/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef VOXELALGORITHMS_HEADER #define VOXELALGORITHMS_HEADER #include "voxel.h" #include "mapnode.h" #include #include namespace voxalgo { // TODO: Move unspreadLight and spreadLight from VoxelManipulator to here void setLight(VoxelManipulator &v, VoxelArea a, u8 light, INodeDefManager *ndef); void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a, enum LightBank bank, INodeDefManager *ndef, std::set & light_sources, std::map & unlight_from); struct SunlightPropagateResult { bool bottom_sunlight_valid; SunlightPropagateResult(bool bottom_sunlight_valid_): bottom_sunlight_valid(bottom_sunlight_valid_) {} }; SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a, bool inexistent_top_provides_sunlight, std::set & light_sources, INodeDefManager *ndef); } // namespace voxalgo #endif