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-rw-r--r--src/Simulator/Simulator.cpp50
1 files changed, 8 insertions, 42 deletions
diff --git a/src/Simulator/Simulator.cpp b/src/Simulator/Simulator.cpp
index 36b03520c..7bf553912 100644
--- a/src/Simulator/Simulator.cpp
+++ b/src/Simulator/Simulator.cpp
@@ -3,7 +3,6 @@
#include "Simulator.h"
#include "../Chunk.h"
-#include "../Cuboid.h"
#include "../World.h"
@@ -94,62 +93,29 @@ std::array<Vector3i, 5> cSimulator::GetLinkedOffsets(const Vector3i Offset)
-void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
+void cSimulator::Simulate(float a_Dt)
{
- ASSERT(a_Chunk.IsValid());
-
- AddBlock(a_Chunk, a_Position, a_Block);
+ UNUSED(a_Dt);
}
-void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block)
+void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
ASSERT(a_Chunk.IsValid());
- WakeUp(a_Chunk, a_Position, a_Block);
+ AddBlock(a_Chunk, a_Position, a_Block);
}
-void cSimulator::WakeUp(const cCuboid & a_Area)
+void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block)
{
- cCuboid area(a_Area);
- area.Sort();
- area.Expand(1, 1, 1, 1, 1, 1); // Expand the area to contain the neighbors, too.
- area.ClampY(0, cChunkDef::Height - 1);
-
- // Add all blocks, in a per-chunk manner:
- cChunkCoords ChunkStart = cChunkDef::BlockToChunk(area.p1);
- cChunkCoords ChunkEnd = cChunkDef::BlockToChunk(area.p2);
- for (int cz = ChunkStart.m_ChunkZ; cz <= ChunkEnd.m_ChunkZ; ++cz)
- {
- for (int cx = ChunkStart.m_ChunkX; cx <= ChunkEnd.m_ChunkX; ++cx)
- {
- m_World.DoWithChunk(cx, cz, [this, &area](cChunk & a_CBChunk) -> bool
- {
- int startX = std::max(area.p1.x, a_CBChunk.GetPosX() * cChunkDef::Width);
- int startZ = std::max(area.p1.z, a_CBChunk.GetPosZ() * cChunkDef::Width);
- int endX = std::min(area.p2.x, a_CBChunk.GetPosX() * cChunkDef::Width + cChunkDef::Width - 1);
- int endZ = std::min(area.p2.z, a_CBChunk.GetPosZ() * cChunkDef::Width + cChunkDef::Width - 1);
- for (int y = area.p1.y; y <= area.p2.y; ++y)
- {
- for (int z = startZ; z <= endZ; ++z)
- {
- for (int x = startX; x <= endX; ++x)
- {
- const auto Position = cChunkDef::AbsoluteToRelative({ x, y, z });
- AddBlock(a_CBChunk, Position, a_CBChunk.GetBlock(Position));
- } // for x
- } // for z
- } // for y
- return true;
- } // lambda
- ); // DoWithChunk
- } // for cx
- } // for cz
+ ASSERT(a_Chunk.IsValid());
+
+ WakeUp(a_Chunk, a_Position, a_Block);
}