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-rw-r--r--source/cFluidSimulator.cpp304
1 files changed, 304 insertions, 0 deletions
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp
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+++ b/source/cFluidSimulator.cpp
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+#include "cFluidSimulator.h"
+#include "cWorld.h"
+#include "Vector3i.h"
+#include "BlockID.h"
+#include "Defines.h"
+#include <vector>
+
+class cFluidSimulator::FluidData
+{
+public:
+ FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
+ : m_ActiveFluid( new std::vector< Vector3i >() )
+ , m_Simulator (a_Simulator)
+ , m_Buffer( new std::vector< Vector3i >() )
+ , m_World( a_World )
+ {}
+
+ std::vector< Vector3i > GetLowestPoints( int a_X, int a_Y, int a_Z )
+ {
+ std::vector< Vector3i > Points;
+ if( m_World->GetBlock(a_X, a_Y-1, a_Z) == E_BLOCK_AIR )
+ {
+ Points.push_back( Vector3i( a_X, a_Y-1, a_Z ) );
+ return Points;
+ }
+
+ Vector3i LowerPoints [] = {
+ Vector3i( a_X-1, a_Y-1, a_Z ),
+ Vector3i( a_X+1, a_Y-1, a_Z ),
+ Vector3i( a_X, a_Y-1, a_Z-1 ),
+ Vector3i( a_X, a_Y-1, a_Z+1 ),
+ };
+ bool bFluidFound = false;
+ for( int i = 0; i < 4; ++i )
+ {
+ char Block1 = m_World->GetBlock( LowerPoints[i].x, LowerPoints[i].y, LowerPoints[i].z );
+ char Block2 = m_World->GetBlock( LowerPoints[i].x, a_Y, LowerPoints[i].z );
+ if( Block1 == E_BLOCK_AIR && Block2 == E_BLOCK_AIR )
+ {
+ Points.push_back( LowerPoints[i] );
+ LowerPoints[i].y = a_Y;
+ Points.push_back( LowerPoints[i] );
+ }
+ else if( m_Simulator->IsAllowedBlock(Block2) && m_Simulator->IsPassableForFluid(Block1) )
+ {
+ bFluidFound = true;
+ }
+ }
+
+ if( Points.size() == 0 && !bFluidFound )
+ {
+ Vector3i LevelPoints [] = {
+ Vector3i( a_X-1, a_Y, a_Z ),
+ Vector3i( a_X+1, a_Y, a_Z ),
+ Vector3i( a_X, a_Y, a_Z-1 ),
+ Vector3i( a_X, a_Y, a_Z+1 ),
+ };
+ for( int i = 0; i < 4; ++i )
+ {
+ char Block = m_World->GetBlock( LevelPoints[i].x, a_Y, LevelPoints[i].z );
+ if( m_Simulator->IsPassableForFluid(Block) )
+ Points.push_back( LevelPoints[i] );
+ }
+ }
+ return Points;
+ }
+
+ std::vector< Vector3i >* m_ActiveFluid;
+ std::vector< Vector3i >* m_Buffer;
+ cWorld* m_World;
+ cFluidSimulator *m_Simulator;
+};
+
+cFluidSimulator::cFluidSimulator( cWorld* a_World )
+ : m_World(a_World)
+ , m_Data(new FluidData(a_World, this))
+{
+}
+
+cFluidSimulator::~cFluidSimulator()
+{
+}
+
+void cFluidSimulator::WakeUp( int a_X, int a_Y, int a_Z )
+{
+ AddBlock( a_X, a_Y, a_Z );
+ AddBlock( a_X-1, a_Y, a_Z );
+ AddBlock( a_X+1, a_Y, a_Z );
+ AddBlock( a_X, a_Y-1, a_Z );
+ AddBlock( a_X, a_Y+1, a_Z );
+ AddBlock( a_X, a_Y, a_Z-1 );
+ AddBlock( a_X, a_Y, a_Z+1 );
+}
+
+void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
+{
+ // Check for duplicates
+ std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
+ for( std::vector< 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 )
+ return;
+ }
+
+ ActiveFluid.push_back( Vector3i( a_X, a_Y, a_Z ) );
+}
+
+char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
+{
