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#include "Globals.h"
#include "Simulator.h"
#include "../Chunk.h"
#include "../Cuboid.h"
#include "../World.h"
void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_Block)
{
ASSERT(a_Chunk.IsValid());
AddBlock(a_Chunk, a_Position, a_Block);
}
void cSimulator::WakeUp(cChunk & a_Chunk, Vector3i a_Position, Vector3i a_Offset, BLOCKTYPE a_Block)
{
ASSERT(a_Chunk.IsValid());
WakeUp(a_Chunk, a_Position, a_Block);
}
void cSimulator::WakeUp(const cCuboid & a_Area)
{
cCuboid area(a_Area);
area.Sort();
area.Expand(1, 1, 1, 1, 1, 1); // Expand the area to contain the neighbors, too.
area.ClampY(0, cChunkDef::Height - 1);
// Add all blocks, in a per-chunk manner:
cChunkCoords ChunkStart = cChunkDef::BlockToChunk(area.p1);
cChunkCoords ChunkEnd = cChunkDef::BlockToChunk(area.p2);
for (int cz = ChunkStart.m_ChunkZ; cz <= ChunkEnd.m_ChunkZ; ++cz)
{
for (int cx = ChunkStart.m_ChunkX; cx <= ChunkEnd.m_ChunkX; ++cx)
{
m_World.DoWithChunk(cx, cz, [this, &area](cChunk & a_CBChunk) -> bool
{
if (!a_CBChunk.IsValid())
{
LOGWARNING("%s: Trying to wake up inside a non-valid chunk [%d, %d]. Ignoring.",
__FUNCTION__, a_CBChunk.GetPosX(), a_CBChunk.GetPosZ()
);
return true;
}
int startX = std::max(area.p1.x, a_CBChunk.GetPosX() * cChunkDef::Width);
int startZ = std::max(area.p1.z, a_CBChunk.GetPosZ() * cChunkDef::Width);
int endX = std::min(area.p2.x, a_CBChunk.GetPosX() * cChunkDef::Width + cChunkDef::Width - 1);
int endZ = std::min(area.p2.z, a_CBChunk.GetPosZ() * cChunkDef::Width + cChunkDef::Width - 1);
for (int y = area.p1.y; y <= area.p2.y; ++y)
{
for (int z = startZ; z <= endZ; ++z)
{
for (int x = startX; x <= endX; ++x)
{
const auto Position = cChunkDef::AbsoluteToRelative({ x, y, z });
AddBlock(a_CBChunk, Position, a_CBChunk.GetBlock(Position));
} // for x
} // for z
} // for y
return true;
} // lambda
); // DoWithChunk
} // for cx
} // for cz
}
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