forked from MineClone5/MineClone5
performances improvement for mcl_explosions
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4b2c963222
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@ -18,6 +18,16 @@ local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
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local S = minetest.get_translator("mcl_explosions")
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local hash_node_position = minetest.hash_node_position
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local get_objects_inside_radius = minetest.get_objects_inside_radius
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local get_position_from_hash = minetest.get_position_from_hash
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local get_node_drops = minetest.get_node_drops
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local get_name_from_content_id = minetest.get_name_from_content_id
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local get_voxel_manip = minetest.get_voxel_manip
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local bulk_set_node = minetest.bulk_set_node
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local check_for_falling = minetest.check_for_falling
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local add_item = minetest.add_item
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-- Saved sphere explosion shapes for various radiuses
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local sphere_shapes = {}
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@ -64,7 +74,7 @@ local function compute_sphere_rays(radius)
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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sphere[hash_node_position(pos)] = pos
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break
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end
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end
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@ -79,7 +89,7 @@ local function compute_sphere_rays(radius)
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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sphere[hash_node_position(pos)] = pos
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break
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end
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end
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@ -94,7 +104,7 @@ local function compute_sphere_rays(radius)
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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sphere[hash_node_position(pos)] = pos
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break
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end
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end
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@ -156,7 +166,7 @@ end
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-- inlined to avoid function calls and unnecessary table creation. This was
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-- measured to give a significant performance increase.
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local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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local vm = minetest.get_voxel_manip()
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local vm = get_voxel_manip()
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local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
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vector.add(pos, radius))
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@ -207,7 +217,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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br = max_blast_resistance
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end
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local hash = minetest.hash_node_position(npos)
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local hash = hash_node_position(npos)
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rpos_x = rpos_x + STEP_LENGTH * rdir_x
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rpos_y = rpos_y + STEP_LENGTH * rdir_y
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@ -230,7 +240,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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-- Entities in radius of explosion
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local punch_radius = 2 * strength
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local objs = minetest.get_objects_inside_radius(pos, punch_radius)
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local objs = get_objects_inside_radius(pos, punch_radius)
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-- Trace rays for entity damage
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for _, obj in pairs(objs) do
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@ -359,46 +369,46 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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local remove = true
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if do_drop or on_blast ~= nil then
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local npos = minetest.get_position_from_hash(hash)
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local npos = get_position_from_hash(hash)
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if on_blast ~= nil then
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on_blast(npos, 1.0, do_drop)
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remove = false
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else
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local name = minetest.get_name_from_content_id(data[idx])
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local drop = minetest.get_node_drops(name, "")
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local name = get_name_from_content_id(data[idx])
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local drop = get_node_drops(name, "")
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for _, item in ipairs(drop) do
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if type(item) ~= "string" then
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item = item:get_name() .. item:get_count()
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end
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minetest.add_item(npos, item)
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add_item(npos, item)
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end
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end
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end
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if remove then
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if mod_fire and fire and math.random(1, 3) == 1 then
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table.insert(fires, minetest.get_position_from_hash(hash))
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table.insert(fires, get_position_from_hash(hash))
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else
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table.insert(airs, minetest.get_position_from_hash(hash))
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table.insert(airs, get_position_from_hash(hash))
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end
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end
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end
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-- We use bulk_set_node instead of LVM because we want to have on_destruct and
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-- on_construct being called
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if #airs > 0 then
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minetest.bulk_set_node(airs, {name="air"})
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bulk_set_node(airs, {name="air"})
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end
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if #fires > 0 then
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minetest.bulk_set_node(fires, {name="mcl_fire:fire"})
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bulk_set_node(fires, {name="mcl_fire:fire"})
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end
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-- Update falling nodes
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for a=1, #airs do
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local p = airs[a]
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minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
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check_for_falling({x=p.x, y=p.y+1, z=p.z})
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end
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for f=1, #fires do
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local p = fires[f]
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minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z})
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check_for_falling({x=p.x, y=p.y+1, z=p.z})
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end
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-- Log explosion
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