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-rw-r--r--source/cFluidSimulator.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp
index cd2d1fae2..55a3f549b 100644
--- a/source/cFluidSimulator.cpp
+++ b/source/cFluidSimulator.cpp
@@ -9,9 +9,9 @@ class cFluidSimulator::FluidData
{
public:
FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
- : m_ActiveFluid( new std::vector< Vector3i >() )
+ : m_ActiveFluid( new std::list < Vector3i >() )
, m_Simulator (a_Simulator)
- , m_Buffer( new std::vector< Vector3i >() )
+ , m_Buffer( new std::list< Vector3i >() )
, m_World( a_World )
{}
@@ -71,8 +71,8 @@ public:
return Points;
}
- std::vector< Vector3i >* m_ActiveFluid;
- std::vector< Vector3i >* m_Buffer;
+ std::list< Vector3i >* m_ActiveFluid;
+ std::list< Vector3i >* m_Buffer;
cWorld* m_World;
cFluidSimulator *m_Simulator;
};
@@ -95,8 +95,8 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
return;
// Check for duplicates
- std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
- for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
+ std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
+ for( std::list< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
{
Vector3i & Pos = *itr;
if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
@@ -137,8 +137,8 @@ void cFluidSimulator::Simulate( float a_Dt )
std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer ); // Swap so blocks can be added to empty ActiveFluid array
m_Data->m_ActiveFluid->clear();
- std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
- for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
+ std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
+ for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
{
Vector3i & pos = *itr;
@@ -251,6 +251,8 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
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));