mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Reworked texture, material, mineral and whatever handling
This commit is contained in:
parent
035345f13d
commit
9f882bf74d
27 changed files with 952 additions and 1324 deletions
56
src/voxel.h
56
src/voxel.h
|
@ -411,62 +411,6 @@ public:
|
|||
void spreadLight(enum LightBank bank,
|
||||
core::map<v3s16, bool> & from_nodes);
|
||||
|
||||
#if 0
|
||||
// VOXELFLAG_CHECKED2s must usually be cleared before calling
|
||||
// -1: dead end, 0-255: pressure
|
||||
// highest_y: Highest found water y is stored here.
|
||||
// Must be initialized to -32768
|
||||
int getWaterPressure(v3s16 p, s16 &highest_y, int recur_count);
|
||||
|
||||
/*
|
||||
VOXELFLAG_CHECKED3s must usually be cleared before calling.
|
||||
|
||||
active_nodes: surface-touching air nodes with flow-causing
|
||||
pressure. set-like dummy map container.
|
||||
|
||||
Spreads pressure pr at node p to request_area or as far as
|
||||
there is invalid pressure.
|
||||
*/
|
||||
void spreadWaterPressure(v3s16 p, int pr,
|
||||
VoxelArea request_area,
|
||||
core::map<v3s16, u8> &active_nodes,
|
||||
int recur_count);
|
||||
|
||||
/*
|
||||
VOXELFLAG_CHECKED3s must usually be cleared before calling.
|
||||
*/
|
||||
void updateAreaWaterPressure(VoxelArea a,
|
||||
core::map<v3s16, u8> &active_nodes,
|
||||
bool checked3_is_clear=false);
|
||||
|
||||
/*
|
||||
Returns true if moved something
|
||||
*/
|
||||
bool flowWater(v3s16 removed_pos,
|
||||
core::map<v3s16, u8> &active_nodes,
|
||||
int recursion_depth=0,
|
||||
bool debugprint=false,
|
||||
u32 stoptime=0
|
||||
);
|
||||
|
||||
/*
|
||||
To flow some water, call this with the target node in
|
||||
active_nodes
|
||||
TODO: Make the active_nodes map to contain some vectors
|
||||
that are properly sorted according to water flow order.
|
||||
The current order makes water flow strangely if the
|
||||
first one is always taken.
|
||||
No, active_nodes should preserve the order stuff is
|
||||
added to it, in addition to adhering the water flow
|
||||
order.
|
||||
*/
|
||||
void flowWater(core::map<v3s16, u8> &active_nodes,
|
||||
int recursion_depth=0,
|
||||
bool debugprint=false,
|
||||
u32 timelimit=50
|
||||
);
|
||||
#endif
|
||||
|
||||
/*
|
||||
Virtual functions
|
||||
*/
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue