adb86a75da
* Have the simulator manager get the block and pass it on + Add new overload for WakeUp, called when the manager wakes face positions
65 lines
1.5 KiB
C++
65 lines
1.5 KiB
C++
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// cSimulatorManager.h
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#pragma once
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#include "Simulator.h"
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// fwd: Chunk.h
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class cChunk;
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// fwd: World.h
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class cWorld;
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class cSimulatorManager
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{
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public:
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cSimulatorManager(cWorld & a_World);
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~cSimulatorManager();
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/** Called in each tick, a_Dt is the time passed since the last tick, in msec. */
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void Simulate(float a_Dt);
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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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void SimulateChunk(std::chrono::milliseconds a_DT, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk);
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/* Called when a single block changes, wakes all simulators up for the block and its face-neighbors.
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The simulator implementation may also decide to wake blocks farther away. */
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void WakeUp(cChunk & a_Chunk, Vector3i a_Position);
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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 corner-neighboring the specified area. */
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void WakeUp(const cCuboid & a_Area);
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void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
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protected:
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typedef std::vector <std::pair<cSimulator *, int> > cSimulators;
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cWorld & m_World;
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cSimulators m_Simulators;
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long long m_Ticks;
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};
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