Optimize env access and structs in collisionMoveSimple

This commit is contained in:
sfan5 2024-04-23 20:23:31 +02:00
parent 92d03f3832
commit 2e89529eef

@ -36,45 +36,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#warning "-ffast-math is known to cause bugs in collision code, do not use!"
#endif
namespace {
struct NearbyCollisionInfo {
// node
NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
const aabb3f &box) :
is_unloaded(is_ul),
NearbyCollisionInfo(bool is_ul, int bouncy, v3s16 pos, const aabb3f &box) :
obj(nullptr),
bouncy(bouncy),
box(box),
position(pos),
box(box)
bouncy(bouncy),
is_unloaded(is_ul),
is_step_up(false)
{}
// object
NearbyCollisionInfo(ActiveObject *obj, int bouncy,
const aabb3f &box) :
is_unloaded(false),
NearbyCollisionInfo(ActiveObject *obj, int bouncy, const aabb3f &box) :
obj(obj),
box(box),
bouncy(bouncy),
box(box)
is_unloaded(false),
is_step_up(false)
{}
inline bool isObject() const { return obj != nullptr; }
bool is_unloaded;
bool is_step_up = false;
ActiveObject *obj;
int bouncy;
v3s16 position;
aabb3f box;
v3s16 position;
u8 bouncy;
// bitfield to save space
bool is_unloaded:1, is_step_up:1;
};
// Helper functions:
// Truncate floating point numbers to specified number of decimal places
// in order to move all the floating point error to one side of the correct value
static inline f32 truncate(const f32 val, const f32 factor)
inline f32 truncate(const f32 val, const f32 factor)
{
return truncf(val * factor) / factor;
}
static inline v3f truncate(const v3f& vec, const f32 factor)
inline v3f truncate(const v3f vec, const f32 factor)
{
return v3f(
truncate(vec.X, factor),
@ -83,6 +85,8 @@ static inline v3f truncate(const v3f& vec, const f32 factor)
);
}
}
// Helper function:
// Checks for collision of a moving aabbox with a static aabbox
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
@ -270,11 +274,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
/*
Collect node boxes in movement range
*/
std::vector<NearbyCollisionInfo> cinfo;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp2(g_profiler, PROFILER_NAME("collision collect boxes"), SPT_AVG, PRECISION_MICRO);
// cached allocation
thread_local std::vector<NearbyCollisionInfo> cinfo;
cinfo.clear();
{
v3f minpos_f(
MYMIN(pos_f->X, newpos_f.X),
MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
@ -288,8 +293,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
const auto *nodedef = gamedef->getNodeDefManager();
bool any_position_valid = false;
thread_local std::vector<aabb3f> nodeboxes;
v3s16 p;
for (p.Z = min.Z; p.Z <= max.Z; p.Z++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
@ -301,7 +309,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Object collides into walkable nodes
any_position_valid = true;
const NodeDefManager *nodedef = gamedef->getNodeDefManager();
const ContentFeatures &f = nodedef->get(n);
if (!f.walkable)
@ -310,36 +317,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Negative bouncy may have a meaning, but we need +value here.
int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
int neighbors = 0;
if (f.drawtype == NDT_NODEBOX &&
f.node_box.type == NODEBOX_CONNECTED) {
v3s16 p2 = p;
u8 neighbors = n.getNeighbors(p, map);
p2.Y++;
getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
p2 = p;
p2.Y--;
getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
p2 = p;
p2.Z--;
getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
p2 = p;
p2.X--;
getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
p2 = p;
p2.Z++;
getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
p2 = p;
p2.X++;
getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
}
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
nodeboxes.clear();
n.getCollisionBoxes(nodedef, &nodeboxes, neighbors);
// Calculate float position only once
v3f posf = intToFloat(p, BS);
@ -365,19 +346,28 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
return result;
}
} // tt2
}
if(collideWithObjects)
{
/* add object boxes to cinfo */
/*
Collect object boxes in movement range
*/
auto process_object = [] (ActiveObject *object) {
if (object && object->collideWithObjects()) {
aabb3f box;
if (object->getCollisionBox(&box))
cinfo.emplace_back(object, 0, box);
}
};
if (collideWithObjects) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
const f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
std::vector<ActiveObject*> objects;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
if (c_env) {
std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(*pos_f, distance, clientobjects);
@ -385,58 +375,40 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Do collide with everything but itself and the parent CAO
if (!self || (self != clientobject.obj &&
self != clientobject.obj->getParent())) {
objects.push_back((ActiveObject*) clientobject.obj);
process_object(clientobject.obj);
}
}
}
else
#endif
{
if (s_env != NULL) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
// search for objects which are not us, or we are not its parent
// we directly use the callback to populate the result to prevent
// a useless result loop here
auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
if (!obj->isGone() &&
(!self || (self != obj && self != obj->getParent()))) {
objects.push_back((ActiveObject *)obj);
}
return false;
};
std::vector<ServerActiveObject *> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}
for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
if (object && object->collideWithObjects()) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox))
cinfo.emplace_back(object, 0, object_collisionbox);
}
}
#ifndef SERVER
if (self && c_env) {
// add collision with local player
LocalPlayer *lplayer = c_env->getLocalPlayer();
if (lplayer->getParent() == nullptr) {
aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
v3f lplayer_pos = lplayer->getPosition();
lplayer_collisionbox.MinEdge += lplayer_pos;
lplayer_collisionbox.MaxEdge += lplayer_pos;
ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
auto *obj = (ActiveObject*) lplayer->getCAO();
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
}
}
else
#endif
} //tt3
if (s_env) {
// search for objects which are not us, or we are not its parent.
// we directly process the object in this callback to avoid useless
// looping afterwards.
auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) {
if (!obj->isGone() &&
(!self || (self != obj && self != obj->getParent()))) {
process_object(obj);
}
return false;
};
// nothing is put into this vector
std::vector<ServerActiveObject*> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}
/*
Collision detection
@ -572,7 +544,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (is_collision) {
info.axis = nearest_collided;
result.collisions.push_back(info);
result.collisions.push_back(std::move(info));
}
}
}