Fix inexistent_top_provides_sunlight heuristic in make_block and remove clitch-causing optimization

This commit is contained in:
Perttu Ahola 2012-01-27 14:54:42 +02:00
parent d629f4d2fb
commit a57f4c23d8

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@ -1505,7 +1505,7 @@ void make_block(BlockMakeData *data)
// Hack: use minimum block coordinates for old code that assumes // Hack: use minimum block coordinates for old code that assumes
// a single block // a single block
v3s16 blockpos = data->blockpos_min; v3s16 blockpos = data->blockpos_requested;
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<"," /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/ <<blockpos.Z<<")"<<std::endl;*/
@ -1534,6 +1534,8 @@ void make_block(BlockMakeData *data)
/* /*
Get average ground level from noise Get average ground level from noise
TODO: These are currently crap because they assume we are
dealing with a single MapBlock only. Fix them.
*/ */
s16 approx_groundlevel = (s16)get_sector_average_ground_level( s16 approx_groundlevel = (s16)get_sector_average_ground_level(
@ -1551,42 +1553,11 @@ void make_block(BlockMakeData *data)
data->seed, v2s16(blockpos.X, blockpos.Z), 1); data->seed, v2s16(blockpos.X, blockpos.Z), 1);
// Maximum amount of ground above the bottom of the central block // Maximum amount of ground above the bottom of the central block
s16 maximum_ground_depth = maximum_groundlevel - node_min.Y; s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
#if 1 // Horribly wrong heuristic, but better than nothing
/* bool block_is_underground = (minimum_ground_depth >
Special case for high air or water: Just fill with air and water. MAP_BLOCKSIZE * (data->blockpos_max.X
*/ - data->blockpos_min.X + 1) / 2);
if(maximum_ground_depth < -20)
{
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d(x,z);
{
// Use fast index incrementing
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
for(s16 y=node_min.Y; y<=node_max.Y; y++)
{
// Only modify places that have no content
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
{
if(y <= WATER_LEVEL)
vmanip.m_data[i] = MapNode(LEGN(ndef, "CONTENT_WATERSOURCE"));
else
vmanip.m_data[i] = MapNode(CONTENT_AIR);
}
data->vmanip->m_area.add_y(em, i, 1);
}
}
}
// We're done
return;
}
#endif
/* /*
If block is deep underground, this is set to true and ground If block is deep underground, this is set to true and ground
@ -2356,8 +2327,7 @@ void make_block(BlockMakeData *data)
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef, voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
light_sources, unlight_from); light_sources, unlight_from);
// TODO: Get this from elsewhere bool inexistent_top_provides_sunlight = !block_is_underground;
bool inexistent_top_provides_sunlight = true;
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight( voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
vmanip, a, inexistent_top_provides_sunlight, vmanip, a, inexistent_top_provides_sunlight,
light_sources, ndef); light_sources, ndef);