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// cSimulatorManager.h
#pragma once
#include "Simulator.h"
// fwd: Chunk.h
class cChunk;
// fwd: World.h
class cWorld;
class cSimulatorManager
{
public:
cSimulatorManager(cWorld & a_World);
~cSimulatorManager();
/** Called in each tick, a_Dt is the time passed since the last tick, in msec. */
void Simulate(float a_Dt);
/** Called in each tick for each chunk, a_Dt is the time passed since the last tick, in msec; direct access to chunk data available. */
void SimulateChunk(std::chrono::milliseconds a_DT, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk);
/* Called when a single block changes, wakes all simulators up for the block and its face-neighbors.
The simulator implementation may also decide to wake blocks farther away. */
void WakeUp(cChunk & a_Chunk, Vector3i a_Position);
/** Does the same processing as WakeUp, but for all blocks within the specified area.
Has better performance than calling WakeUp for each block individually, due to neighbor-checking.
All chunks intersected by the area should be valid (outputs a warning if not).
Note that, unlike WakeUp(), this call adds blocks not only face-neighboring, but also edge-neighboring and corner-neighboring the specified area. */
void WakeUp(const cCuboid & a_Area);
void RegisterSimulator(cSimulator * a_Simulator, int a_Rate); // Takes ownership of the simulator object!
protected:
typedef std::vector <std::pair<cSimulator *, int> > cSimulators;
cWorld & m_World;
cSimulators m_Simulators;
long long m_Ticks;
};
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