forked from Mirrorlandia_minetest/minetest
Little collision.cpp cleanups
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60dc01dc25
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@ -235,7 +235,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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std::vector<v3s16> node_positions;
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std::vector<v3s16> node_positions;
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{
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{
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//TimeTaker tt2("collisionMoveSimple collect boxes");
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//TimeTaker tt2("collisionMoveSimple collect boxes");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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v3s16 oldpos_i = floatToInt(*pos_f, BS);
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v3s16 oldpos_i = floatToInt(*pos_f, BS);
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v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
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v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
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@ -383,13 +383,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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while(dtime > BS * 1e-10) {
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while(dtime > BS * 1e-10) {
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//TimeTaker tt3("collisionMoveSimple dtime loop");
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//TimeTaker tt3("collisionMoveSimple dtime loop");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
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ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
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// Avoid infinite loop
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// Avoid infinite loop
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loopcount++;
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loopcount++;
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if (loopcount >= 100) {
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if (loopcount >= 100) {
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warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
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warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
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dtime = 0;
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break;
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break;
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}
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}
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@ -399,7 +398,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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int nearest_collided = -1;
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int nearest_collided = -1;
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f32 nearest_dtime = dtime;
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f32 nearest_dtime = dtime;
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u32 nearest_boxindex = -1;
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int nearest_boxindex = -1;
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/*
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/*
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Go through every nodebox, find nearest collision
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Go through every nodebox, find nearest collision
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