Little improvement to save some cpu time but it´s still very heavy cpu load
git-svn-id: http://mc-server.googlecode.com/svn/trunk@141 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -85,6 +85,9 @@ cFluidSimulator::~cFluidSimulator()
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void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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{
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if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks
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return;
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// Check for duplicates
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std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
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for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
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@ -100,7 +103,7 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
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char cFluidSimulator::GetHighestLevelAround( int a_X, int a_Y, int a_Z )
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{
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char Max = m_MaxHeight + 1;
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//TODO Remove define function
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#define __HIGHLEVEL_CHECK__( x, y, z ) \
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if( IsAllowedBlock( m_World->GetBlock( x, y, z ) ) ) \
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{ \
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@ -131,6 +134,7 @@ void cFluidSimulator::Simulate( float a_Dt )
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std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
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for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
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{
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Vector3i & pos = *itr;
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char BlockID = m_World->GetBlock( pos.x, pos.y, pos.z );
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if( IsAllowedBlock( BlockID ) ) // only care about own fluid
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@ -51,6 +51,9 @@ bool cSandSimulator::IsAllowedBlock( char a_BlockID )
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void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
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{
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if(!IsAllowedBlock(m_World->GetBlock(a_X, a_Y, a_Z))) //This should save very much time because it doesn´t have to iterate through all blocks
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return;
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Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
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//check for duplicates
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