clientobject, clouds, collision, clientsimpleobject: code modernization (#6260)

* clientobject, clouds, collision, clientsimpleobject: code modernization

* use range-based for loops
* simplify some tests
* various code style fixes
* use emplace_back instead of push_back when necessary
* use auto on some iterators
* use default operator when needed
* unroll v3s16 creation on collisionMoveSimple
This commit is contained in:
Loïc Blot 2017-08-17 20:23:54 +02:00 committed by GitHub
parent 9bd18874a1
commit c738d1eeab
6 changed files with 41 additions and 44 deletions

@ -42,7 +42,7 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
Client *client, ClientEnvironment *env)
{
// Find factory function
std::unordered_map<u16, Factory>::iterator n = m_types.find(type);
auto n = m_types.find(type);
if (n == m_types.end()) {
// If factory is not found, just return.
warningstream << "ClientActiveObject: No factory for type="
@ -57,7 +57,7 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
void ClientActiveObject::registerType(u16 type, Factory f)
{
std::unordered_map<u16, Factory>::iterator n = m_types.find(type);
auto n = m_types.find(type);
if (n != m_types.end())
return;
m_types[type] = f;

@ -29,8 +29,9 @@ protected:
public:
bool m_to_be_removed = false;
ClientSimpleObject() {}
virtual ~ClientSimpleObject() {}
ClientSimpleObject() = default;
virtual ~ClientSimpleObject() = default;
virtual void step(float dtime) {}
};

@ -208,7 +208,7 @@ void Clouds::render()
u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
if(grid[i] == false)
if (!grid[i])
continue;
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;

@ -74,7 +74,7 @@ public:
void update(const v3f &camera_p, const video::SColorf &color);
void updateCameraOffset(v3s16 camera_offset)
void updateCameraOffset(const v3s16 &camera_offset)
{
m_camera_offset = camera_offset;
updateBox();

@ -188,9 +188,8 @@ bool wouldCollideWithCeiling(
assert(y_increase >= 0); // pre-condition
for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
it != cinfo.end(); ++it) {
const aabb3f &staticbox = it->box;
for (const auto &it : cinfo) {
const aabb3f &staticbox = it.box;
if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
@ -203,7 +202,7 @@ bool wouldCollideWithCeiling(
return false;
}
static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
static inline void getNeighborConnectingFace(const v3s16 &p, INodeDefManager *nodedef,
Map *map, MapNode n, int v, int *neighbors)
{
MapNode n2 = map->getNodeNoEx(p);
@ -255,7 +254,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
std::vector<NearbyCollisionInfo> cinfo;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
v3f newpos_f = *pos_f + *speed_f * dtime;
v3f minpos_f(
@ -273,12 +272,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
bool any_position_valid = false;
for(s16 x = min.X; x <= max.X; x++)
for(s16 y = min.Y; y <= max.Y; y++)
for(s16 z = min.Z; z <= max.Z; z++)
{
v3s16 p(x,y,z);
v3s16 p;
for (p.X = min.X; p.X <= max.X; p.X++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
bool is_position_valid;
MapNode n = map->getNodeNoEx(p, &is_position_valid);
@ -288,12 +285,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
any_position_valid = true;
INodeDefManager *nodedef = gamedef->getNodeDefManager();
const ContentFeatures &f = nodedef->get(n);
if(f.walkable == false)
if (!f.walkable)
continue;
int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
int neighbors = 0;
if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
if (f.drawtype == NDT_NODEBOX &&
f.node_box.type == NODEBOX_CONNECTED) {
v3s16 p2 = p;
p2.Y++;
@ -321,20 +321,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
}
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
for(std::vector<aabb3f>::iterator
i = nodeboxes.begin();
i != nodeboxes.end(); ++i)
{
aabb3f box = *i;
box.MinEdge += v3f(x, y, z)*BS;
box.MaxEdge += v3f(x, y, z)*BS;
cinfo.push_back(NearbyCollisionInfo(false,
false, n_bouncy_value, p, box));
for (auto box : nodeboxes) {
box.MinEdge += intToFloat(p, BS);
box.MaxEdge += intToFloat(p, BS);
cinfo.emplace_back(false, false, n_bouncy_value, p, box);
}
} else {
// Collide with unloaded nodes
aabb3f box = getNodeBox(p, BS);
cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
cinfo.emplace_back(true, false, 0, p, box);
}
}
@ -349,7 +344,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if(collideWithObjects)
{
ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
//TimeTaker tt3("collisionMoveSimple collect object boxes");
/* add object boxes to cinfo */
@ -361,9 +356,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 distance = speed_f->getLength();
std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
for (size_t i=0; i < clientobjects.size(); i++) {
if ((self == 0) || (self != clientobjects[i].obj)) {
objects.push_back((ActiveObject*)clientobjects[i].obj);
for (auto &clientobject : clientobjects) {
if (!self || (self != clientobject.obj)) {
objects.push_back((ActiveObject*) clientobject.obj);
}
}
}
@ -375,9 +370,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 distance = speed_f->getLength();
std::vector<u16> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
ServerActiveObject *current = s_env->getActiveObject(*iter);
if ((self == 0) || (self != current)) {
for (u16 obj_id : s_objects) {
ServerActiveObject *current = s_env->getActiveObject(obj_id);
if (!self || (self != current)) {
objects.push_back((ActiveObject*)current);
}
}
@ -388,11 +383,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
if (object != NULL) {
if (object) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox) &&
object->collideWithObjects()) {
cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
}
}
}
@ -417,7 +412,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
while(dtime > BS * 1e-10) {
//TimeTaker tt3("collisionMoveSimple dtime loop");
ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
// Avoid infinite loop
loopcount++;
@ -545,8 +540,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
aabb3f box = box_0;
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
NearbyCollisionInfo &box_info = cinfo[boxindex];
for (const auto &box_info : cinfo) {
const aabb3f &cbox = box_info.box;
/*

@ -36,7 +36,8 @@ enum CollisionType
struct CollisionInfo
{
CollisionInfo() {}
CollisionInfo() = default;
CollisionType type = COLLISION_NODE;
v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
v3f old_speed;
@ -45,7 +46,8 @@ struct CollisionInfo
struct collisionMoveResult
{
collisionMoveResult() {}
collisionMoveResult() = default;
bool touching_ground = false;
bool collides = false;
bool standing_on_object = false;