66 lines
2.2 KiB
C++
66 lines
2.2 KiB
C++
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#pragma once
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class cWorld;
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class cChunk;
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class cCuboid;
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/** Base class for all block-based physics simulators (such as fluid, fire, falling blocks etc.).
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Each descendant provides an implementation of what needs to be done on each world tick.
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The descendant may choose to do all processing in a single call for the entire world (Simulate())
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or do per-chunk calculations (SimulateChunk()).
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Whenever a block is changed, the WakeUp() or WakeUpArea() functions are called to notify all simulators.
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The functions add all affected blocks and all their direct neighbors using the AddBlock() function. The simulator
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may update its internal state based on this call. */
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class cSimulator
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{
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public:
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cSimulator(cWorld & a_World)
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: m_World(a_World)
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{
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}
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virtual ~cSimulator() {}
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/** Called in each tick, a_Dt is the time passed since the last tick, in msec */
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virtual void Simulate(float a_Dt) = 0;
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/** 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 */
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virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk)
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{
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UNUSED(a_Dt);
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UNUSED(a_ChunkX);
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UNUSED(a_ChunkZ);
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UNUSED(a_Chunk);
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}
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/** Called when a block changes */
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void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
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/** Does the same processing as WakeUp, but for all blocks within the specified area.
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Has better performance than calling WakeUp for each block individually, due to neighbor-checking.
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All chunks intersected by the area should be valid (outputs a warning if not).
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Note that, unlike WakeUp(), this call adds blocks not only face-neighboring, but also edge-neighboring and
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corner-neighboring the specified area. So far none of the simulators care about that. */
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void WakeUpArea(const cCuboid & a_Area);
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/** Returns true if the specified block type is "interesting" for this simulator. */
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
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protected:
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friend class cChunk; // Calls AddBlock() in its WakeUpSimulators() function, to speed things up
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/** Called to simulate a new block */
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) = 0;
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cWorld & m_World;
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} ;
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