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Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will
always evaluate to true.
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parent
2eb329cc63
commit
aab7c83d02
4 changed files with 2 additions and 241 deletions
138
src/voxel.cpp
138
src/voxel.cpp
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@ -390,7 +390,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
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}
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}
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#if 1
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/*
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Goes recursively through the neighbours of the node.
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@ -421,115 +420,6 @@ void VoxelManipulator::unspreadLight(enum LightBank bank,
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unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
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}
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}
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#endif
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#if 0
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/*
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Goes recursively through the neighbours of the node.
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Alters only transparent nodes.
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If the lighting of the neighbour is lower than the lighting of
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the node was (before changing it to 0 at the step before), the
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lighting of the neighbour is set to 0 and then the same stuff
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repeats for the neighbour.
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The ending nodes of the routine are stored in light_sources.
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This is useful when a light is removed. In such case, this
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routine can be called for the light node and then again for
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light_sources to re-light the area without the removed light.
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values of from_nodes are lighting values.
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*/
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void VoxelManipulator::unspreadLight(enum LightBank bank,
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core::map<v3s16, u8> & from_nodes,
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core::map<v3s16, bool> & light_sources)
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{
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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if(from_nodes.size() == 0)
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return;
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core::map<v3s16, u8> unlighted_nodes;
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core::map<v3s16, u8>::Iterator j;
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j = from_nodes.getIterator();
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for(; j.atEnd() == false; j++)
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{
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v3s16 pos = j.getNode()->getKey();
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addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
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//MapNode &n = m_data[m_area.index(pos)];
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u8 oldlight = j.getNode()->getValue();
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// Loop through 6 neighbors
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for(u16 i=0; i<6; i++)
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{
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// Get the position of the neighbor node
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v3s16 n2pos = pos + dirs[i];
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u32 n2i = m_area.index(n2pos);
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if(m_flags[n2i] & VOXELFLAG_NO_DATA)
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continue;
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MapNode &n2 = m_data[n2i];
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/*
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If the neighbor is dimmer than what was specified
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as oldlight (the light of the previous node)
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*/
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if(n2.getLight(bank, nodemgr) < oldlight)
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{
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/*
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And the neighbor is transparent and it has some light
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*/
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if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
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{
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/*
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Set light to 0 and add to queue
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*/
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u8 current_light = n2.getLight(bank, nodemgr);
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n2.setLight(bank, 0);
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unlighted_nodes.insert(n2pos, current_light);
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/*
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Remove from light_sources if it is there
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NOTE: This doesn't happen nearly at all
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*/
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/*if(light_sources.find(n2pos))
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{
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std::cout<<"Removed from light_sources"<<std::endl;
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light_sources.remove(n2pos);
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}*/
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}
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}
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else{
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light_sources.insert(n2pos, true);
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}
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}
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}
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/*dstream<<"unspreadLight(): Changed block "
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<<blockchangecount<<" times"
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<<" for "<<from_nodes.size()<<" nodes"
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<<std::endl;*/
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if(unlighted_nodes.size() > 0)
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unspreadLight(bank, unlighted_nodes, light_sources);
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}
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#endif
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void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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INodeDefManager *nodemgr)
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@ -594,36 +484,9 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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}
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}
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#if 0
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/*
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Lights neighbors of from_nodes, collects all them and then
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goes on recursively.
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NOTE: This is faster on small areas but will overflow the
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stack on large areas. Thus it is not used.
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*/
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void VoxelManipulator::spreadLight(enum LightBank bank,
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core::map<v3s16, bool> & from_nodes)
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{
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if(from_nodes.size() == 0)
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return;
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core::map<v3s16, bool> lighted_nodes;
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core::map<v3s16, bool>::Iterator j;
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j = from_nodes.getIterator();
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for(; j.atEnd() == false; j++)
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{
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v3s16 pos = j.getNode()->getKey();
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spreadLight(bank, pos);
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}
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}
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#endif
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const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
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#if 1
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/*
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Lights neighbors of from_nodes, collects all them and then
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goes on recursively.
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@ -716,6 +579,5 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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if(!lighted_nodes.empty())
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spreadLight(bank, lighted_nodes, nodemgr);
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}
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#endif
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//END
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