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authororwell96 <mono96.mml@gmail.com>2018-01-15 22:17:56 +0100
committerGitHub <noreply@github.com>2018-01-15 22:17:56 +0100
commitfa7f05fd0cc3d4824a442cfab62d01e349b2e296 (patch)
treec555c37f9964ce34f134f1d37a51c3b47a4fca3f /assets/blender/gleis/before_redo
parente9946d98acd325af850f6a92a3f8e225dfef3f4c (diff)
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Actually use the static_save property
My PR on this was merged months ago, but i've just noticed that i'm not using it yet
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ass="hl pps">"face_position_cache.h" #include "threading/mutex_auto_lock.h" std::unordered_map<u16, std::vector<v3s16>> FacePositionCache::cache; std::mutex FacePositionCache::cache_mutex; // Calculate the borders of a "d-radius" cube const std::vector<v3s16> &FacePositionCache::getFacePositions(u16 d) { MutexAutoLock lock(cache_mutex); std::unordered_map<u16, std::vector<v3s16>>::const_iterator it = cache.find(d); if (it != cache.end()) return it->second; return generateFacePosition(d); } const std::vector<v3s16> &FacePositionCache::generateFacePosition(u16 d) { cache[d] = std::vector<v3s16>(); std::vector<v3s16> &c = cache[d]; if (d == 0) { c.push_back(v3s16(0,0,0)); return c; } if (d == 1) { // This is an optimized sequence of coordinates. c.push_back(v3s16( 0, 1, 0)); // Top c.push_back(v3s16( 0, 0, 1)); // Back c.push_back(v3s16(-1, 0, 0)); // Left c.push_back(v3s16( 1, 0, 0)); // Right c.push_back(v3s16( 0, 0,-1)); // Front c.push_back(v3s16( 0,-1, 0)); // Bottom // 6 c.push_back(v3s16(-1, 0, 1)); // Back left c.push_back(v3s16( 1, 0, 1)); // Back right c.push_back(v3s16(-1, 0,-1)); // Front left c.push_back(v3s16( 1, 0,-1)); // Front right c.push_back(v3s16(-1,-1, 0)); // Bottom left c.push_back(v3s16( 1,-1, 0)); // Bottom right c.push_back(v3s16( 0,-1, 1)); // Bottom back c.push_back(v3s16( 0,-1,-1)); // Bottom front c.push_back(v3s16(-1, 1, 0)); // Top left c.push_back(v3s16( 1, 1, 0)); // Top right c.push_back(v3s16( 0, 1, 1)); // Top back c.push_back(v3s16( 0, 1,-1)); // Top front // 18 c.push_back(v3s16(-1, 1, 1)); // Top back-left c.push_back(v3s16( 1, 1, 1)); // Top back-right c.push_back(v3s16(-1, 1,-1)); // Top front-left c.push_back(v3s16( 1, 1,-1)); // Top front-right c.push_back(v3s16(-1,-1, 1)); // Bottom back-left c.push_back(v3s16( 1,-1, 1)); // Bottom back-right c.push_back(v3s16(-1,-1,-1)); // Bottom front-left c.push_back(v3s16( 1,-1,-1)); // Bottom front-right // 26 return c; } // Take blocks in all sides, starting from y=0 and going +-y for (s16 y = 0; y <= d - 1; y++) { // Left and right side, including borders for (s16 z =- d; z <= d; z++) { c.push_back(v3s16( d, y, z)); c.push_back(v3s16(-d, y, z)); if (y != 0) { c.push_back(v3s16( d, -y, z)); c.push_back(v3s16(-d, -y, z)); } } // Back and front side, excluding borders for (s16 x = -d + 1; x <= d - 1; x++) { c.push_back(v3s16(x, y, d)); c.push_back(v3s16(x, y, -d)); if (y != 0) { c.push_back(v3s16(x, -y, d)); c.push_back(v3s16(x, -y, -d)); } } } // Take the bottom and top face with borders // -d < x < d, y = +-d, -d < z < d for (s16 x = -d; x <= d; x++) for (s16 z = -d; z <= d; z++) { c.push_back(v3s16(x, -d, z)); c.push_back(v3s16(x, d, z)); } return c; }