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partly working chunk-based map generator (doesn't save properly, spawn is pretty random)

This commit is contained in:
Perttu Ahola 2011-02-01 03:06:02 +02:00
parent be851871cd
commit 6e196c2ce4
13 changed files with 1370 additions and 126 deletions

View file

@ -41,7 +41,6 @@ VoxelManipulator::VoxelManipulator():
m_data(NULL),
m_flags(NULL)
{
m_disable_water_climb = false;
}
VoxelManipulator::~VoxelManipulator()
@ -221,6 +220,22 @@ void VoxelManipulator::copyFrom(MapNode *src, VoxelArea src_area,
}
}
void VoxelManipulator::copyTo(MapNode *dst, VoxelArea dst_area,
v3s16 dst_pos, v3s16 from_pos, v3s16 size)
{
for(s16 z=0; z<size.Z; z++)
for(s16 y=0; y<size.Y; y++)
{
s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
memcpy(&dst[i_dst], &m_data[i_local], size.X*sizeof(MapNode));
}
}
/*
Algorithms
-----------------------------------------------------
*/
void VoxelManipulator::clearFlag(u8 flags)
{
@ -541,7 +556,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
NOTE: This is faster in small areas but will overflow the
NOTE: This is faster on small areas but will overflow the
stack on large areas. Thus it is not used.
*/
void VoxelManipulator::spreadLight(enum LightBank bank,