forked from VoxeLibre/VoxeLibre
Optimisation of liquid level check code
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4d591cf3fb
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4548ee4000
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@ -188,21 +188,30 @@ end
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-- Based on https://github.com/minetest/minetest/blob/master/src/client/content_mapblock.cpp#L536-L813
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-- Based on https://github.com/minetest/minetest/blob/master/src/client/content_mapblock.cpp#L536-L813
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local function get_liquid_corner_heights(pos)
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local function get_liquid_corner_heights(pos)
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local stime = minetest.get_us_time() -- debug
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local cur_liquid = {}
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local cur_liquid = {}
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local node = get_node(pos)
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local node = get_node(pos)
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local ndef = registered_nodes[node.name]
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local ndef = registered_nodes[node.name]
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if not (get_item_group(node.name, "liquid") > 0) then return end
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if not (get_item_group(node.name, "liquid") > 0) then return end
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local node_above = get_node({x=pos.x, y=pos.y+1, z=pos.z})
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local node_above = get_node({x=pos.x, y=pos.y+1, z=pos.z})
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local node_below = get_node({x=pos.x, y=pos.y+1, z=pos.z})
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minetest.debug("glch1", minetest.get_us_time() - stime)
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stime = minetest.get_us_time()
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-- BEGIN prepareLiquidNodeDrawing
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-- BEGIN prepareLiquidNodeDrawing
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cur_liquid.content = node.name
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cur_liquid.content = node.name
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local c_flowing = ndef.liquid_alternative_flowing
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local c_flowing = ndef.liquid_alternative_flowing
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local c_source = ndef.liquid_alternative_source
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local c_source = ndef.liquid_alternative_source
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cur_liquid.top_is_same_liquid = (node_above.name == c_flowing or node_above.name == c_source)
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cur_liquid.top_is_same_liquid = (node_above.name == c_flowing or node_above.name == c_source)
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-- cur_liquid.draw_bottom and lighting skipped
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-- quick return if the liquid above is the same
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if cur_liquid.top_is_same_liquid then return {0.5, 0.5, 0.5, 0.5} end
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-- END prepareLiquidNodeDrawing
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-- END prepareLiquidNodeDrawing
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minetest.debug("glch2", minetest.get_us_time() - stime)
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stime = minetest.get_us_time()
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local c_flowing_ndef = registered_nodes[c_flowing]
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local c_flowing_ndef = registered_nodes[c_flowing]
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@ -219,8 +228,6 @@ local function get_liquid_corner_heights(pos)
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local neighbor_node = get_node({x=pos.x + u, y=pos.y, z=pos.z + w})
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local neighbor_node = get_node({x=pos.x + u, y=pos.y, z=pos.z + w})
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neighbor.content = neighbor_node.name
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neighbor.content = neighbor_node.name
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neighbor.level = -0.5
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neighbor.level = -0.5
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neighbor.is_same_liquid = false
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neighbor.top_is_same_liquid = false
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if neighbor.content == c_source then
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if neighbor.content == c_source then
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neighbor.is_same_liquid = true
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neighbor.is_same_liquid = true
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@ -241,57 +248,46 @@ local function get_liquid_corner_heights(pos)
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end
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end
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--END getLiquidNeighborhood
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--END getLiquidNeighborhood
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cur_liquid.corner_levels = {{}, {}}
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--BEGIN calculateCornerLevels
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for z=1,2 do
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for x=1,2 do
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cur_liquid.corner_levels[z][x] = get_corner_level(x, z, c_flowing, c_source, neighbors)
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end
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end
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--END calculateCornerLevels
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--BEGIN drawLiquidTop
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minetest.debug("glch3", minetest.get_us_time() - stime)
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local corner_resolve = {{0, 1}, {1, 1}, {1, 0}, {0, 0}}
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stime = minetest.get_us_time()
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--BEGIN drawLiquidTop calculateCornerLevels
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local vertices = {
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local vertices = {
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{x=-0.5, y=0, z= 0.5},
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get_corner_level(1, 2, c_flowing, c_source, neighbors),
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{x= 0.5, y=0, z= 0.5},
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get_corner_level(2, 2, c_flowing, c_source, neighbors),
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{x= 0.5, y=0, z=-0.5},
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get_corner_level(2, 1, c_flowing, c_source, neighbors),
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{x=-0.5, y=0, z=-0.5},
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get_corner_level(1, 1, c_flowing, c_source, neighbors),
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}
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}
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for i=1,4 do
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local u = corner_resolve[i][1]
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local w = corner_resolve[i][2]
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if cur_liquid.top_is_same_liquid then
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vertices[i].y = 0.5
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else
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vertices[i].y = vertices[i].y + cur_liquid.corner_levels[w+1][u+1]
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end
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end
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--first 3 vertices are connected, so are last 2 and first
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--first 3 vertices are connected, so are last 2 and first
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--END drawLiquidTop
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minetest.debug("glch4", minetest.get_us_time() - stime)
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stime = minetest.get_us_time()
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--END drawLiquidTop calculateCornerLevels
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return vertices
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return vertices
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end
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end
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local function get_liquid_height(pos_origin, pos_offset)
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local function get_liquid_height(pos_origin, pos_offset)
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local stime = minetest.get_us_time() -- debug
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local corner_heights = get_liquid_corner_heights(pos_origin)
