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Always use relative coordinates in AddBlock

+ Pass block, use relatives
* Fixes everything immediately converting abs back to rel and getting block, when these data were already available
This commit is contained in:
Tiger Wang
2020-07-29 01:18:59 +01:00
parent 99856df686
commit 225c2fa9f6
21 changed files with 139 additions and 231 deletions

View File

@@ -99,29 +99,23 @@ bool cSandSimulator::IsAllowedBlock(BLOCKTYPE a_BlockType)
void cSandSimulator::AddBlock(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
if ((a_Chunk == nullptr) || !a_Chunk->IsValid())
{
return;
}
int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
if (!IsAllowedBlock(a_Chunk->GetBlock(RelX, a_Block.y, RelZ)))
if (!IsAllowedBlock(a_Block))
{
return;
}
// Check for duplicates:
cSandSimulatorChunkData & ChunkData = a_Chunk->GetSandSimulatorData();
cSandSimulatorChunkData & ChunkData = a_Chunk.GetSandSimulatorData();
for (cSandSimulatorChunkData::iterator itr = ChunkData.begin(); itr != ChunkData.end(); ++itr)
{
if ((itr->x == RelX) && (itr->y == a_Block.y) && (itr->z == RelZ))
if ((itr->x == a_Position.x) && (itr->y == a_Position.y) && (itr->z == a_Position.z))
{
return;
}
}
m_TotalBlocks += 1;
ChunkData.push_back(cCoordWithInt(RelX, a_Block.y, RelZ));
ChunkData.push_back(cCoordWithInt(a_Position.x, a_Position.y, a_Position.z));
}