Add new flow direction calculating algorithm (#4160)
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cdd8e42587
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@ -1047,51 +1047,23 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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}
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}
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// Get water direction
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// Get water direction
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Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
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Vector3f WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
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m_WaterSpeed *= 0.9; // Reduce speed each tick
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m_WaterSpeed *= 0.9; // Reduce speed each tick
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switch (WaterDir)
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auto AdjustSpeed = [](double & a_WaterSpeed, float a_WaterDir)
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{
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case X_PLUS:
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{
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{
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m_WaterSpeed.x = 0.2f;
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if (std::abs(a_WaterDir) > (0.05f / 0.4f))
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m_bOnGround = false;
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{
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break;
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a_WaterSpeed = 0.4 * a_WaterDir;
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}
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}
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case X_MINUS:
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else if (std::abs(a_WaterSpeed) < 0.05)
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{
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{
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m_WaterSpeed.x = -0.2f;
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a_WaterSpeed = 0.0;
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m_bOnGround = false;
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}
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break;
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};
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}
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AdjustSpeed(m_WaterSpeed.x, WaterDir.x);
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case Z_PLUS:
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AdjustSpeed(m_WaterSpeed.z, WaterDir.z);
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{
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m_WaterSpeed.z = 0.2f;
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m_bOnGround = false;
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break;
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}
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case Z_MINUS:
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{
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m_WaterSpeed.z = -0.2f;
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m_bOnGround = false;
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break;
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}
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default:
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{
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break;
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}
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}
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if (fabs(m_WaterSpeed.x) < 0.05)
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{
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m_WaterSpeed.x = 0;
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}
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if (fabs(m_WaterSpeed.z) < 0.05)
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{
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m_WaterSpeed.z = 0;
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}
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NextSpeed += m_WaterSpeed;
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NextSpeed += m_WaterSpeed;
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@ -1104,35 +1076,49 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
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auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
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if (isHit)
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if (isHit)
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{
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{
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// Set our position to where the block was hit, minus a bit:
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// Set our position to where the block was hit:
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// TODO: The real entity's m_Width should be taken into account here
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NextPos = HitCoords;
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NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1;
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if (HitBlockFace == BLOCK_FACE_YP)
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{
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// We hit the ground, adjust the position to the top of the block:
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m_bOnGround = true;
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NextPos.y = HitBlockCoords.y + 1;
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}
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// Avoid movement in the direction of the blockface that has been hit:
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// Avoid movement in the direction of the blockface that has been hit and correct for collision box:
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double HalfWidth = GetWidth() / 2.0;
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switch (HitBlockFace)
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switch (HitBlockFace)
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{
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{
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case BLOCK_FACE_XM:
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case BLOCK_FACE_XM:
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{
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NextSpeed.x = 0;
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NextPos.x -= HalfWidth;
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break;
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}
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case BLOCK_FACE_XP:
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case BLOCK_FACE_XP:
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{
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{
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NextSpeed.x = 0;
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NextSpeed.x = 0;
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NextPos.x += HalfWidth;
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break;
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break;
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}
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}
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case BLOCK_FACE_YM:
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case BLOCK_FACE_YM:
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{
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NextSpeed.y = 0;
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NextPos.y -= GetHeight();
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break;
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}
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case BLOCK_FACE_YP:
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case BLOCK_FACE_YP:
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{
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{
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NextSpeed.y = 0;
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NextSpeed.y = 0;
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// We hit the ground, adjust the position to the top of the block:
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m_bOnGround = true;
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NextPos.y = HitBlockCoords.y + 1;
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break;
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break;
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}
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}
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case BLOCK_FACE_ZM:
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case BLOCK_FACE_ZM:
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{
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NextSpeed.z = 0;
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NextPos.z -= HalfWidth;
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break;
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}
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case BLOCK_FACE_ZP:
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case BLOCK_FACE_ZP:
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{
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{
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NextSpeed.z = 0;
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NextSpeed.z = 0;
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NextPos.z += HalfWidth;
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break;
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break;
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}
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}
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default:
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default:
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@ -128,100 +128,61 @@ bool cFluidSimulator::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
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// TODO Not working very well yet :s
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Vector3f cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z)
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Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
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{
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{
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if (!cChunkDef::IsValidHeight(a_Y))
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if (!cChunkDef::IsValidHeight(a_Y))
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{
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{
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return NONE;
