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Reworked texture, material, mineral and whatever handling

This commit is contained in:
Perttu Ahola 2011-01-26 00:41:06 +02:00
parent 035345f13d
commit 9f882bf74d
27 changed files with 952 additions and 1324 deletions

View file

@ -110,7 +110,7 @@ void VoxelManipulator::print(std::ostream &o, VoxelPrintMode mode)
if(pr <= 9)
c = pr + '0';
}
else if(liquid_replaces_content(m))
else if(m == CONTENT_AIR)
{
c = ' ';
}
@ -653,637 +653,4 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
}
#endif
#if 0
int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
{
m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED2;
if(p.Y > highest_y)
highest_y = p.Y;
/*if(recur_count > 1000)
throw ProcessingLimitException
("getWaterPressure recur_count limit reached");*/
if(recur_count > 10000)
return -1;
recur_count++;
v3s16 dirs[6] = {
v3s16(0,1,0), // top
v3s16(0,0,1), // back
v3s16(0,0,-1), // front
v3s16(1,0,0), // right
v3s16(-1,0,0), // left
v3s16(0,-1,0), // bottom
};
// Load neighboring nodes
emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 1);
s32 i;
for(i=0; i<6; i++)
{
v3s16 p2 = p + dirs[i];
u8 f = m_flags[m_area.index(p2)];
// Ignore inexistent or checked nodes
if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED2))
continue;
MapNode &n = m_data[m_area.index(p2)];
// Ignore non-liquid nodes
if(content_liquid(n.d) == false)
continue;
int pr;
// If at ocean surface
if(n.pressure == 1 && n.d == CONTENT_WATERSOURCE)
//if(n.pressure == 1) // Causes glitches but is fast
{
pr = 1;
}
// Otherwise recurse more
else
{
pr = getWaterPressure(p2, highest_y, recur_count);
if(pr == -1)
continue;
}
// If block is at top, pressure here is one higher
if(i == 0)
{
if(pr < 255)
pr++;
}
// If block is at bottom, pressure here is one lower
else if(i == 5)
{
if(pr > 1)
pr--;
}
// Node is on the pressure route
m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED4;
// Got pressure
return pr;
}
// Nothing useful found
return -1;
}
void VoxelManipulator::spreadWaterPressure(v3s16 p, int pr,
VoxelArea request_area,
core::map<v3s16, u8> &active_nodes,
int recur_count)
{
//if(recur_count > 10000)
/*throw ProcessingLimitException
("spreadWaterPressure recur_count limit reached");*/
if(recur_count > 10)
return;
recur_count++;
/*dstream<<"spreadWaterPressure: p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<", oldpr="<<(int)m_data[m_area.index(p)].pressure
<<", pr="<<pr
<<", recur_count="<<recur_count
<<", request_area=";
request_area.print(dstream);
dstream<<std::endl;*/
m_flags[m_area.index(p)] |= VOXELFLAG_CHECKED3;
m_data[m_area.index(p)].pressure = pr;
v3s16 dirs[6] = {
v3s16(0,1,0), // top
v3s16(-1,0,0), // left
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,0,1), // back
v3s16(0,-1,0), // bottom
};
// Load neighboring nodes
emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)), 2);
s32 i;
for(i=0; i<6; i++)
{
v3s16 p2 = p + dirs[i];
u8 f = m_flags[m_area.index(p2)];
// Ignore inexistent and checked nodes
if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
continue;
MapNode &n = m_data[m_area.index(p2)];
/*
If material is air:
add to active_nodes if there is flow-causing pressure.
NOTE: Do not remove anything from there. We cannot know
here if some other neighbor of it causes flow.
