From 2ca40c819ecb7b77879c62b2465345a5e6428bd5 Mon Sep 17 00:00:00 2001 From: "lapayo94@gmail.com" Date: Thu, 29 Dec 2011 02:44:21 +0000 Subject: - Pickups should now burn in fire - The player no longer gets an empty bucket when in creative mode - improved the simulators again (moved to std::list because this should be faster with so many objects) (But the water simulation still is very slow) git-svn-id: http://mc-server.googlecode.com/svn/trunk@153 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cFluidSimulator.cpp | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) (limited to 'source/cFluidSimulator.cpp') 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)); -- cgit v1.2.3