Object libraries like Vector2 optimizations.

This commit is contained in:
jussi
2024-04-17 00:35:58 +03:00
parent 41b6739824
commit 70b40f6782
31 changed files with 527 additions and 370 deletions

View File

@@ -11,6 +11,7 @@ local metatable = {
end,
__add = function( v1, v2 )
return Vector2:new( v1.x + v2.x, v1.y + v2.y )
-- return Vector2:newOld( v1.x + v2.x, v1.y + v2.y )
end,
__sub = function( v1, v2 )
return Vector2:new( v1.x - v2.x, v1.y - v2.y )
@@ -42,27 +43,29 @@ local metatable = {
}
function Vector2:new( x, y )
if type( x ) == "table" then
x, y = table.unpack( x )
elseif type( x ) == "nil" then
x, y = 0, 0
end
local object = setmetatable( {}, metatable )
object.x = x
object.y = y
object.x = x or 0
object.y = y or 0
return object
end
function Vector2:newT( t )
local object = setmetatable( {}, metatable )
object.x, object.y = table.unpack( t )
return object
end
function Vector2:set( x, y )
if type( x ) == "table" then
x, y = table.unpack( x )
end
self.x = x or 0
self.y = y or 0
end
self.x = x
self.y = y
function Vector2:setT( t )
self.x, self.y = table.unpack( t )
end
function Vector2:arr()
@@ -98,11 +101,11 @@ function Vector2:ceil()
end
function Vector2:addValue( value )
return Vector2:new( RL.Vector2AddValue( self, value ) )
return Vector2:newT( RL.Vector2AddValue( self, value ) )
end
function Vector2:subValue( value )
return Vector2:new( RL.Vector2SubtractValue( self, value ) )
return Vector2:newT( RL.Vector2SubtractValue( self, value ) )
end
function Vector2:length()
@@ -138,43 +141,43 @@ function Vector2:atan2()
end
function Vector2:scale( scale )
return Vector2:new( RL.Vector2Scale( self, scale ) )
return Vector2:newT( RL.Vector2Scale( self, scale ) )
end
function Vector2:normalize()
return Vector2:new( RL.Vector2Normalize( self ) )
return Vector2:newT( RL.Vector2Normalize( self ) )
end
function Vector2:transform( mat )
return Vector2:new( RL.Vector2Transform( self, mat ) )
return Vector2:newT( RL.Vector2Transform( self, mat ) )
end
function Vector2:lerp( v2, value )
return Vector2:new( RL.Vector2Lerp( self, v2, value ) )
return Vector2:newT( RL.Vector2Lerp( self, v2, value ) )
end
function Vector2:reflect( normal )
return Vector2:new( RL.Vector2Reflect( self, normal ) )
return Vector2:newT( RL.Vector2Reflect( self, normal ) )
end
function Vector2:rotate( angle )
return Vector2:new( RL.Vector2Rotate( self, angle ) )
return Vector2:newT( RL.Vector2Rotate( self, angle ) )
end
function Vector2:moveTowards( target, maxDistance )
return Vector2:new( RL.Vector2MoveTowards( self, target, maxDistance ) )
return Vector2:newT( RL.Vector2MoveTowards( self, target, maxDistance ) )
end
function Vector2:invert()
return Vector2:new( RL.Vector2Invert( self ) )
return Vector2:newT( RL.Vector2Invert( self ) )
end
function Vector2:clamp( min, max )
return Vector2:new( RL.Vector2Clamp( self, min, max ) )
return Vector2:newT( RL.Vector2Clamp( self, min, max ) )
end
function Vector2:clampValue( min, max )
return Vector2:new( RL.Vector2ClampValue( self, min, max ) )
return Vector2:newT( RL.Vector2ClampValue( self, min, max ) )
end
function Vector2:equals( v2 )
@@ -201,4 +204,45 @@ function Vector2:divEq( v2 )
self.y = self.y / v2.y
end
local TEMP_COUNT = 100
local tempPool = {}
local curTemp = 1
for _ = 1, TEMP_COUNT do
table.insert( tempPool, Vector2:new( 0, 0 ) )
end
-- Uses pre generated objects to avoid "slow" table generation.
function Vector2:temp( x, y )
local object = tempPool[ curTemp ]
curTemp = curTemp + 1
if TEMP_COUNT < curTemp then
curTemp = 1
end
object.x = x or 0
object.y = y or 0
return object
end
-- Uses pre generated objects to avoid "slow" table generation.
function Vector2:tempT( t )
local object = tempPool[ curTemp ]
curTemp = curTemp + 1
if TEMP_COUNT < curTemp then
curTemp = 1
end
object.x, object.y = table.unpack( t )
return object
end
function Vector2:getTempId()
return curTemp
end
return Vector2