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@@ -270,13 +270,19 @@ void ClientMap::updateDrawList()
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// Number of blocks occlusion culled
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u32 blocks_occlusion_culled = 0;
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// Number of blocks frustum culled
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u32 blocks_frustum_culled = 0;
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// Blocks visited by the algorithm
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u32 blocks_visited = 0;
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// Block sides that were not traversed
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u32 sides_skipped = 0;
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MeshGrid mesh_grid = m_client->getMeshGrid();
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// No occlusion culling when free_move is on and camera is inside ground
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bool occlusion_culling_enabled = true;
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// No occlusion culling for chunk sizes of 4 and above
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// because the current occlusion culling test is highly inefficient at these sizes
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bool occlusion_culling_enabled = mesh_grid.cell_size < 4;
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if (m_control.allow_noclip) {
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MapNode n = getNode(cam_pos_nodes);
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if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
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@@ -295,16 +301,18 @@ void ClientMap::updateDrawList()
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std::queue<v3s16> blocks_to_consider;
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v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
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v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
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// Bits per block:
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// [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
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MapBlockFlags blocks_seen(p_blocks_min, p_blocks_max);
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MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
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// Start breadth-first search with the block the camera is in
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blocks_to_consider.push(camera_block);
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blocks_seen.getChunk(camera_block).getBits(camera_block) = 0x07; // mark all sides as visible
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blocks_to_consider.push(camera_mesh);
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meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
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std::set<v3s16> shortlist;
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MeshGrid mesh_grid = m_client->getMeshGrid();
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// Recursively walk the space and pick mapblocks for drawing
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while (blocks_to_consider.size() > 0) {
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@@ -312,7 +320,8 @@ void ClientMap::updateDrawList()
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v3s16 block_coord = blocks_to_consider.front();
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blocks_to_consider.pop();
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auto &flags = blocks_seen.getChunk(block_coord).getBits(block_coord);
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v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
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auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
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// Only visit each block once (it may have been queued up to three times)
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if ((flags & 0x80) == 0x80)
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@@ -324,14 +333,11 @@ void ClientMap::updateDrawList()
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// Get the sector, block and mesh
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MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
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if (!sector)
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continue;
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MapBlock *block = sector->getBlockNoCreateNoEx(block_coord.Y);
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MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
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MapBlockMesh *mesh = block ? block->mesh : nullptr;
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// Calculate the coordinates for range and frutum culling
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// Calculate the coordinates for range and frustum culling
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v3f mesh_sphere_center;
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f32 mesh_sphere_radius;
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@@ -343,8 +349,8 @@ void ClientMap::updateDrawList()
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mesh_sphere_radius = mesh->getBoundingRadius();
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}
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else {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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mesh_sphere_radius = 0.0f;
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mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
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mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
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}
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// First, perform a simple distance check.
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@@ -358,12 +364,14 @@ void ClientMap::updateDrawList()
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// This is needed because this function is not called every frame.
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float frustum_cull_extra_radius = 300.0f;
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if (is_frustum_culled(mesh_sphere_center,
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mesh_sphere_radius + frustum_cull_extra_radius))
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mesh_sphere_radius + frustum_cull_extra_radius)) {
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blocks_frustum_culled++;
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continue;
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}
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// Calculate the vector from the camera block to the current block
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// We use it to determine through which sides of the current block we can continue the search
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v3s16 look = block_coord - camera_block;
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v3s16 look = block_coord - camera_mesh;
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// Occluded near sides will further occlude the far sides
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u8 visible_outer_sides = flags & 0x07;
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@@ -371,7 +379,7 @@ void ClientMap::updateDrawList()
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// Raytraced occlusion culling - send rays from the camera to the block's corners
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if (occlusion_culling_enabled && m_enable_raytraced_culling &&
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block && mesh &&
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visible_outer_sides != 0x07 && isBlockOccluded(block, cam_pos_nodes)) {
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visible_outer_sides != 0x07 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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}
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@@ -380,7 +388,7 @@ void ClientMap::updateDrawList()
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// Block meshes are stored in the corner block of a chunk
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// (where all coordinate are divisible by the chunk size)
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// Add them to the de-dup set.
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shortlist.emplace(mesh_grid.getMeshPos(block_coord.X), mesh_grid.getMeshPos(block_coord.Y), mesh_grid.getMeshPos(block_coord.Z));
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shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
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// All other blocks we can grab and add to the keeplist right away.
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if (block) {
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m_keeplist.push_back(block);
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@@ -438,7 +446,7 @@ void ClientMap::updateDrawList()
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// Calculate vector from camera to mapblock center. Because we only need relation between
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// coordinates we scale by 2 to avoid precision loss.
