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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

@ -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
*/