本文整理汇总了C++中cChunk::MakeIndexNoCheck方法的典型用法代码示例。如果您正苦于以下问题:C++ cChunk::MakeIndexNoCheck方法的具体用法?C++ cChunk::MakeIndexNoCheck怎么用?C++ cChunk::MakeIndexNoCheck使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cChunk
的用法示例。
在下文中一共展示了cChunk::MakeIndexNoCheck方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Tick
void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
{
// GetWorld()->BroadcastTeleportEntity(*this); // Test position
int BlockX = POSX_TOINT;
int BlockY = (int)(GetPosY() - 0.5);
int BlockZ = POSZ_TOINT;
if (BlockY < 0)
{
// Fallen out of this world, just continue falling until out of sight, then destroy:
if (BlockY < VOID_BOUNDARY)
{
Destroy(true);
}
return;
}
if (BlockY >= cChunkDef::Height)
{
// Above the world, just wait for it to fall back down
return;
}
int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx);
NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx);
if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
{
// Fallen onto a block that breaks this into pickups (e. g. half-slab)
// Must finish the fall with coords one below the block:
cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
Destroy(true);
return;
}
else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
{
// Fallen onto a solid block
/*
LOGD(
"Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.",
BlockX, BlockY, BlockZ,
BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width,
ItemTypeToString(BlockBelow).c_str()
);
*/
cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
Destroy(true);
return;
}
float MilliDt = a_Dt * 0.001f;
AddSpeedY(MilliDt * -9.8f);
AddPosition(GetSpeed() * MilliDt);
// If not static (One billionth precision) broadcast movement.
static const float epsilon = 0.000000001;
if ((fabs(GetSpeedX()) > epsilon) || (fabs(GetSpeedZ()) > epsilon))
{
BroadcastMovementUpdate();
}
}