forked from Mirrorlandia_minetest/minetest
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:
parent
9bd18874a1
commit
c738d1eeab
@ -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="
|
||||
@ -57,8 +57,8 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
|
||||
|
||||
void ClientActiveObject::registerType(u16 type, Factory f)
|
||||
{
|
||||
std::unordered_map<u16, Factory>::iterator n = m_types.find(type);
|
||||
if(n != m_types.end())
|
||||
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;
|
||||
|
Loading…
Reference in New Issue
Block a user