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-rw-r--r--src/Simulator/FluidSimulator.cpp103
1 files changed, 32 insertions, 71 deletions
diff --git a/src/Simulator/FluidSimulator.cpp b/src/Simulator/FluidSimulator.cpp
index 10f2ed544..230517b19 100644
--- a/src/Simulator/FluidSimulator.cpp
+++ b/src/Simulator/FluidSimulator.cpp
@@ -128,100 +128,61 @@ bool cFluidSimulator::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
-// TODO Not working very well yet :s
-Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
+Vector3f cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z)
{
if (!cChunkDef::IsValidHeight(a_Y))
{
- return NONE;
+ return {};
}
- BLOCKTYPE BlockID = m_World.GetBlock(a_X, a_Y, a_Z);
- if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
- {
- return NONE;
- }
-
- /*
- Disabled because of causing problems and being useless atm
- char BlockBelow = m_World.GetBlock(a_X, a_Y - 1, a_Z); // If there is nothing or fluid below it -> dominating flow is down :D
- if ((BlockBelow == E_BLOCK_AIR) || IsAllowedBlock(BlockBelow))
- {
- return Y_MINUS;
- }
- */
-
- NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
- int X = 0, Z = 0; // Lowest Pos will be stored here
- if (IsAllowedBlock(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
+ if (!IsAllowedBlock(m_World.GetBlock(a_X, a_Y, a_Z))) // No Fluid -> No Flowing direction :D
{
- return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
+ return {};
}
- std::vector< Vector3i * > Points;
+ const auto HeightFromMeta = [](NIBBLETYPE a_BlockMeta) -> NIBBLETYPE
+ {
+ // Falling water blocks are always full height (0)
+ return ((a_BlockMeta & 0x08) != 0) ? 0 : a_BlockMeta;
+ };
- Points.reserve(4); // Already allocate 4 places :D
+ auto BlockMeta = m_World.GetBlockMeta(a_X, a_Y, a_Z);
+ NIBBLETYPE CentralPoint = HeightFromMeta(BlockMeta);
+ NIBBLETYPE LevelPoint[4];
- // 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));
+ // blocks around the checking pos
+ Vector3i Points[]
+ {
+ { a_X + 1, a_Y, a_Z },
+ { a_X, a_Y, a_Z + 1 },
+ { a_X - 1, a_Y, a_Z },
+ { a_X, a_Y, a_Z - 1 }
+ };
- for (auto itr = Points.cbegin(), end = Points.cend(); itr != end; ++itr)
+ for (size_t i = 0; i < ARRAYCOUNT(LevelPoint); i++)
{
- Vector3i * Pos = (*itr);
- auto PosBlockID = m_World.GetBlock(Pos->x, Pos->y, Pos->z);
- if (IsAllowedBlock(PosBlockID))
+ if (IsAllowedBlock(m_World.GetBlock(Points[i])))
{
- NIBBLETYPE Meta = m_World.GetBlockMeta(Pos->x, Pos->y, Pos->z);
-
- if (Meta > LowestPoint)
- {
- LowestPoint = Meta;
- X = Pos->x;
- Z = Pos->z;
- }
+ LevelPoint[i] = HeightFromMeta(m_World.GetBlockMeta(Points[i]));
}
- else if (PosBlockID == E_BLOCK_AIR)
+ else
{
- LowestPoint = 9; // This always dominates
- X = Pos->x;
- Z = Pos->z;
-
+ LevelPoint[i] = CentralPoint;
}
- delete Pos;
- Pos = nullptr;
}
- if (LowestPoint == m_World.GetBlockMeta(a_X, a_Y, a_Z))
- {
- return NONE;
- }
+ Vector3f Direction;
- if (a_X - X > 0)
- {
- return X_MINUS;
- }
-
- if (a_X - X < 0)
- {
- return X_PLUS;
- }
+ // Calculate the flow direction
- if (a_Z - Z > 0)
- {
- return Z_MINUS;
- }
+ Direction.x = (LevelPoint[0] - LevelPoint[2]) / 2.0f;
+ Direction.z = (LevelPoint[1] - LevelPoint[3]) / 2.0f;
- if (a_Z - Z < 0)
+ if ((BlockMeta & 0x08) != 0) // Test falling bit
{
- return Z_PLUS;
+ Direction.y = -1.0f;
}
- return NONE;
+ return Direction;
}
-
-
-