#include "blockarray3d.h" BlockArray3d::BlockArray3d(int x, int y, int z) : m_x(x), m_y(y), m_z(z) { m_blocks = new BlockType[x * y * z]; Reset(BTYPE_AIR); } BlockArray3d::BlockArray3d(BlockArray3d& ba) : m_x(ba.m_x), m_y(ba.m_y), m_z(ba.m_z) { m_blocks = new BlockType[ba.m_x*ba.m_y*ba.m_z]; for (int index = 0; index < (m_x * m_y * m_z); ++index) m_blocks[index] = ba.m_blocks[index]; } BlockArray3d::~BlockArray3d() { delete[] m_blocks; } void BlockArray3d::Set(int x, int y, int z, BlockType type) { m_blocks[GetPosition(x, y, z)] = type; } BlockType BlockArray3d::Get(int x, int y, int z) const { return m_blocks[GetPosition(x, y, z)]; } void BlockArray3d::Reset(BlockType type) { for (int index = 0; index < (m_x * m_y * m_z); ++index) m_blocks[index] = type; } int BlockArray3d::GetPosition(int x, int y, int z) const { return x + (z * m_x) + (y * m_z * m_x); }