+ char Max = m_MaxHeight + 1;
+ //TODO Remove define function
+#define __HIGHLEVEL_CHECK__( x, y, z ) \
+ if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
+ { \
+ char Meta; \
+ if( (Meta = m_World->GetBlockMeta( x, y, z ) ) < Max ) Max = Meta; \
+ else if( Meta == m_MaxHeight + 1 ) Max = 0; \
+ if( Max == 0 ) return 0; \
+ }
+
+ __HIGHLEVEL_CHECK__( a_X-1, a_Y, a_Z );
+ __HIGHLEVEL_CHECK__( a_X+1, a_Y, a_Z );
+ __HIGHLEVEL_CHECK__( a_X, a_Y, a_Z-1 );
+ __HIGHLEVEL_CHECK__( a_X, a_Y, a_Z+1 );
+
+ return Max;
+}
+
+void cFluidSimulator::Simulate( float a_Dt )
+{
+ m_Timer += a_Dt;
+
+ if(m_Data->m_ActiveFluid->empty()) //Nothing to do if there is no active fluid ;) saves very little time ;D
+ return;
+
+ 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 )
+ {
+ Vector3i & pos = *itr;
+ char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
+ if( IsAllowedBlock( BlockID ) ) // only care about own fluid
+ {
+ bool bIsFed = false;
+ char Meta = m_World->GetBlockMeta( pos.x, pos.y, pos.z );
+ char Feed = Meta;
+ if( Meta & 8 ) // Falling fluid
+ {
+ if( IsAllowedBlock( m_World->GetBlock(pos.x, pos.y+1, pos.z) ) ) // Block above is fluid
+ {
+ bIsFed = true;
+ Meta = 0; // Make it a full block
+ }
+ }
+ else if( Meta < m_FlowReduction ) // It's a full block, so it's always fed
+ {
+ bIsFed = true;
+ }
+ else
+ {
+ if( (Feed = GetHighestLevelAround( pos.x, pos.y, pos.z )) < Meta )
+ bIsFed = true;
+ }
+
+
+ if( bIsFed )
+ {
+ char DownID = m_World->GetBlock( pos.x, pos.y-1, pos.z );
+ if( IsPassableForFluid(DownID) ) // free for fluid
+ {
+ m_World->FastSetBlock( pos.x, pos.y-1, pos.z, m_FluidBlock, 8 ); // falling
+ AddBlock( pos.x, pos.y-1, pos.z );
+ }
+ else // Not falling
+ {
+ if( Feed + m_FlowReduction < Meta )
+ {
+ m_World->FastSetBlock( pos.x, pos.y, pos.z, m_FluidBlock, Feed + m_FlowReduction );
+ AddBlock( pos.x, pos.y, pos.z );
+ }
+ else if( Meta < m_MaxHeight ) // max is the lowest, so it cannot spread
+ {
+ std::vector< Vector3i > Points = m_Data->GetLowestPoints( pos.x, pos.y, pos.z );
+ for( std::vector< Vector3i >::iterator itr = Points.begin(); itr != Points.end(); ++itr )
+ {
+ Vector3i & p = *itr;
+ char BlockID = m_World->GetBlock( p.x, p.y, p.z );
+ if( !IsAllowedBlock( BlockID ) )
+ {
+ if( p.y == pos.y )
+ m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, Meta + m_FlowReduction);
+ else
+ m_World->FastSetBlock(p.x, p.y, p.z, m_FluidBlock, 8);
+ AddBlock( p.x, p.y, p.z );
+ }
+ else // it's fluid
+ {
+ char PointMeta = m_World->GetBlockMeta( p.x, p.y, p.z );
+ if( PointMeta > Meta + m_FlowReduction )
+ {
+ AddBlock( p.x, p.y, p.z );
+ }
+ }
+ }
+ }
+ }
+ }
+ else // not fed
+ {
+ m_World->FastSetBlock( pos.x, pos.y, pos.z, E_BLOCK_AIR, 0 );
+ WakeUp( pos.x, pos.y, pos.z );
+ }
+ }
+ }
+}
+
+//TODO Not working very well yet :s
+Direction cFluidSimulator::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, Y, Z; //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;
+
+ //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;
+
+
+} \ No newline at end of file