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authorMattes D <github@xoft.cz>2017-07-14 16:18:33 +0200
committerLukas Pioch <lukas@zgow.de>2017-07-16 10:01:19 +0200
commit167c4bf2e691e22240a3c41ebc7181a03933fdb4 (patch)
tree562d5ac29ef39b1fa2b94fad3825333e39204e69 /src/Simulator/Simulator.h
parentHandle middle mouse drag (#3847) (diff)
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Diffstat (limited to 'src/Simulator/Simulator.h')
-rw-r--r--src/Simulator/Simulator.h20
1 files changed, 17 insertions, 3 deletions
diff --git a/src/Simulator/Simulator.h b/src/Simulator/Simulator.h
index b0e3b16f4..ef0a3bf68 100644
--- a/src/Simulator/Simulator.h
+++ b/src/Simulator/Simulator.h
@@ -1,15 +1,21 @@
#pragma once
-#include "../Vector3.h"
-
class cWorld;
class cChunk;
+class cCuboid;
+/** Base class for all block-based physics simulators (such as fluid, fire, falling blocks etc.).
+Each descendant provides an implementation of what needs to be done on each world tick.
+The descendant may choose to do all processing in a single call for the entire world (Simulate())
+or do per-chunk calculations (SimulateChunk()).
+Whenever a block is changed, the WakeUp() or WakeUpArea() functions are called to notify all simulators.
+The functions add all affected blocks and all their direct neighbors using the AddBlock() function. The simulator
+may update its internal state based on this call. */
class cSimulator
{
public:
@@ -33,8 +39,16 @@ public:
}
/** Called when a block changes */
- virtual void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
+ void WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk);
+
+ /** 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. So far none of the simulators care about that. */
+ void WakeUpArea(const cCuboid & a_Area);
+ /** Returns true if the specified block type is "interesting" for this simulator. */
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) = 0;
protected: