diff options
Diffstat (limited to 'source/Simulator/ClassicFluidSimulator.cpp')
-rw-r--r-- | source/Simulator/ClassicFluidSimulator.cpp | 137 |
1 files changed, 0 insertions, 137 deletions
diff --git a/source/Simulator/ClassicFluidSimulator.cpp b/source/Simulator/ClassicFluidSimulator.cpp index a5d463844..70dbd0f6f 100644 --- a/source/Simulator/ClassicFluidSimulator.cpp +++ b/source/Simulator/ClassicFluidSimulator.cpp @@ -470,143 +470,6 @@ void cClassicFluidSimulator::Simulate(float a_Dt) -bool cClassicFluidSimulator::IsPassableForFluid(BLOCKTYPE a_BlockType)
-{
- return a_BlockType == E_BLOCK_AIR
- || a_BlockType == E_BLOCK_FIRE
- || IsAllowedBlock(a_BlockType)
- || CanWashAway(a_BlockType);
-}
-
-
-
-
-
-bool cClassicFluidSimulator::CanWashAway(BLOCKTYPE a_BlockType)
-{
- switch (a_BlockType)
- {
- case E_BLOCK_YELLOW_FLOWER:
- case E_BLOCK_RED_ROSE:
- case E_BLOCK_RED_MUSHROOM:
- case E_BLOCK_BROWN_MUSHROOM:
- case E_BLOCK_CACTUS:
- {
- return true;
- }
- default:
- {
- return false;
- }
- }
-}
-
-
-
-
-
-bool cClassicFluidSimulator::IsSolidBlock( BLOCKTYPE a_BlockType )
-{
- return !(a_BlockType == E_BLOCK_AIR
- || a_BlockType == E_BLOCK_FIRE
- || IsBlockLava(a_BlockType)
- || IsBlockWater(a_BlockType)
- || CanWashAway(a_BlockType));
-}
-
-
-
-
-
-// TODO Not working very well yet :s
-Direction cClassicFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
-{
- char BlockID = m_World->GetBlock(a_X, a_Y, a_Z);
- if(!IsAllowedBlock(BlockID)) //No Fluid -> No Flowing direction :D
- return NONE;
-
-
- /*
- Disabled because of causing problems and beeing useless atm
- 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
- if(BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
- return Y_MINUS;
- */
-
- char LowestPoint = m_World->GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
- int X = 0, Y = 0, Z = 0; //Lowest Pos will be stored here
-
- 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
- {
- return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
- }
-
- std::vector< Vector3i * > Points;
-
- Points.reserve(4); //Already allocate 4 places :D
-
- //add blocks around the checking pos
- Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
- Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
- Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
- Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
-
- for(std::vector<Vector3i *>::iterator it = Points.begin(); it < Points.end(); it++)
- {
- Vector3i *Pos = (*it);
- char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
- if(IsAllowedBlock(BlockID))
- {
- char Meta = m_World->GetBlockMeta(Pos->x, Pos->y, Pos->z);
-
- if(Meta > LowestPoint)
- {
- LowestPoint = Meta;
- X = Pos->x;
- Y = Pos->y;
- Z = Pos->z;
- }
- }else if(BlockID == E_BLOCK_AIR)
- {
- LowestPoint = 9; //This always dominates
- X = Pos->x;
- Y = Pos->y;
- Z = Pos->z;
-
- }
- delete Pos;
- }
-
- if(LowestPoint == m_World->GetBlockMeta(a_X, a_Y, a_Z))
- return NONE;
-
- if(a_X - X > 0)
- {
- return X_MINUS;
- }
-
- if(a_X - X < 0)
- {
- return X_PLUS;
- }
-
- if(a_Z - Z > 0)
- {
- return Z_MINUS;
- }
-
- if(a_Z - Z < 0)
- {
- return Z_PLUS;
- }
-
- return NONE;
-}
-
-
-
-
-
bool cClassicFluidSimulator::UniqueSituation(Vector3i a_Pos)
{
bool result = false;
|