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https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
Use std::vector for speed
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@ -231,7 +231,7 @@ void VoxelMesherBlocky::build(VoxelMesher::Output &output, const VoxelBuffer &bu
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{
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{
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int append_index = arrays.positions.size();
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int append_index = arrays.positions.size();
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arrays.positions.resize(arrays.positions.size() + vertex_count);
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arrays.positions.resize(arrays.positions.size() + vertex_count);
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Vector3 *w = arrays.positions.ptrw() + append_index;
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Vector3 *w = arrays.positions.data() + append_index;
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for (unsigned int i = 0; i < vertex_count; ++i) {
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for (unsigned int i = 0; i < vertex_count; ++i) {
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w[i] = rv[i] + pos;
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w[i] = rv[i] + pos;
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}
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}
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@ -240,13 +240,13 @@ void VoxelMesherBlocky::build(VoxelMesher::Output &output, const VoxelBuffer &bu
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{
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{
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int append_index = arrays.uvs.size();
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int append_index = arrays.uvs.size();
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arrays.uvs.resize(arrays.uvs.size() + vertex_count);
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arrays.uvs.resize(arrays.uvs.size() + vertex_count);
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memcpy(arrays.uvs.ptrw() + append_index, rt.ptr(), vertex_count * sizeof(Vector2));
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memcpy(arrays.uvs.data() + append_index, rt.ptr(), vertex_count * sizeof(Vector2));
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}
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}
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{
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{
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int append_index = arrays.normals.size();
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int append_index = arrays.normals.size();
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arrays.normals.resize(arrays.normals.size() + vertex_count);
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arrays.normals.resize(arrays.normals.size() + vertex_count);
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Vector3 *w = arrays.normals.ptrw() + append_index;
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Vector3 *w = arrays.normals.data() + append_index;
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for (unsigned int i = 0; i < vertex_count; ++i) {
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for (unsigned int i = 0; i < vertex_count; ++i) {
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w[i] = Cube::g_side_normals[side].to_vec3();
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w[i] = Cube::g_side_normals[side].to_vec3();
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}
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}
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@ -257,7 +257,7 @@ void VoxelMesherBlocky::build(VoxelMesher::Output &output, const VoxelBuffer &bu
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int append_index = arrays.colors.size();
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int append_index = arrays.colors.size();
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arrays.colors.resize(arrays.colors.size() + vertex_count);
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arrays.colors.resize(arrays.colors.size() + vertex_count);
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Color *w = arrays.colors.ptrw() + append_index;
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Color *w = arrays.colors.data() + append_index;
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for (unsigned int i = 0; i < vertex_count; ++i) {
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for (unsigned int i = 0; i < vertex_count; ++i) {
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Vector3 v = rv[i];
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Vector3 v = rv[i];
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@ -290,7 +290,7 @@ void VoxelMesherBlocky::build(VoxelMesher::Output &output, const VoxelBuffer &bu
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{
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{
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int i = arrays.indices.size();
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int i = arrays.indices.size();
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arrays.indices.resize(arrays.indices.size() + index_count);
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arrays.indices.resize(arrays.indices.size() + index_count);
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int *w = arrays.indices.ptrw();
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int *w = arrays.indices.data();
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for (unsigned int j = 0; j < index_count; ++j) {
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for (unsigned int j = 0; j < index_count; ++j) {
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w[i++] = index_offset + ri[j];
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w[i++] = index_offset + ri[j];
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}
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}
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@ -7,6 +7,7 @@
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#include "../voxel_mesher.h"
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#include "../voxel_mesher.h"
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#include <core/reference.h>
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#include <core/reference.h>
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#include <scene/resources/mesh.h>
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#include <scene/resources/mesh.h>
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#include <vector>
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class VoxelMesherBlocky : public VoxelMesher {
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class VoxelMesherBlocky : public VoxelMesher {
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GDCLASS(VoxelMesherBlocky, VoxelMesher)
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GDCLASS(VoxelMesherBlocky, VoxelMesher)
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@ -33,13 +34,14 @@ protected:
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static void _bind_methods();
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static void _bind_methods();
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private:
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private:
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// TODO Replace those with std::vector, it's faster
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// Using std::vector because they make this mesher twice as fast than Godot Vectors.
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// See why: https://github.com/godotengine/godot/issues/24731
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struct Arrays {
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struct Arrays {
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Vector<Vector3> positions;
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std::vector<Vector3> positions;
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Vector<Vector3> normals;
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std::vector<Vector3> normals;
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Vector<Vector2> uvs;
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std::vector<Vector2> uvs;
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Vector<Color> colors;
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std::vector<Color> colors;
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Vector<int> indices;
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std::vector<int> indices;
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};
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};
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Ref<VoxelLibrary> _library;
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Ref<VoxelLibrary> _library;
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