Moved the test for whether we are accessing the same voxel as last time.
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@ -123,7 +123,19 @@ namespace PolyVox
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const uint16_t yOffset = static_cast<uint16_t>(uYPos & m_iChunkMask);
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const uint16_t zOffset = static_cast<uint16_t>(uZPos & m_iChunkMask);
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auto pChunk = getChunk(chunkX, chunkY, chunkZ);
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Chunk* pChunk;
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if ((chunkX == m_v3dLastAccessedChunkX) &&
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(chunkY == m_v3dLastAccessedChunkY) &&
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(chunkZ == m_v3dLastAccessedChunkZ) &&
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(m_pLastAccessedChunk != 0))
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{
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pChunk = m_pLastAccessedChunk;
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}
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else
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{
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pChunk = getChunk(chunkX, chunkY, chunkZ);
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}
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return pChunk->getVoxel(xOffset, yOffset, zOffset);
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}
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@ -155,7 +167,19 @@ namespace PolyVox
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const uint16_t yOffset = static_cast<uint16_t>(uYPos - (chunkY << m_uChunkSideLengthPower));
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const uint16_t zOffset = static_cast<uint16_t>(uZPos - (chunkZ << m_uChunkSideLengthPower));
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auto pChunk = getChunk(chunkX, chunkY, chunkZ);
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Chunk* pChunk;
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if ((chunkX == m_v3dLastAccessedChunkX) &&
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(chunkY == m_v3dLastAccessedChunkY) &&
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(chunkZ == m_v3dLastAccessedChunkZ) &&
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(m_pLastAccessedChunk != 0))
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{
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pChunk = m_pLastAccessedChunk;
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}
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else
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{
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pChunk = getChunk(chunkX, chunkY, chunkZ);
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}
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pChunk->setVoxel(xOffset, yOffset, zOffset, tValue);
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}
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@ -263,13 +287,13 @@ namespace PolyVox
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//the time stamp. If we updated it everytime then that would be every time we touched
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//a voxel, which would overflow a uint32_t and require us to use a uint64_t instead.
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//This check should also provide a significant speed boost as usually it is true.
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if ((uChunkX == m_v3dLastAccessedChunkX) &&
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/*if ((uChunkX == m_v3dLastAccessedChunkX) &&
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(uChunkY == m_v3dLastAccessedChunkY) &&
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(uChunkZ == m_v3dLastAccessedChunkZ) &&
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(m_pLastAccessedChunk != 0))
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{
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return m_pLastAccessedChunk;
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}
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}*/
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Vector3DInt32 v3dChunkPos(uChunkX, uChunkY, uChunkZ);
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@ -110,7 +110,18 @@ namespace PolyVox
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uYPosInChunk * this->mVolume->m_uChunkSideLength +
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uZPosInChunk * this->mVolume->m_uChunkSideLength * this->mVolume->m_uChunkSideLength;
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auto pCurrentChunk = this->mVolume->getChunk(uXChunk, uYChunk, uZChunk);
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Chunk* pCurrentChunk;
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if ((uXChunk == this->mVolume->m_v3dLastAccessedChunkX) &&
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(uYChunk == this->mVolume->m_v3dLastAccessedChunkY) &&
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(uZChunk == this->mVolume->m_v3dLastAccessedChunkZ) &&
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(this->mVolume->m_pLastAccessedChunk != 0))
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{
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pCurrentChunk = this->mVolume->m_pLastAccessedChunk;
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}
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else
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{
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pCurrentChunk = this->mVolume->getChunk(uXChunk, uYChunk, uZChunk);
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}
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mCurrentVoxel = pCurrentChunk->m_tData + uVoxelIndexInChunk;
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}
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