBANK_DAY, ndef)
				== 0);
	}

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, false, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == true);
		UASSERT(v.getNode(v3s16(1,0,2)).getLight(LIGHTBANK_DAY, ndef)
				== 0);
	}

	{
		MapNode n(CONTENT_AIR);
		n.setLight(LIGHTBANK_DAY, 10, ndef);
		v.setNodeNoRef(v3s16(1,-1,2), n);
	}

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, true, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == true);
	}

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, false, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == true);
	}

	{
		MapNode n(CONTENT_AIR);
		n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
		v.setNodeNoRef(v3s16(1,-1,2), n);
	}

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, true, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == false);
	}

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, false, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == false);
	}

	v.setNodeNoRef(v3s16(1,3,2), MapNode(CONTENT_IGNORE));

	{
		std::set<v3s16> light_sources;
		voxalgo::setLight(v, a, 0, ndef);
		voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
				v, a, true, light_sources, ndef);
		UASSERT(res.bottom_sunlight_valid == true);
	}
}
Esempio n. 12
0
	void Run()
	{
		/*
			VoxelArea
		*/

		VoxelArea a(v3s16(-1,-1,-1), v3s16(1,1,1));
		assert(a.index(0,0,0) == 1*3*3 + 1*3 + 1);
		assert(a.index(-1,-1,-1) == 0);
		
		VoxelArea c(v3s16(-2,-2,-2), v3s16(2,2,2));
		// An area that is 1 bigger in x+ and z-
		VoxelArea d(v3s16(-2,-2,-3), v3s16(3,2,2));
		
		core::list<VoxelArea> aa;
		d.diff(c, aa);
		
		// Correct results
		core::array<VoxelArea> results;
		results.push_back(VoxelArea(v3s16(-2,-2,-3),v3s16(3,2,-3)));
		results.push_back(VoxelArea(v3s16(3,-2,-2),v3s16(3,2,2)));

		assert(aa.size() == results.size());
		
		infostream<<"Result of diff:"<<std::endl;
		for(core::list<VoxelArea>::Iterator
				i = aa.begin(); i != aa.end(); i++)
		{
			i->print(infostream);
			infostream<<std::endl;
			
			s32 j = results.linear_search(*i);
			assert(j != -1);
			results.erase(j, 1);
		}


		/*
			VoxelManipulator
		*/
		
		VoxelManipulator v;

		v.print(infostream);

		infostream<<"*** Setting (-1,0,-1)=2 ***"<<std::endl;
		
		v.setNodeNoRef(v3s16(-1,0,-1), MapNode(2));

		v.print(infostream);

 		assert(v.getNode(v3s16(-1,0,-1)).getContent() == 2);

		infostream<<"*** Reading from inexistent (0,0,-1) ***"<<std::endl;

		EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,0,-1)));

		v.print(infostream);

		infostream<<"*** Adding area ***"<<std::endl;

		v.addArea(a);
		
		v.print(infostream);

		assert(v.getNode(v3s16(-1,0,-1)).getContent() == 2);
		EXCEPTION_CHECK(InvalidPositionException, v.getNode(v3s16(0,1,1)));

#if 0
		/*
			Water stuff
		*/

		v.clear();

		const char *content =
			"#...######  "
			"#...##..##  "
			"#........ .."
			"############"

			"#...######  "
			"#...##..##  "
			"#........#  "
			"############"
		;

		v3s16 size(12, 4, 2);
		VoxelArea area(v3s16(0,0,0), size-v3s16(1,1,1));
		
		const char *p = content;
		for(s16 z=0; z<size.Z; z++)
		for(s16 y=size.Y-1; y>=0; y--)
		for(s16 x=0; x<size.X; x++)
		{
			MapNode n;
			//n.pressure = size.Y - y;
			if(*p == '#')
				n.setContent(CONTENT_STONE);
			else if(*p == '.')
				n.setContent(CONTENT_WATER);
			else if(*p == ' ')
				n.setContent(CONTENT_AIR);
			else
				assert(0);
			v.setNode(v3s16(x,y,z), n);
			p++;
		}

		v.print(infostream, VOXELPRINT_WATERPRESSURE);
		
		core::map<v3s16, u8> active_nodes;
		v.updateAreaWaterPressure(area, active_nodes);

		v.print(infostream, VOXELPRINT_WATERPRESSURE);
		
		//s16 highest_y = -32768;
		/*
			NOTE: These are commented out because this behaviour is changed
			      all the time
		*/
		//assert(v.getWaterPressure(v3s16(7, 1, 1), highest_y, 0) == -1);
		//assert(highest_y == 3);
		/*assert(v.getWaterPressure(v3s16(7, 1, 1), highest_y, 0) == 3);
		//assert(highest_y == 3);*/
		
		active_nodes.clear();
		active_nodes[v3s16(9,1,0)] = 1;
		//v.flowWater(active_nodes, 0, true, 1000);
		v.flowWater(active_nodes, 0, false, 1000);
		
		infostream<<"Final result of flowWater:"<<std::endl;
		v.print(infostream, VOXELPRINT_WATERPRESSURE);
#endif
		
		//assert(0);
	}