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Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
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10 changed files with 408 additions and 636 deletions
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/serialize.h"
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#include "serialization.h"
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#include "filesys.h"
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#include "voxelalgorithms.h"
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///////////////////////////////////////////////////////////////////////////////
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@ -202,7 +203,7 @@ bool Schematic::placeOnVManip(MMVManip *vm, v3s16 p, u32 flags,
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return vm->m_area.contains(VoxelArea(p, p + s - v3s16(1,1,1)));
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}
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void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags,
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void Schematic::placeOnMap(ServerMap *map, v3s16 p, u32 flags,
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Rotation rot, bool force_place)
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{
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std::map<v3s16, MapBlock *> lighting_modified_blocks;
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@ -238,15 +239,10 @@ void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags,
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blitToVManip(&vm, p, rot, force_place);
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vm.blitBackAll(&modified_blocks);
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voxalgo::blit_back_with_light(map, &vm, &modified_blocks);
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//// Carry out post-map-modification actions
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//// Update lighting
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// TODO: Optimize this by using Mapgen::calcLighting() instead
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lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
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map->updateLighting(lighting_modified_blocks, modified_blocks);
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//// Create & dispatch map modification events to observers
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MapEditEvent event;
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event.type = MEET_OTHER;
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