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