*/
if(liquid_replaces_content(n.d))
{
bool pressure_causes_flow = false;
// If empty block is at top
if(i == 0)
{
if(m_disable_water_climb)
continue;
//if(pr >= PRESERVE_WATER_VOLUME ? 3 : 2)
if(pr >= 3)
pressure_causes_flow = true;
}
// If block is at bottom
else if(i == 5)
{
pressure_causes_flow = true;
}
// If block is at side
else
{
//if(pr >= PRESERVE_WATER_VOLUME ? 2 : 1)
if(pr >= 2)
pressure_causes_flow = true;
}
if(pressure_causes_flow)
{
active_nodes[p2] = 1;
}
continue;
}
// Ignore non-liquid nodes
if(content_liquid(n.d) == false)
continue;
int pr2 = pr;
// If block is at top, pressure there is lower
if(i == 0)
{
if(pr2 > 0)
pr2--;
}
// If block is at bottom, pressure there is higher
else if(i == 5)
{
if(pr2 < 255)
pr2++;
}
/*if(m_disable_water_climb)
{
if(pr2 > 3)
pr2 = 3;
}*/
// Ignore if correct pressure is already set and is not on
// request_area.
// Thus, request_area can be used for updating as much
// pressure info in some area as possible to possibly
// make some calls to getWaterPressure unnecessary.
if(n.pressure == pr2 && request_area.contains(p2) == false)
continue;
spreadWaterPressure(p2, pr2, request_area, active_nodes, recur_count);
}
}
void VoxelManipulator::updateAreaWaterPressure(VoxelArea a,
core::map<v3s16, u8> &active_nodes,
bool checked3_is_clear)
{
TimeTaker timer("updateAreaWaterPressure", &updateareawaterpressure_time);
emerge(a, 3);
bool checked2_clear = false;
if(checked3_is_clear == false)
{
//clearFlag(VOXELFLAG_CHECKED3);
clearFlag(VOXELFLAG_CHECKED3 | VOXELFLAG_CHECKED2);
checked2_clear = true;
}
for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
{
v3s16 p(x,y,z);
u8 f = m_flags[m_area.index(p)];
// Ignore inexistent or checked nodes
if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED3))
continue;
MapNode &n = m_data[m_area.index(p)];
// Ignore non-liquid nodes
if(content_liquid(n.d) == false)
continue;
if(checked2_clear == false)
{
clearFlag(VOXELFLAG_CHECKED2);
checked2_clear = true;
}
checked2_clear = false;
s16 highest_y = -32768;
int recur_count = 0;
int pr = -1;
try
{
// 0-1ms @ recur_count <= 100
//TimeTaker timer("getWaterPressure", g_irrlicht);
pr = getWaterPressure(p, highest_y, recur_count);
}
catch(ProcessingLimitException &e)
{
//dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
}
if(pr == -1)
{
assert(highest_y != -32768);
pr = highest_y - p.Y + 1;
if(pr > 255)
pr = 255;
/*dstream<<"WARNING: Pressure at ("
<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<" = "<<pr
//<<" and highest_y == -32768"
<<std::endl;
assert(highest_y != -32768);
continue;*/
}
try
{
// 0ms
//TimeTaker timer("spreadWaterPressure", g_irrlicht);
spreadWaterPressure(p, pr, a, active_nodes, 0);
}
catch(ProcessingLimitException &e)
{
//dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
}
}
}
bool VoxelManipulator::flowWater(v3s16 removed_pos,
core::map<v3s16, u8> &active_nodes,
int recursion_depth, bool debugprint,
u32 stoptime)
{
v3s16 dirs[6] = {
v3s16(0,1,0), // top
v3s16(0,0,-1), // front
v3s16(0,0,1), // back
v3s16(-1,0,0), // left
v3s16(1,0,0), // right
v3s16(0,-1,0), // bottom
};
recursion_depth++;
v3s16 p;
bool from_ocean = false;
// Randomize horizontal order
static s32 cs = 0;
if(cs < 3)
cs++;
else
cs = 0;
s16 s1 = (cs & 1) ? 1 : -1;
s16 s2 = (cs & 2) ? 1 : -1;
//dstream<<"s1="<<s1<<", s2="<<s2<<std::endl;
{
TimeTaker timer1("flowWater pre", &flowwater_pre_time);
// Load neighboring nodes
emerge(VoxelArea(removed_pos - v3s16(1,1,1), removed_pos + v3s16(1,1,1)), 4);
// Ignore incorrect removed_pos
{
u8 f = m_flags[m_area.index(removed_pos)];
// Ignore inexistent or checked node
