mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Remove unused light updating code
Also remove the unit test that tests the removed algorithms.
This commit is contained in:
parent
cf0bcebc76
commit
735fc2a1f2
7 changed files with 0 additions and 709 deletions
|
@ -25,136 +25,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
namespace voxalgo
|
||||
{
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
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.addArea(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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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.addArea(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){
|
||||
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 {bottom_sunlight_valid};
|
||||
}
|
||||
|
||||
/*!
|
||||
* A direction.
|
||||
* 0=X+
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue