forked from Mirrorlandia_minetest/minetest
collisionMoveSimple: use std::vector instead of std::list, this improve the performances
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6c09b34edc
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@ -300,16 +300,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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/* add object boxes to cboxes */
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/* add object boxes to cboxes */
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std::list<ActiveObject*> objects;
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std::vector<ActiveObject*> objects;
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#ifndef SERVER
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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if (c_env != 0)
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if (c_env != 0) {
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{
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f32 distance = speed_f.getLength();
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f32 distance = speed_f.getLength();
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std::vector<DistanceSortedActiveObject> clientobjects;
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
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c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
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for (size_t i=0; i < clientobjects.size(); i++)
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for (size_t i=0; i < clientobjects.size(); i++) {
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{
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if ((self == 0) || (self != clientobjects[i].obj)) {
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if ((self == 0) || (self != clientobjects[i].obj)) {
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objects.push_back((ActiveObject*)clientobjects[i].obj);
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objects.push_back((ActiveObject*)clientobjects[i].obj);
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}
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}
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@ -319,12 +317,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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#endif
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#endif
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{
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{
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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if (s_env != 0)
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if (s_env != 0) {
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{
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f32 distance = speed_f.getLength();
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f32 distance = speed_f.getLength();
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std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
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std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
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for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
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for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
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{
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ServerActiveObject *current = s_env->getActiveObject(*iter);
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ServerActiveObject *current = s_env->getActiveObject(*iter);
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if ((self == 0) || (self != current)) {
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if ((self == 0) || (self != current)) {
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objects.push_back((ActiveObject*)current);
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objects.push_back((ActiveObject*)current);
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@ -333,16 +329,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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}
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}
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}
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}
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for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
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for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
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{
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iter != objects.end(); ++iter) {
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ActiveObject *object = *iter;
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ActiveObject *object = *iter;
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if (object != NULL)
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if (object != NULL) {
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{
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aabb3f object_collisionbox;
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aabb3f object_collisionbox;
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if (object->getCollisionBox(&object_collisionbox) &&
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if (object->getCollisionBox(&object_collisionbox) &&
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object->collideWithObjects())
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object->collideWithObjects()) {
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{
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cboxes.push_back(object_collisionbox);
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cboxes.push_back(object_collisionbox);
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is_unloaded.push_back(false);
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is_unloaded.push_back(false);
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is_step_up.push_back(false);
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is_step_up.push_back(false);
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