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local corner_heights = get_liquid_corner_heights(pos_origin)
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minetest.debug("glh1", minetest.get_us_time() - stime)
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stime = minetest.get_us_time()
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if corner_heights == nil then return end
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if corner_heights == nil then return end
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-- order: -+ ++ +- --
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-- order: -+ ++ +- --
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if pos_offset.x + pos_offset.z > 0 then
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if pos_offset.x + pos_offset.z > 0 then
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-- first triangle
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-- first triangle
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pos_offset = {x=0.5, y=0, z=0.5} - pos_offset
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pos_offset = {x=0.5, y=0, z=0.5} - pos_offset
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local height_centre = corner_heights[2].y
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local height_centre = corner_heights[2]
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local height_x = corner_heights[1].y
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local height_x = corner_heights[1]
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local height_z = corner_heights[3].y
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local height_z = corner_heights[3]
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local height = height_centre + (height_x - height_centre) * pos_offset.x + (height_z - height_centre) * pos_offset.z
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local height = height_centre + (height_x - height_centre) * pos_offset.x + (height_z - height_centre) * pos_offset.z
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return height + pos_origin.y
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return height + pos_origin.y
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else
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else
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-- second triangle
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-- second triangle
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pos_offset = {x=0.5, y=0, z=0.5} + pos_offset
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pos_offset = {x=0.5, y=0, z=0.5} + pos_offset
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local height_centre = corner_heights[4].y
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local height_centre = corner_heights[4]
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local height_x = corner_heights[3].y
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local height_x = corner_heights[3]
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local height_z = corner_heights[1].y
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local height_z = corner_heights[1]
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local height = height_centre + (height_x - height_centre) * pos_offset.x + (height_z - height_centre) * pos_offset.z
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local height = height_centre + (height_x - height_centre) * pos_offset.x + (height_z - height_centre) * pos_offset.z
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return height + pos_origin.y
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return height + pos_origin.y
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end
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end
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@ -44,6 +44,10 @@ end
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local time = 0
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local time = 0
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local function get_head_submerged_node(head_pos)
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return flowlib.liquid_at_exact(head_pos)
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end
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local function get_player_nodes(player)
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local function get_player_nodes(player)
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local player_pos = player:get_pos()
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local player_pos = player:get_pos()
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local collisionbox = player:get_properties().collisionbox
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local collisionbox = player:get_properties().collisionbox
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@ -62,25 +66,29 @@ local function get_player_nodes(player)
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part_pos = get_playerpart_pos("head", player_pos, collisionbox, eye_height)
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part_pos = get_playerpart_pos("head", player_pos, collisionbox, eye_height)
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infotable.node_head = node_ok(part_pos).name
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infotable.node_head = node_ok(part_pos).name
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minetest.debug("player " .. player:get_player_name() .. " has head submerged in:", flowlib.liquid_at_exact(part_pos))
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infotable.head_submerged_in = get_head_submerged_node(part_pos)
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infotable.head_submerged_in = flowlib.liquid_at_exact(part_pos)
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minetest.debug("player " .. player:get_player_name() .. " has head submerged in:", infotable.head_submerged_in)
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local lch = flowlib.get_liquid_corner_heights(part_pos)
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local lch = flowlib.get_liquid_corner_heights(part_pos)
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local lh = flowlib.get_liquid_height(vector.round(part_pos), part_pos - vector.round(part_pos))
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local lh = flowlib.get_liquid_height(vector.round(part_pos), part_pos - vector.round(part_pos))
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if lch then
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if lch then
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minetest.debug("current liquid corner heights: ", "-+", lch[1].y , "++", lch[2].y , "+-", lch[3].y , "--", lch[4].y)
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--minetest.debug("current liquid corner heights: ", "-+", lch[1].y , "++", lch[2].y , "+-", lch[3].y , "--", lch[4].y)
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end
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end
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for i,v in ipairs(minetest.get_objects_inside_radius(player_pos, 5)) do
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for i,v in ipairs(minetest.get_objects_inside_radius(player_pos, 5)) do
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if (v:get_luaentity() or {}).name == "mcl_playerinfo:debug_marker" then
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if (v:get_luaentity() or {}).name == "mcl_playerinfo:debug_marker" then
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v:remove()
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v:remove()
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end
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end
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end
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end
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if lch then
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minetest.add_entity(vector.add(vector.round(part_pos), {x=-0.5, y=lch[1], z= 0.5}), "mcl_playerinfo:debug_marker")
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minetest.add_entity(vector.add(vector.round(part_pos), {x= 0.5, y=lch[2], z= 0.5}), "mcl_playerinfo:debug_marker")
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minetest.add_entity(vector.add(vector.round(part_pos), {x= 0.5, y=lch[3], z=-0.5}), "mcl_playerinfo:debug_marker")
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minetest.add_entity(vector.add(vector.round(part_pos), {x=-0.5, y=lch[4], z=-0.5}), "mcl_playerinfo:debug_marker")
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end
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for i=1,4 do
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for i=1,4 do
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if lch then
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minetest.add_entity(vector.add(vector.round(part_pos), vector.divide(lch[i], 1)), "mcl_playerinfo:debug_marker")
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end
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if lh then
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if lh then
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minetest.add_entity({x=part_pos.x, y=lh, z=part_pos.z}, "mcl_playerinfo:debug_marker")
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minetest.add_entity({x=part_pos.x, y=lh, z=part_pos.z}, "mcl_playerinfo:debug_marker")
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end
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end
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