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Fixed block-getting so that simulators work again

git-svn-id: http://mc-server.googlecode.com/svn/trunk@301 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-02-21 12:29:05 +00:00
parent f07251625d
commit b4a68e58a9
6 changed files with 129 additions and 25 deletions

View File

@@ -199,8 +199,6 @@ public:
}
return Points;
}
std::set< Vector3i >* m_ActiveFluid;
@@ -228,6 +226,10 @@ public:
unsigned char m_CurResult;
};
cFluidSimulator::cFluidSimulator( cWorld* a_World )
: cSimulator(a_World)
, m_Data(0)
@@ -235,20 +237,35 @@ cFluidSimulator::cFluidSimulator( cWorld* a_World )
m_Data = new FluidData(a_World, this);
}
cFluidSimulator::~cFluidSimulator()
{
delete m_Data;
}
void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
{
if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks
char BlockType = m_World->GetBlock(a_X, a_Y, a_Z);
if (!IsAllowedBlock(BlockType)) //This should save very much time because it doesn´t have to iterate through all blocks
{
return;
}
std::set< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
ActiveFluid.insert( Vector3i( a_X, a_Y, a_Z ) );
}
char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
{
char Max = m_MaxHeight + m_FlowReduction;
@@ -270,12 +287,18 @@ char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
return Max;
}
void cFluidSimulator::Simulate( float a_Dt )
{
m_Timer += a_Dt;
if(m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
if (m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
{
return;
}
std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
m_Data->m_ActiveFluid->clear();
@@ -393,6 +416,9 @@ void cFluidSimulator::Simulate( float a_Dt )
}
bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
{
return a_BlockID == E_BLOCK_AIR
@@ -401,11 +427,19 @@ bool cFluidSimulator::IsPassableForFluid(char a_BlockID)
|| CanWashAway(a_BlockID);
}
bool cFluidSimulator::IsStationaryBlock (char a_BlockID)
{
return a_BlockID == m_StationaryFluidBlock;
}
bool cFluidSimulator::CanWashAway( char a_BlockID )
{
switch( a_BlockID )
@@ -421,6 +455,10 @@ bool cFluidSimulator::CanWashAway( char a_BlockID )
};
}
bool cFluidSimulator::IsSolidBlock( char a_BlockID )
{
return !(a_BlockID == E_BLOCK_AIR
@@ -430,6 +468,10 @@ bool cFluidSimulator::IsSolidBlock( char a_BlockID )
|| CanWashAway(a_BlockID));
}
//TODO Not working very well yet :s
Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
{
@@ -489,7 +531,6 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
delete Pos;
}
if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
return NONE;
@@ -514,10 +555,12 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
}
return NONE;
}
bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
{
bool result = false;
@@ -607,6 +650,10 @@ bool cFluidSimulator::UniqueSituation(Vector3i a_Pos)
return result;
}
void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
{
Vector3i NearPoints [] = {
@@ -621,4 +668,8 @@ void cFluidSimulator::ApplyUniqueToNearest(Vector3i a_Pos)
{
UniqueSituation(NearPoints[i]);
}
}
}