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return {};
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}
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BLOCKTYPE BlockID = m_World.GetBlock(a_X, a_Y, a_Z);
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if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
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{
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return NONE;
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}
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}
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/*
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if (!IsAllowedBlock(m_World.GetBlock(a_X, a_Y, a_Z))) // No Fluid -> No Flowing direction :D
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Disabled because of causing problems and being useless atm
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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
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if ((BlockBelow == E_BLOCK_AIR) || IsAllowedBlock(BlockBelow))
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{
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{
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return Y_MINUS;
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return {};
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}
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*/
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NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
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int X = 0, Z = 0; // Lowest Pos will be stored here
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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
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{
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return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
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}
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}
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std::vector< Vector3i * > Points;
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const auto HeightFromMeta = [](NIBBLETYPE a_BlockMeta) -> NIBBLETYPE
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Points.reserve(4); // Already allocate 4 places :D
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// add blocks around the checking pos
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Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
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Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
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Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
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Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
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for (auto itr = Points.cbegin(), end = Points.cend(); itr != end; ++itr)
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{
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Vector3i * Pos = (*itr);
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auto PosBlockID = m_World.GetBlock(Pos->x, Pos->y, Pos->z);
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if (IsAllowedBlock(PosBlockID))
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{
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{
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NIBBLETYPE Meta = m_World.GetBlockMeta(Pos->x, Pos->y, Pos->z);
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// Falling water blocks are always full height (0)
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return ((a_BlockMeta & 0x08) != 0) ? 0 : a_BlockMeta;
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};
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if (Meta > LowestPoint)
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auto BlockMeta = m_World.GetBlockMeta(a_X, a_Y, a_Z);
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{
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NIBBLETYPE CentralPoint = HeightFromMeta(BlockMeta);
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LowestPoint = Meta;
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NIBBLETYPE LevelPoint[4];
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X = Pos->x;
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Z = Pos->z;
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// blocks around the checking pos
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}
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Vector3i Points[]
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}
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{
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else if (PosBlockID == E_BLOCK_AIR)
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{ a_X + 1, a_Y, a_Z },
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{ a_X, a_Y, a_Z + 1 },
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{ a_X - 1, a_Y, a_Z },
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{ a_X, a_Y, a_Z - 1 }
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};
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for (size_t i = 0; i < ARRAYCOUNT(LevelPoint); i++)
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{
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if (IsAllowedBlock(m_World.GetBlock(Points[i])))
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{
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{
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LowestPoint = 9; // This always dominates
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LevelPoint[i] = HeightFromMeta(m_World.GetBlockMeta(Points[i]));
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X = Pos->x;
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}
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Z = Pos->z;
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else
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{
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LevelPoint[i] = CentralPoint;
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}
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}
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delete Pos;
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Pos = nullptr;
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}
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}
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if (LowestPoint == m_World.GetBlockMeta(a_X, a_Y, a_Z))
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Vector3f Direction;
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// Calculate the flow direction
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Direction.x = (LevelPoint[0] - LevelPoint[2]) / 2.0f;
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Direction.z = (LevelPoint[1] - LevelPoint[3]) / 2.0f;
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if ((BlockMeta & 0x08) != 0) // Test falling bit
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{
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{
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return NONE;
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Direction.y = -1.0f;
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}
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}
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if (a_X - X > 0)
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return Direction;
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{
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return X_MINUS;
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}
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if (a_X - X < 0)
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{
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return X_PLUS;
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}
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if (a_Z - Z > 0)
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{
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return Z_MINUS;
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}
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if (a_Z - Z < 0)
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{
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return Z_PLUS;
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}
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return NONE;
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}
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}
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@ -28,7 +28,7 @@ class cFluidSimulatorData
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{
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{
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public:
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public:
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virtual ~cFluidSimulatorData() {}
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virtual ~cFluidSimulatorData() {}
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} ;
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};
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@ -45,8 +45,8 @@ public:
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// cSimulator overrides:
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// cSimulator overrides:
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
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/** Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard) */
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/** Returns a unit vector in the direction the fluid is flowing or a zero-vector if not flowing. */
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virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
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virtual Vector3f GetFlowingDirection(int a_X, int a_Y, int a_Z);
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/** Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. */
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/** Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. */
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virtual cFluidSimulatorData * CreateChunkData(void) { return nullptr; }
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virtual cFluidSimulatorData * CreateChunkData(void) { return nullptr; }
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@ -66,7 +66,7 @@ public:
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protected:
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protected:
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BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
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BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
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BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
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BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
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} ;
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};
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