diff options
Diffstat (limited to 'source/Simulator/DelayedFluidSimulator.cpp')
-rw-r--r-- | source/Simulator/DelayedFluidSimulator.cpp | 77 |
1 files changed, 55 insertions, 22 deletions
diff --git a/source/Simulator/DelayedFluidSimulator.cpp b/source/Simulator/DelayedFluidSimulator.cpp index d6d9a8793..babeff733 100644 --- a/source/Simulator/DelayedFluidSimulator.cpp +++ b/source/Simulator/DelayedFluidSimulator.cpp @@ -8,25 +8,25 @@ #include "DelayedFluidSimulator.h"
#include "../World.h"
+#include "../Chunk.h"
-cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
- super(a_World, a_Fluid, a_StationaryFluid),
- m_TickDelay(a_TickDelay),
- m_Slots(NULL),
- m_CurrentSlotNum(0)
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDelayedFluidSimulatorChunkData:
+
+cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
+ m_Slots(new cCoordWithIntList[a_TickDelay])
{
- m_Slots = new CoordsArray[a_TickDelay];
}
-cDelayedFluidSimulator::~cDelayedFluidSimulator()
+cDelayedFluidSimulatorChunkData::~cDelayedFluidSimulatorChunkData()
{
delete[] m_Slots;
m_Slots = NULL;
@@ -36,6 +36,22 @@ cDelayedFluidSimulator::~cDelayedFluidSimulator() +///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cDelayedFluidSimulator:
+
+cDelayedFluidSimulator::cDelayedFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid, int a_TickDelay) :
+ super(a_World, a_Fluid, a_StationaryFluid),
+ m_TickDelay(a_TickDelay),
+ m_AddSlotNum(a_TickDelay - 1),
+ m_SimSlotNum(0),
+ m_TotalBlocks(0)
+{
+}
+
+
+
+
+
void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
@@ -44,25 +60,29 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, return;
}
- // TODO: This can be optimized:
- BLOCKTYPE BlockType = m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
+ BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
if (BlockType != m_FluidBlock)
{
return;
}
- CoordsArray & Blocks = m_Slots[m_CurrentSlotNum];
+ void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
+ cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
+ cCoordWithIntList & Blocks = ChunkData->m_Slots[m_AddSlotNum];
// Check for duplicates:
- for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
+ for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
{
- if ((itr->x == a_BlockX) && (itr->y == a_BlockY) && (itr->z == a_BlockZ))
+ if ((itr->x == RelX) && (itr->y == a_BlockY) && (itr->z == RelZ))
{
return;
}
}
- Blocks.push_back(Vector3i(a_BlockX, a_BlockY, a_BlockZ));
+ ++m_TotalBlocks;
+ Blocks.push_back(cCoordWithInt(RelX, a_BlockY, RelZ));
}
@@ -71,22 +91,35 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, void cDelayedFluidSimulator::Simulate(float a_Dt)
{
- int SlotNum = m_CurrentSlotNum + 1;
- if (SlotNum >= m_TickDelay)
+ if (m_TotalBlocks > 0)
{
- SlotNum = 0;
+ LOGD("DFS: %d blocks in queue", m_TotalBlocks);
}
-
- CoordsArray & Blocks = m_Slots[SlotNum];
+ m_AddSlotNum = m_SimSlotNum;
+ m_SimSlotNum += 1;
+ if (m_SimSlotNum >= m_TickDelay)
+ {
+ m_SimSlotNum = 0;
+ }
+}
+
+
+
+
+
+void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
+{
+ void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
+ cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
+ cCoordWithIntList & Blocks = ChunkData->m_Slots[m_SimSlotNum];
// Simulate the blocks in the scheduled slot:
- for (CoordsArray::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
+ for (cCoordWithIntList::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
{
- SimulateBlock(itr->x, itr->y, itr->z);
+ SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
}
+ m_TotalBlocks -= Blocks.size();
Blocks.clear();
-
- m_CurrentSlotNum = SlotNum;
}
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