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Slight optimizations in ClientMap (#14251)
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025516a005
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@ -348,7 +348,7 @@ void ClientMap::updateDrawList()
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v3f mesh_sphere_center;
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f32 mesh_sphere_radius;
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v3s16 block_pos_nodes = block->getPos() * MAP_BLOCKSIZE;
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v3s16 block_pos_nodes = block->getPosRelative();
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if (mesh) {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS)
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@ -669,7 +669,7 @@ void ClientMap::touchMapBlocks()
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v3f mesh_sphere_center;
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f32 mesh_sphere_radius;
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v3s16 block_pos_nodes = block->getPos() * MAP_BLOCKSIZE;
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v3s16 block_pos_nodes = block->getPosRelative();
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if (mesh) {
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mesh_sphere_center = intToFloat(block_pos_nodes, BS)
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@ -1245,11 +1245,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
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v3s16 cam_pos_nodes = floatToInt(shadow_light_pos, BS);
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v3s16 p_blocks_min;
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v3s16 p_blocks_max;
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, radius + length);
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for (auto &i : m_drawlist_shadow) {
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MapBlock *block = i.second;
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block->refDrop();
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@ -1278,7 +1273,7 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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continue;
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}
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v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS) + mesh->getBoundingSphereCenter();
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v3f block_pos = intToFloat(block->getPosRelative(), BS) + mesh->getBoundingSphereCenter();
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v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
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if (projection.getDistanceFrom(block_pos) > (radius + mesh->getBoundingRadius()))
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continue;
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