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v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + MAP_BLOCKSIZE - 1;
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v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1;
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// dominant axis flag
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u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
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@@ -467,9 +475,11 @@ void ClientMap::updateDrawList()
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v3s16 next_pos = block_coord;
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next_pos[axis] += next_pos_offset;
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v3s16 next_cell = mesh_grid.getCellPos(next_pos);
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// If a side is a see-through, mark the next block's side as visible, and queue
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if (side_visible) {
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auto &next_flags = blocks_seen.getChunk(next_pos).getBits(next_pos);
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auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
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next_flags |= my_side;
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blocks_to_consider.push(next_pos);
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}
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@@ -481,13 +491,13 @@ void ClientMap::updateDrawList()
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// Test the '-' direction of the axis
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if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
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traverse_far_side(-1);
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traverse_far_side(-mesh_grid.cell_size);
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// Test the '+' direction of the axis
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far_side_mask <<= 1;
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if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
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traverse_far_side(+1);
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traverse_far_side(+mesh_grid.cell_size);
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}
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}
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@@ -503,6 +513,7 @@ void ClientMap::updateDrawList()
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}
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g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
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g_profiler->avg("MapBlocks frustum culled [#]", blocks_frustum_culled);
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g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
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g_profiler->avg("MapBlocks examined [#]", blocks_visited);
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g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
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@@ -521,6 +532,8 @@ void ClientMap::touchMapBlocks()
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// Number of blocks with mesh in rendering range
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u32 blocks_in_range_with_mesh = 0;
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v3f cam_pos_f = intToFloat(cam_pos_nodes, BS);
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for (const auto §or_it : m_sectors) {
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MapSector *sector = sector_it.second;
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v2s16 sp = sector->getPos();
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@@ -553,9 +566,10 @@ void ClientMap::touchMapBlocks()
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v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
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+ block->mesh->getBoundingSphereCenter();
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f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
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// First, perform a simple distance check.
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if (!m_control.range_all &&
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mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
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mesh_sphere_center.getDistanceFrom(cam_pos_f) >
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m_control.wanted_range * BS + mesh_sphere_radius)
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continue; // Out of range, skip.
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@@ -564,6 +578,7 @@ void ClientMap::touchMapBlocks()
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blocks_in_range_with_mesh++;
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}
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}
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g_profiler->avg("MapBlock meshes in range [#]", blocks_in_range_with_mesh);
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g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
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}
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@@ -1239,3 +1254,54 @@ void ClientMap::DrawDescriptor::draw(video::IVideoDriver* driver)
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driver->drawMeshBuffer(m_buffer);
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}
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}
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bool ClientMap::isMeshOccluded(MapBlock *mesh_block, u16 mesh_size, v3s16 cam_pos_nodes)
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{
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if (mesh_size == 1)
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return isBlockOccluded(mesh_block, cam_pos_nodes);
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v3s16 min_edge = mesh_block->getPosRelative();
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v3s16 max_edge = min_edge + mesh_size * MAP_BLOCKSIZE -1;
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bool check_axis[3] = { false, false, false };
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u16 closest_side[3] = { 0, 0, 0 };
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for (int axis = 0; axis < 3; axis++) {
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if (cam_pos_nodes[axis] < min_edge[axis])
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check_axis[axis] = true;
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else if (cam_pos_nodes[axis] > max_edge[axis]) {
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check_axis[axis] = true;
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closest_side[axis] = mesh_size - 1;
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}
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}
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std::vector<bool> processed_blocks(mesh_size * mesh_size * mesh_size);
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// scan the side
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for (u16 i = 0; i < mesh_size; i++)
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for (u16 j = 0; j < mesh_size; j++) {
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v3s16 offsets[3] = {
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v3s16(closest_side[0], i, j),
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v3s16(i, closest_side[1], j),
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v3s16(i, j, closest_side[2])
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};
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for (int axis = 0; axis < 3; axis++) {
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v3s16 offset = offsets[axis];
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int block_index = offset.X + offset.Y * mesh_size + offset.Z * mesh_size * mesh_size;
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if (check_axis[axis] && !processed_blocks[block_index]) {
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processed_blocks[block_index] = true;
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v3s16 block_pos = mesh_block->getPos() + offset;
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MapBlock *block;
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if (mesh_block->getPos() == block_pos)
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block = mesh_block;
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else
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block = getBlockNoCreateNoEx(block_pos);
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if (block && !isBlockOccluded(block, cam_pos_nodes))
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return false;
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}
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}
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}
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return true;
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}
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