46 virtual bool IsAllowedBlock(
BLOCKTYPE a_BlockType)
override;
49 virtual Vector3f GetFlowingDirection(
int a_X,
int a_Y,
int a_Z);
56 bool IsAnyFluidBlock (
BLOCKTYPE a_BlockType)
const {
return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); }
58 static bool CanWashAway(
BLOCKTYPE a_BlockType);
60 bool IsSolidBlock (
BLOCKTYPE a_BlockType);
61 bool IsPassableForFluid(
BLOCKTYPE a_BlockType);
virtual cFluidSimulatorData * CreateChunkData(void)
Creates a ChunkData object for the simulator to use.
unsigned char BLOCKTYPE
The datatype used by blockdata.
BLOCKTYPE m_StationaryFluidBlock
unsigned char NIBBLETYPE
The datatype used by nibbledata (meta, light, skylight)
bool IsFluidBlock(BLOCKTYPE a_BlockType) const
Base class for all block-based physics simulators (such as fluid, fire, falling blocks etc...
This is a base class for all fluid simulator data classes.
bool IsAnyFluidBlock(BLOCKTYPE a_BlockType) const
bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const
virtual ~cFluidSimulatorData()