DelayedFluidSimulator: optimized block storage for large amounts of blocks.
Speeds up chunk generation by 15 %. Expected to speed up fluid simulation, unmeasured. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1293 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -14,11 +14,37 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData::cSlot
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bool cDelayedFluidSimulatorChunkData::cSlot::Add(int a_RelX, int a_RelY, int a_RelZ)
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{
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ASSERT(a_RelZ >= 0);
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ASSERT(a_RelZ < ARRAYCOUNT(m_Blocks));
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cCoordWithIntVector & Blocks = m_Blocks[a_RelZ];
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int Index = cChunkDef::MakeIndexNoCheck(a_RelX, a_RelY, a_RelZ);
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for (cCoordWithIntVector::const_iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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if (itr->Data == Index)
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{
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// Already present
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return false;
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}
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} // for itr - Blocks[]
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Blocks.push_back(cCoordWithInt(a_RelX, a_RelY, a_RelZ, Index));
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cDelayedFluidSimulatorChunkData:
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cDelayedFluidSimulatorChunkData::cDelayedFluidSimulatorChunkData(int a_TickDelay) :
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m_Slots(new cCoordWithIntVector[a_TickDelay])
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m_Slots(new cSlot[a_TickDelay])
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{
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}
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@ -75,20 +101,15 @@ void cDelayedFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cCoordWithIntVector & Blocks = ChunkData->m_Slots[m_AddSlotNum];
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cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_AddSlotNum];
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// Check for duplicates:
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int Index = cChunkDef::MakeIndexNoCheck(RelX, a_BlockY, RelZ);
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for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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if ((itr->Data == Index))
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// Add, if not already present:
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if (!Slot.Add(RelX, a_BlockY, RelZ))
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{
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return;
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}
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}
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++m_TotalBlocks;
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Blocks.push_back(cCoordWithInt(RelX, a_BlockY, RelZ, Index));
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}
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@ -113,9 +134,16 @@ void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_Chunk
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{
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void * ChunkDataRaw = (m_FluidBlock == E_BLOCK_WATER) ? a_Chunk->GetWaterSimulatorData() : a_Chunk->GetLavaSimulatorData();
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cDelayedFluidSimulatorChunkData * ChunkData = (cDelayedFluidSimulatorChunkData *)ChunkDataRaw;
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cCoordWithIntVector & Blocks = ChunkData->m_Slots[m_SimSlotNum];
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cDelayedFluidSimulatorChunkData::cSlot & Slot = ChunkData->m_Slots[m_SimSlotNum];
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// Simulate the blocks in the scheduled slot:
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// Simulate all the blocks in the scheduled slot:
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for (int i = 0; i < ARRAYCOUNT(Slot.m_Blocks); i++)
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{
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cCoordWithIntVector & Blocks = Slot.m_Blocks[i];
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if (Blocks.empty())
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{
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continue;
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}
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for (cCoordWithIntVector::iterator itr = Blocks.begin(), end = Blocks.end(); itr != end; ++itr)
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{
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SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
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@ -123,6 +151,7 @@ void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_Chunk
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m_TotalBlocks -= Blocks.size();
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Blocks.clear();
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}
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}
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@ -19,13 +19,26 @@ class cDelayedFluidSimulatorChunkData :
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public cFluidSimulatorData
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{
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public:
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class cSlot
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{
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public:
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/// Returns true if the specified block is stored
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bool HasBlock(int a_RelX, int a_RelY, int a_RelZ);
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/// Adds the specified block unless already present; returns true if added, false if the block was already present
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bool Add(int a_RelX, int a_RelY, int a_RelZ);
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/** Array of block containers, each item stores blocks for one Z coord
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Int param is the block index (for faster duplicate comparison in Add())
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*/
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cCoordWithIntVector m_Blocks[16];
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} ;
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cDelayedFluidSimulatorChunkData(int a_TickDelay);
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virtual ~cDelayedFluidSimulatorChunkData();
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/** Slots, one for each delay tick, each containing the blocks to simulate; relative coords.
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Int param is the block index (for faster duplicate comparison in cDelayedFluidSimulator::AddBlock())
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*/
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cCoordWithIntVector * m_Slots;
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/// Slots, one for each delay tick, each containing the blocks to simulate
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cSlot * m_Slots;
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} ;
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