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item_entity: Cache collisionbox for use in on_step
I don't have absolute numbers but if calls to get_properties() take up 30%+ of on_step() execution time that's bound to matter.
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@ -59,17 +59,20 @@ core.register_entity(":__builtin:item", {
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math.floor(def.light_source / 2 + 0.5)
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math.floor(def.light_source / 2 + 0.5)
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local size_bias = 1e-3 * math.random() -- small random bias to counter Z-fighting
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local size_bias = 1e-3 * math.random() -- small random bias to counter Z-fighting
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local c = {-size, -size, -size, size, size, size}
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self.object:set_properties({
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self.object:set_properties({
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is_visible = true,
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is_visible = true,
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visual = "wielditem",
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visual = "wielditem",
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textures = {itemname},
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textures = {itemname},
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visual_size = {x = size + size_bias, y = size + size_bias},
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visual_size = {x = size + size_bias, y = size + size_bias},
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collisionbox = {-size, -size, -size, size, size, size},
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collisionbox = c,
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automatic_rotate = math.pi * 0.5 * 0.2 / size,
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automatic_rotate = math.pi * 0.5 * 0.2 / size,
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wield_item = self.itemstring,
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wield_item = self.itemstring,
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glow = glow,
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glow = glow,
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})
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})
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-- cache for usage in on_step
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self._collisionbox = c
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end,
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end,
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get_staticdata = function(self)
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get_staticdata = function(self)
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@ -94,6 +97,7 @@ core.register_entity(":__builtin:item", {
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self.object:set_armor_groups({immortal = 1})
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self.object:set_armor_groups({immortal = 1})
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self.object:set_velocity({x = 0, y = 2, z = 0})
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self.object:set_velocity({x = 0, y = 2, z = 0})
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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self.object:set_acceleration({x = 0, y = -gravity, z = 0})
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self._collisionbox = self.initial_properties.collisionbox
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self:set_item()
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self:set_item()
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end,
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end,
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@ -164,7 +168,7 @@ core.register_entity(":__builtin:item", {
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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local node = core.get_node_or_nil({
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local node = core.get_node_or_nil({
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x = pos.x,
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x = pos.x,
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y = pos.y + self.object:get_properties().collisionbox[2] - 0.05,
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y = pos.y + self._collisionbox[2] - 0.05,
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z = pos.z
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z = pos.z
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})
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})
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-- Delete in 'ignore' nodes
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-- Delete in 'ignore' nodes
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@ -177,7 +181,7 @@ core.register_entity(":__builtin:item", {
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if self.force_out then
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if self.force_out then
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-- This code runs after the entity got a push from the is_stuck code.
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-- This code runs after the entity got a push from the is_stuck code.
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-- It makes sure the entity is entirely outside the solid node
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-- It makes sure the entity is entirely outside the solid node
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local c = self.object:get_properties().collisionbox
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local c = self._collisionbox
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local s = self.force_out_start
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local s = self.force_out_start
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local f = self.force_out
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local f = self.force_out
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local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
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local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or
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