Split come code into getCompressedBlock() function.
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@ -329,6 +329,7 @@ namespace PolyVox
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VoxelType getVoxelImpl(int32_t uXPos, int32_t uYPos, int32_t uZPos, WrapModeType<WrapModes::Border>, VoxelType tBorder) const;
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VoxelType getVoxelImpl(int32_t uXPos, int32_t uYPos, int32_t uZPos, WrapModeType<WrapModes::AssumeValid>, VoxelType tBorder) const;
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Block<VoxelType>* getCompressedBlock(int32_t uBlockX, int32_t uBlockY, int32_t uBlockZ) const;
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Block<VoxelType>* getUncompressedBlock(int32_t uBlockX, int32_t uBlockY, int32_t uBlockZ) const;
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void eraseBlock(typename std::map<Vector3DInt32, Block<VoxelType>, BlockPositionCompare>::iterator itBlock) const;
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@ -589,20 +589,10 @@ namespace PolyVox
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}
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template <typename VoxelType>
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Block<VoxelType>* LargeVolume<VoxelType>::getUncompressedBlock(int32_t uBlockX, int32_t uBlockY, int32_t uBlockZ) const
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Block<VoxelType>* LargeVolume<VoxelType>::getCompressedBlock(int32_t uBlockX, int32_t uBlockY, int32_t uBlockZ) const
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{
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Vector3DInt32 v3dBlockPos(uBlockX, uBlockY, uBlockZ);
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//Check if we have the same block as last time, if so there's no need to even update
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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((v3dBlockPos == m_v3dLastAccessedBlockPos) && (m_pLastAccessedBlock != 0))
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{
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POLYVOX_ASSERT(m_pLastAccessedBlock->hasUncompressedData(), "Last accessed block has no uncompressed data.");
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return m_pLastAccessedBlock;
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}
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typename std::map<Vector3DInt32, Block<VoxelType>, BlockPositionCompare>::iterator itBlock = m_pBlocks.find(v3dBlockPos);
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// check whether the block is already loaded
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if(itBlock == m_pBlocks.end())
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@ -627,9 +617,30 @@ namespace PolyVox
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m_v3dLastAccessedBlockPos = v3dBlockPos;
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m_pLastAccessedBlock = █
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if(block.hasUncompressedData())
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{
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return m_pLastAccessedBlock;
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}
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template <typename VoxelType>
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Block<VoxelType>* LargeVolume<VoxelType>::getUncompressedBlock(int32_t uBlockX, int32_t uBlockY, int32_t uBlockZ) const
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{
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Vector3DInt32 v3dBlockPos(uBlockX, uBlockY, uBlockZ);
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//Check if we have the same block as last time, if so there's no need to even update
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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((v3dBlockPos == m_v3dLastAccessedBlockPos) && (m_pLastAccessedBlock != 0))
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{
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POLYVOX_ASSERT(m_pLastAccessedBlock->hasUncompressedData(), "Last accessed block has no uncompressed data.");
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return m_pLastAccessedBlock;
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}
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//Get the block and mark that we accessed it
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Block<VoxelType>* block = getCompressedBlock(uBlockX, uBlockY, uBlockZ);
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if(block->hasUncompressedData())
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{
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return block;
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}
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//If we are allowed to compress then check whether we need to
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@ -655,16 +666,16 @@ namespace PolyVox
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//We don't actually remove any elements from this vector, we
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//simply change the pointer to point at the new uncompressed bloack.
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m_vecBlocksWithUncompressedData[leastRecentlyUsedBlockIndex] = █
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m_vecBlocksWithUncompressedData[leastRecentlyUsedBlockIndex] = block;
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}
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else
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{
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m_vecBlocksWithUncompressedData.push_back(&block);
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m_vecBlocksWithUncompressedData.push_back(block);
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}
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block.createUncompressedData();
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block->createUncompressedData();
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m_pLastAccessedBlock = &(block);
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m_pLastAccessedBlock = block;
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POLYVOX_ASSERT(m_pLastAccessedBlock->m_tUncompressedData, "Block has no uncompressed data");
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return m_pLastAccessedBlock;
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}
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