diff --git a/src/collision.cpp b/src/collision.cpp index 2fe209586..da69a2f7c 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -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 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 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 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 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 objects; #ifndef SERVER ClientEnvironment *c_env = dynamic_cast(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 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 s_objects; - s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb); - } - } - - for (std::vector::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 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)); } } }