// cSimulatorManager.h #pragma once #include "Simulator.h" // fwd: Chunk.h class cChunk; // fwd: World.h class cWorld; class cSimulatorManager { public: cSimulatorManager(cWorld & a_World); ~cSimulatorManager(); /** Called in each tick, a_Dt is the time passed since the last tick, in msec. */ void Simulate(float a_Dt); /** Called in each tick for each chunk, a_Dt is the time passed since the last tick, in msec; direct access to chunk data available. */ void SimulateChunk(std::chrono::milliseconds a_DT, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk); /* Called when a single block changes, wakes all simulators up for the block and its face-neighbors. The simulator implementation may also decide to wake blocks farther away. */ void WakeUp(cChunk & a_Chunk, Vector3i a_Position); /** Does the same processing as WakeUp, but for all blocks within the specified area. Has better performance than calling WakeUp for each block individually, due to neighbor-checking. All chunks intersected by the area should be valid (outputs a warning if not). Note that, unlike WakeUp(), this call adds blocks not only face-neighboring, but also edge-neighboring and corner-neighboring the specified area. */ void WakeUp(const cCuboid & a_Area); void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object! protected: typedef std::vector > cSimulators; cWorld & m_World; cSimulators m_Simulators; long long m_Ticks; };