2018-03-29 18:39:34 +03:00
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---
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title: Lua Voxel Manipulators
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layout: default
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2018-07-15 21:36:35 +03:00
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root: ../..
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idx: 6.2
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2018-07-15 17:28:10 +03:00
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description: Learn how to use LVMs to speed up map operations.
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redirect_from:
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- /en/chapters/lvm.html
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- /en/map/lvm.html
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2019-07-01 22:47:26 +03:00
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mapgen_object:
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level: warning
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title: LVMs and Mapgen
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message: Don't use `minetest.get_voxel_manip()` with mapgen, as it can cause glitches.
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Use `minetest.get_mapgen_object("voxelmanip")` instead.
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2018-03-29 18:39:34 +03:00
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---
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## Introduction <!-- omit in toc -->
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The functions outlined in the [Basic Map Operations](environment.html) chapter
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are convenient and easy to use, but for large areas they are inefficient.
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Every time you call `set_node` or `get_node`, your mod needs to communicate with
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the engine. This results in constant individual copying operations between the
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engine and your mod, which is slow and will quickly decrease the performance of
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your game. Using a Lua Voxel Manipulator (LVM) can be a better alternative.
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2019-08-13 17:09:51 +03:00
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- [Concepts](#concepts)
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- [Reading into the LVM](#reading-into-the-lvm)
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- [Reading Nodes](#reading-nodes)
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- [Writing Nodes](#writing-nodes)
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- [Example](#example)
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- [Your Turn](#your-turn)
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## Concepts
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An LVM allows you to load large areas of the map into your mod's memory.
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You can then read and write this data without further interaction with the
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engine and without running any callbacks, which means that these
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operations are very fast. Once done, you can then write the area back into
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the engine and run any lighting calculations.
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## Reading into the LVM
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You can only load a cubic area into an LVM, so you need to work out the minimum
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and maximum positions that you need to modify. Then you can create and read into
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an LVM. For example:
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```lua
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(pos1, pos2)
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```
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For performance reasons, an LVM will almost never read the exact area you tell it to.
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Instead, it will likely read a larger area. The larger area is given by `emin` and `emax`,
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which stand for *emerged min pos* and *emerged max pos*. An LVM will load the area
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it contains for you - whether that involves loading from memory, from disk, or
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calling the map generator.
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{% include notice.html notice=page.mapgen_object %}
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## Reading Nodes
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To read the types of nodes at particular positions, you'll need to use `get_data()`.
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This returns a flat array where each entry represents the type of a
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particular node.
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```lua
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local data = vm:get_data()
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```
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You can get param2 and lighting data using the methods `get_light_data()` and `get_param2_data()`.
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You'll need to use `emin` and `emax` to work out where a node is in the flat arrays
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given by the above methods. There's a helper class called `VoxelArea` which handles
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the calculation for you.
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```lua
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local a = VoxelArea:new{
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MinEdge = emin,
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MaxEdge = emax
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}
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-- Get node's index
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local idx = a:index(x, y, z)
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-- Read node
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print(data[idx])
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```
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When you run this, you'll notice that `data[vi]` is an integer. This is because
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the engine doesn't store nodes using strings, for performance reasons.
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Instead, the engine uses an integer called a content ID.
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You can find out the content ID for a particular type of node with
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`get_content_id()`. For example:
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```lua
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local c_stone = minetest.get_content_id("default:stone")
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```
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You can then check whether the node is stone:
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```lua
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local idx = a:index(x, y, z)
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if data[idx] == c_stone then
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print("is stone!")
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end
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```
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It is recommended that you find and store the content IDs of nodes types
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at load time because the IDs of a node type will never change. Make sure to store
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the IDs in a local variable for performance reasons.
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Nodes in an LVM data array are stored in reverse co-ordinate order, so you should
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always iterate in the order `z, y, x`. For example:
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```lua
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for z = min.z, max.z do
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for y = min.y, max.y do
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for x = min.x, max.x do
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-- vi, voxel index, is a common variable name here
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local vi = a:index(x, y, z)
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if data[vi] == c_stone then
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print("is stone!")
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end
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end
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end
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end
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```
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The reason for this touches on the topic of computer architecture. Reading from RAM is rather
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costly, so CPUs have multiple levels of caching. If the data that a process requests
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is in the cache, it can very quickly retrieve it. If the data is not in the cache,
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then a cache miss occurs and it will fetch the data it needs from RAM. Any data
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surrounding the requested data is also fetched and then replaces the data in the cache. This is
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because it's quite likely that the process will ask for data near that location again. This means
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a good rule of optimisation is to iterate in a way that you read data one after
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another, and avoid *cache thrashing*.
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## Writing Nodes
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First, you need to set the new content ID in the data array:
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```lua
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for z = min.z, max.z do
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for y = min.y, max.y do
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for x = min.x, max.x do
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local vi = a:index(x, y, z)
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if data[vi] == c_stone then
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data[vi] = c_air
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end
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end
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end
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end
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```
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When you finish setting nodes in the LVM, you then need to upload the data
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array to the engine:
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```lua
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vm:set_data(data)
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vm:write_to_map(true)
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```
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For setting lighting and param2 data, use the appropriately named
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`set_light_data()` and `set_param2_data()` methods.
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`write_to_map()` takes a Boolean which is true if you want lighting to be
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calculated. If you pass false, you need to recalculate lighting at a future
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time using `minetest.fix_light`.
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## Example
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```lua
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-- Get content IDs during load time, and store into a local
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_grass = minetest.get_content_id("default:dirt_with_grass")
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local function grass_to_dirt(pos1, pos2)
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-- Read data into LVM
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(pos1, pos2)
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local a = VoxelArea:new{
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MinEdge = emin,
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MaxEdge = emax
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}
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local data = vm:get_data()
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-- Modify data
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for z = pos1.z, pos2.z do
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for y = pos1.y, pos2.y do
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for x = pos1.x, pos2.x do
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local vi = a:index(x, y, z)
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if data[vi] == c_grass then
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data[vi] = c_dirt
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end
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end
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end
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end
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-- Write data
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vm:set_data(data)
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vm:write_to_map(true)
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end
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```
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## Your Turn
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2018-10-27 05:10:37 +03:00
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* Create `replace_in_area(from, to, pos1, pos2)`, which replaces all instances of
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`from` with `to` in the area given, where `from` and `to` are node names.
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* Make a function which rotates all chest nodes by 90°.
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* Make a function which uses an LVM to cause mossy cobble to spread to nearby
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stone and cobble nodes.
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Does your implementation cause mossy cobble to spread more than a distance of one node each
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time? If so, how could you stop this?
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