if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
return false;
MapNode &n = m_data[m_area.index(removed_pos)];
// Ignore nodes to which the water can't go
if(liquid_replaces_content(n.d) == false)
return false;
}
s32 i;
for(i=0; i<6; i++)
{
// Don't raise water from bottom
if(m_disable_water_climb && i == 5)
continue;
p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
u8 f = m_flags[m_area.index(p)];
// Inexistent or checked nodes can't move
if(f & (VOXELFLAG_INEXISTENT | VOXELFLAG_CHECKED))
continue;
MapNode &n = m_data[m_area.index(p)];
// Only liquid nodes can move
if(content_liquid(n.d) == false)
continue;
// If block is at top, select it always
if(i == 0)
{
break;
}
// If block is at bottom, select it if it has enough pressure
if(i == 5)
{
//if(n.pressure >= PRESERVE_WATER_VOLUME ? 3 : 2)
if(n.pressure >= 3)
break;
continue;
}
// Else block is at some side. Select it if it has enough pressure
//if(n.pressure >= PRESERVE_WATER_VOLUME ? 2 : 1)
if(n.pressure >= 2)
{
break;
}
}
// If there is nothing to move, return
if(i==6)
return false;
/*
Move water and bubble
*/
u8 m = m_data[m_area.index(p)].d;
u8 f = m_flags[m_area.index(p)];
if(m == CONTENT_WATERSOURCE)
from_ocean = true;
// Move air bubble if not taking water from ocean
if(from_ocean == false)
{
m_data[m_area.index(p)].d = m_data[m_area.index(removed_pos)].d;
m_flags[m_area.index(p)] = m_flags[m_area.index(removed_pos)];
}
/*
This has to be done to copy the brightness of a light source
correctly. Otherwise unspreadLight will fuck up when water
has replaced a light source.
*/
u8 light = m_data[m_area.index(removed_pos)].getLightBanksWithSource();
m_data[m_area.index(removed_pos)].d = m;
m_flags[m_area.index(removed_pos)] = f;
m_data[m_area.index(removed_pos)].setLightBanks(light);
// Mark removed_pos checked
m_flags[m_area.index(removed_pos)] |= VOXELFLAG_CHECKED;
// If block was dropped from surface, increase pressure
if(i == 0 && m_data[m_area.index(removed_pos)].pressure == 1)
{
m_data[m_area.index(removed_pos)].pressure = 2;
}
/*
NOTE: This does not work as-is
if(m == CONTENT_WATERSOURCE)
{
// If block was raised to surface, increase pressure of
// source node
if(i == 5 && m_data[m_area.index(p)].pressure == 1)
{
m_data[m_area.index(p)].pressure = 2;
}
}*/
/*if(debugprint)
{
dstream<<"VoxelManipulator::flowWater(): Moved bubble:"<<std::endl;
print(dstream, VOXELPRINT_WATERPRESSURE);
}*/
// Update pressure
VoxelArea a;
a.addPoint(p - v3s16(1,1,1));
a.addPoint(p + v3s16(1,1,1));
a.addPoint(removed_pos - v3s16(1,1,1));
a.addPoint(removed_pos + v3s16(1,1,1));
updateAreaWaterPressure(a, active_nodes);
/*if(debugprint)
{
dstream<<"VoxelManipulator::flowWater(): Pressure updated:"<<std::endl;
print(dstream, VOXELPRINT_WATERPRESSURE);
//std::cin.get();
}*/
if(debugprint)
{
dstream<<"VoxelManipulator::flowWater(): step done:"<<std::endl;
print(dstream, VOXELPRINT_WATERPRESSURE);
//std::cin.get();
}
}//timer1
//if(PRESERVE_WATER_VOLUME)
if(from_ocean == false)
{
// Flow water to the newly created empty position
/*flowWater(p, active_nodes, recursion_depth,
debugprint, counter, counterlimit);*/
flowWater(p, active_nodes, recursion_depth,
debugprint, stoptime);
}
if(stoptime != 0)
{
u32 timenow = getTimeMs();
// Well, it is a bit hard to guess because we don't know the
// start time...
bool overflow = timenow < stoptime - 100000;
if(timenow >= stoptime || overflow)
{
dstream<<"flowWater: stoptime reached"<<std::endl;
throw ProcessingLimitException("flowWater stoptime reached");
}
}
find_again:
// Try flowing water to empty positions around removed_pos.
