1
0

Very alpha water physic for pickups (The swim now)

but there are some problems (get stuck on some positions)
so someone might look at it because I have no idea how to make it better :D

git-svn-id: http://mc-server.googlecode.com/svn/trunk@102 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
lapayo94@gmail.com
2011-12-24 01:36:15 +00:00
parent ad610e63ba
commit e45b01ba4a
4 changed files with 168 additions and 6 deletions

View File

@@ -2,6 +2,7 @@
#include "cWorld.h"
#include "Vector3i.h"
#include "BlockID.h"
#include "Defines.h"
#include <vector>
class cWaterSimulator::WaterData
@@ -39,7 +40,7 @@ public:
LowerPoints[i].y = a_Y;
Points.push_back( LowerPoints[i] );
}
else if( (Block2 == E_BLOCK_WATER || Block2 == E_BLOCK_STATIONARY_WATER ) && ( Block1 == E_BLOCK_AIR || Block1 == E_BLOCK_WATER || Block1 == E_BLOCK_STATIONARY_WATER ) )
else if( IsBlockWater(Block2) && ( Block1 == E_BLOCK_AIR || IsBlockWater(Block1) ) )
{
bWaterFound = true;
}
@@ -127,6 +128,9 @@ void cWaterSimulator::Simulate( float a_Dt )
{
m_Timer += a_Dt;
if(m_Data->m_ActiveWater->empty()) //Nothing to do if there is no ActiveWater ;) saves very little time ;D
return;
std::swap( m_Data->m_ActiveWater, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveWater array
m_Data->m_ActiveWater->clear();
@@ -213,4 +217,90 @@ void cWaterSimulator::Simulate( float a_Dt )
bool cWaterSimulator::IsWaterBlock( char a_BlockID )
{
return a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER;
}
//TODO Not working very well yet :s
Direction cWaterSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
{
char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
if(!IsBlockWater(BlockID)) //No Water -> No Flowing direction :D
return NONE;
/*
Disabled because of causing problems and beeing useless atm
char BlockBelow = m_World->GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or water below it -> dominating flow is down :D
if(BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
return Y_MINUS;
*/
char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
int X, Y, Z; //Lowest Pos will be stored here
if(IsBlockWater(m_World->GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
{
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
}
std::vector< Vector3i * > Points;
//add blocks around the checking pos
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
{
Vector3i *Pos = (*it);
char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
if(IsBlockWater(BlockID))
{
char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
if(Meta > LowestPoint)
{
LowestPoint = Meta;
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
}else if(BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; //This always dominates
X = Pos->x;
Y = Pos->y;
Z = Pos->z;
}
delete Pos;
}
if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
return NONE;
if(a_X - X > 0)
{
return X_MINUS;
}
if(a_X - X < 0)
{
return X_PLUS;
}
if(a_Z - Z > 0)
{
return Z_MINUS;
}
if(a_Z - Z < 0)
{
return Z_PLUS;
}
return NONE;
}