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commit before some radical changes

This commit is contained in:
Perttu Ahola 2011-04-02 13:44:06 +03:00
parent 2e7b15fed3
commit 2990f5d90b
8 changed files with 204 additions and 138 deletions

View file

@ -183,6 +183,9 @@ bool Map::isNodeUnderground(v3s16 p)
light_sources to re-light the area without the removed light.
values of from_nodes are lighting values.
There is a duplicate implementation of this in VoxelManipulator,
which is faster for large volumes
*/
void Map::unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
@ -366,6 +369,9 @@ void Map::unLightNeighbors(enum LightBank bank,
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
There is a duplicate implementation of this in VoxelManipulator,
which is faster for large volumes
*/
void Map::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
@ -840,6 +846,8 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
This is called after changing a node from transparent to opaque.
The lighting value of the node should be left as-is after changing
other values. This sets the lighting value to 0.
NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks)
@ -1036,6 +1044,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
}
/*
NOTE: This takes almost no time, the slow one is updateMeshes.
*/
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
@ -1982,7 +1991,7 @@ bool get_have_sand_ground(u64 seed, v2f p)
double sandnoise = noise2d_perlin(
0.5+(float)p.X/500, 0.5+(float)p.Y/500,
seed+54290232, 6, 0.65);
return (sandnoise > 0.8);
return (sandnoise > 1.0);
}
// -1->0, 0->1, 1->0
@ -4079,7 +4088,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
{
DSTACK(__FUNCTION_NAME);
/*
Don't generate if already fully generated
*/
@ -4095,6 +4103,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
}
}
#if 0
dstream<<"generateChunkRaw(): Generating chunk "
<<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
<<std::endl;
@ -4733,7 +4742,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
block->updateDayNightDiff();
}
}
#endif
/*
Create chunk metadata
@ -4947,7 +4956,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
/*
NOTE: This is not used for main map generation, only for blocks
that are very high or low
that are very high or low.
NOTE: Now it is used mainly. Might change in the future.
*/
MapBlock * ServerMap::generateBlock(
v3s16 p,
@ -5130,18 +5140,15 @@ MapBlock * ServerMap::generateBlock(
float surface_y_f = 0;
s16 surface_y = 0;
if(turbulence_is_used == false)
{
surface_y_f = base_rock_level_2d(m_seed, real_p2d_f),
surface_y = surface_y_f;
float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
s16 noturb_surface_y = noturb_surface_y_f;
// Get some statistics of surface height
if(surface_y < lowest_ground_y)
lowest_ground_y = surface_y;
if(surface_y > highest_ground_y)
highest_ground_y = surface_y;
}
// Get some statistics of surface height
if(noturb_surface_y < lowest_ground_y)
lowest_ground_y = noturb_surface_y;
if(noturb_surface_y > highest_ground_y)
highest_ground_y = noturb_surface_y;
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
#if 1
@ -5164,35 +5171,48 @@ MapBlock * ServerMap::generateBlock(
bool is_ground = false;
v3f real_pos_f = intToFloat(real_pos, 1);
if(turbulence_is_used)
bool turb_for_node = (turbulence_is_used
&& real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
bool is_cavern = false;
if(is_carved(m_seed, real_pos_f))
{
double depth_guess;
is_ground = is_base_ground(m_seed,
real_pos_f, &depth_guess);
// Estimate the surface height
surface_y_f = (float)real_y + depth_guess;
surface_y = real_y + depth_guess;
// Get some statistics of surface height
if(surface_y < lowest_ground_y)
lowest_ground_y = surface_y;
if(surface_y > highest_ground_y)
highest_ground_y = surface_y;
is_ground = false;
if(real_y < noturb_surface_y)
is_cavern = true;
}
else
{
if(is_carved(m_seed, real_pos_f))
is_ground = false;
if(turb_for_node)
{
double depth_guess;
is_ground = is_base_ground(m_seed,
real_pos_f, &depth_guess);
// Estimate the surface height
surface_y_f = (float)real_y + depth_guess;
surface_y = real_y + depth_guess;
// Get some statistics of surface height
if(surface_y < lowest_ground_y)
lowest_ground_y = surface_y;
if(surface_y > highest_ground_y)
highest_ground_y = surface_y;
}
else
is_ground = (real_y <= surface_y);
{
surface_y = noturb_surface_y;
}
is_ground = (real_y <= surface_y);
}
// If node is not ground, it's air or water
if(is_ground == false)
{
// If under water level, it's water
if(real_y < WATER_LEVEL)
if(real_y < WATER_LEVEL && !is_cavern)
{
n.d = water_material;
u8 dist = 16;
@ -7181,8 +7201,6 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
{
assert(mapType() == MAPTYPE_CLIENT);
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
@ -7208,25 +7226,41 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
/*// Trailing edge
try{
v3s16 p = blockpos + v3s16(1,0,0);
MapBlock *b = getBlockNoCreate(p);
}
/*
Update mesh of block in which the node is, and if the node is at the
leading edge, update the appropriate leading blocks too.
*/
void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
{
v3s16 dirs[4] = {
v3s16(0,0,0),
v3s16(-1,0,0),
v3s16(0,-1,0),
v3s16(0,0,-1),
};
v3s16 blockposes[4];
for(u32 i=0; i<4; i++)
{
v3s16 np = nodepos + dirs[i];
blockposes[i] = getNodeBlockPos(np);
// Don't update mesh of block if it has been done already
bool already_updated = false;
for(u32 j=0; j<i; j++)
{
if(blockposes[j] == blockposes[i])
{
already_updated = true;
break;
}
}
if(already_updated)
continue;
// Update mesh
MapBlock *b = getBlockNoCreate(blockposes[i]);
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,1,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,1);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
}
catch(InvalidPositionException &e){}*/
}
void ClientMap::PrintInfo(std::ostream &out)