// They are checked in reverse order compared to the previous loop.
for(s32 i=5; i>=0; i--)
{
// Don't try to flow to top
if(m_disable_water_climb && i == 0)
continue;
//v3s16 p = removed_pos + dirs[i];
p = removed_pos + v3s16(s1*dirs[i].X, dirs[i].Y, s2*dirs[i].Z);
u8 f = m_flags[m_area.index(p)];
// Water can't move to inexistent nodes
if(f & VOXELFLAG_INEXISTENT)
continue;
MapNode &n = m_data[m_area.index(p)];
// Water can only move to air
if(liquid_replaces_content(n.d) == false)
continue;
// Flow water to node
bool moved =
flowWater(p, active_nodes, recursion_depth,
debugprint, stoptime);
/*flowWater(p, active_nodes, recursion_depth,
debugprint, counter, counterlimit);*/
if(moved)
{
// Search again from all neighbors
goto find_again;
}
}
return true;
}
void VoxelManipulator::flowWater(
core::map<v3s16, u8> &active_nodes,
int recursion_depth, bool debugprint,
u32 timelimit)
{
addarea_time = 0;
emerge_time = 0;
emerge_load_time = 0;
clearflag_time = 0;
updateareawaterpressure_time = 0;
flowwater_pre_time = 0;
if(active_nodes.size() == 0)
{
dstream<<"flowWater: no active nodes"<<std::endl;
return;
}
//TimeTaker timer1("flowWater (active_nodes)", g_irrlicht);
//dstream<<"active_nodes.size() = "<<active_nodes.size()<<std::endl;
u32 stoptime = 0;
stoptime = getTimeMs() + timelimit;
// Count of handled active nodes
u32 handled_count = 0;
try
{
/*
Take random one at first
This is randomized only at the first time so that all
subsequent nodes will be taken at roughly the same position
*/
s32 k = 0;
if(active_nodes.size() != 0)
k = (s32)myrand() % (s32)active_nodes.size();
// Flow water to active nodes
for(;;)
//for(s32 h=0; h<1; h++)
{
if(active_nodes.size() == 0)
break;
handled_count++;
// Clear check flags
clearFlag(VOXELFLAG_CHECKED);
//dstream<<"Selecting a new active_node"<<std::endl;
#if 0
// Take first one
core::map<v3s16, u8>::Node
*n = active_nodes.getIterator().getNode();
#endif
#if 1
core::map<v3s16, u8>::Iterator
i = active_nodes.getIterator().getNode();
for(s32 j=0; j<k; j++)
{
i++;
}
core::map<v3s16, u8>::Node *n = i.getNode();
// Decrement index if less than 0.
// This keeps us in existing indices always.
if(k > 0)
k--;
#endif
v3s16 p = n->getKey();
active_nodes.remove(p);
flowWater(p, active_nodes, recursion_depth,
debugprint, stoptime);
}
}
catch(ProcessingLimitException &e)
{
//dstream<<"getWaterPressure ProcessingLimitException"<<std::endl;
}
/*v3s16 e = m_area.getExtent();
s32 v = m_area.getVolume();
dstream<<"flowWater (active): "
<<"area ended up as "
<<e.X<<"x"<<e.Y<<"x"<<e.Z<<" = "<<v
<<", handled a_node count: "<<handled_count
<<", active_nodes.size() = "<<active_nodes.size()
<<std::endl;
dstream<<"addarea_time: "<<addarea_time
<<", emerge_time: "<<emerge_time
<<", emerge_load_time: "<<emerge_load_time
<<", clearflag_time: "<<clearflag_time
<<", flowwater_pre_time: "<<flowwater_pre_time
<<", updateareawaterpressure_time: "<<updateareawaterpressure_time
<<std::endl;*/
}
#endif
//END