mirror of
https://github.com/minetest/minetest.git
synced 2024-12-17 19:55:41 +01:00
Collision: Improve performance by combining 6 vectors into 1 using a struct
This commit is contained in:
parent
b88595050f
commit
6e30dd05f4
@ -34,6 +34,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||||||
//#define COLL_ZERO 0.032 // broken unit tests
|
//#define COLL_ZERO 0.032 // broken unit tests
|
||||||
#define COLL_ZERO 0
|
#define COLL_ZERO 0
|
||||||
|
|
||||||
|
|
||||||
|
struct NearbyCollisionInfo {
|
||||||
|
NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
|
||||||
|
const v3s16 &pos, const aabb3f &box) :
|
||||||
|
is_unloaded(is_ul),
|
||||||
|
is_step_up(false),
|
||||||
|
is_object(is_obj),
|
||||||
|
bouncy(bouncy),
|
||||||
|
position(pos),
|
||||||
|
box(box)
|
||||||
|
{}
|
||||||
|
|
||||||
|
bool is_unloaded;
|
||||||
|
bool is_step_up;
|
||||||
|
bool is_object;
|
||||||
|
int bouncy;
|
||||||
|
v3s16 position;
|
||||||
|
aabb3f box;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
// Helper function:
|
// Helper function:
|
||||||
// Checks for collision of a moving aabbox with a static aabbox
|
// 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
|
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
|
||||||
@ -160,7 +181,7 @@ int axisAlignedCollision(
|
|||||||
// Helper function:
|
// Helper function:
|
||||||
// Checks if moving the movingbox up by the given distance would hit a ceiling.
|
// Checks if moving the movingbox up by the given distance would hit a ceiling.
|
||||||
bool wouldCollideWithCeiling(
|
bool wouldCollideWithCeiling(
|
||||||
const std::vector<aabb3f> &staticboxes,
|
const std::vector<NearbyCollisionInfo> &cinfo,
|
||||||
const aabb3f &movingbox,
|
const aabb3f &movingbox,
|
||||||
f32 y_increase, f32 d)
|
f32 y_increase, f32 d)
|
||||||
{
|
{
|
||||||
@ -168,11 +189,9 @@ bool wouldCollideWithCeiling(
|
|||||||
|
|
||||||
assert(y_increase >= 0); // pre-condition
|
assert(y_increase >= 0); // pre-condition
|
||||||
|
|
||||||
for(std::vector<aabb3f>::const_iterator
|
for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
|
||||||
i = staticboxes.begin();
|
it != cinfo.end(); ++it) {
|
||||||
i != staticboxes.end(); ++i)
|
const aabb3f &staticbox = it->box;
|
||||||
{
|
|
||||||
const aabb3f& staticbox = *i;
|
|
||||||
if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
|
if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
|
||||||
(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
|
(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
|
||||||
(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
|
(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
|
||||||
@ -234,12 +253,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
/*
|
/*
|
||||||
Collect node boxes in movement range
|
Collect node boxes in movement range
|
||||||
*/
|
*/
|
||||||
std::vector<aabb3f> cboxes;
|
std::vector<NearbyCollisionInfo> cinfo;
|
||||||
std::vector<bool> is_unloaded;
|
|
||||||
std::vector<bool> is_step_up;
|
|
||||||
std::vector<bool> is_object;
|
|
||||||
std::vector<int> bouncy_values;
|
|
||||||
std::vector<v3s16> node_positions;
|
|
||||||
{
|
{
|
||||||
//TimeTaker tt2("collisionMoveSimple collect boxes");
|
//TimeTaker tt2("collisionMoveSimple collect boxes");
|
||||||
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
|
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
|
||||||
@ -310,23 +324,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
aabb3f box = *i;
|
aabb3f box = *i;
|
||||||
box.MinEdge += v3f(x, y, z)*BS;
|
box.MinEdge += v3f(x, y, z)*BS;
|
||||||
box.MaxEdge += v3f(x, y, z)*BS;
|
box.MaxEdge += v3f(x, y, z)*BS;
|
||||||
cboxes.push_back(box);
|
cinfo.push_back(NearbyCollisionInfo(false,
|
||||||
is_unloaded.push_back(false);
|
false, n_bouncy_value, p, box));
|
||||||
is_step_up.push_back(false);
|
|
||||||
bouncy_values.push_back(n_bouncy_value);
|
|
||||||
node_positions.push_back(p);
|
|
||||||
is_object.push_back(false);
|
|
||||||
}
|
}
|
||||||
}
|
} else {
|
||||||
else {
|
|
||||||
// Collide with unloaded nodes
|
// Collide with unloaded nodes
|
||||||
aabb3f box = getNodeBox(p, BS);
|
aabb3f box = getNodeBox(p, BS);
|
||||||
cboxes.push_back(box);
|
cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
|
||||||
is_unloaded.push_back(true);
|
|
||||||
is_step_up.push_back(false);
|
|
||||||
bouncy_values.push_back(0);
|
|
||||||
node_positions.push_back(p);
|
|
||||||
is_object.push_back(false);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -344,7 +348,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
|
ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
|
||||||
//TimeTaker tt3("collisionMoveSimple collect object boxes");
|
//TimeTaker tt3("collisionMoveSimple collect object boxes");
|
||||||
|
|
||||||
/* add object boxes to cboxes */
|
/* add object boxes to cinfo */
|
||||||
|
|
||||||
std::vector<ActiveObject*> objects;
|
std::vector<ActiveObject*> objects;
|
||||||
#ifndef SERVER
|
#ifndef SERVER
|
||||||
@ -384,23 +388,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
aabb3f object_collisionbox;
|
aabb3f object_collisionbox;
|
||||||
if (object->getCollisionBox(&object_collisionbox) &&
|
if (object->getCollisionBox(&object_collisionbox) &&
|
||||||
object->collideWithObjects()) {
|
object->collideWithObjects()) {
|
||||||
cboxes.push_back(object_collisionbox);
|
cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
|
||||||
is_unloaded.push_back(false);
|
|
||||||
is_step_up.push_back(false);
|
|
||||||
bouncy_values.push_back(0);
|
|
||||||
node_positions.push_back(v3s16(0,0,0));
|
|
||||||
is_object.push_back(true);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} //tt3
|
} //tt3
|
||||||
|
|
||||||
assert(cboxes.size() == is_unloaded.size()); // post-condition
|
|
||||||
assert(cboxes.size() == is_step_up.size()); // post-condition
|
|
||||||
assert(cboxes.size() == bouncy_values.size()); // post-condition
|
|
||||||
assert(cboxes.size() == node_positions.size()); // post-condition
|
|
||||||
assert(cboxes.size() == is_object.size()); // post-condition
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Collision detection
|
Collision detection
|
||||||
*/
|
*/
|
||||||
@ -440,15 +433,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
/*
|
/*
|
||||||
Go through every nodebox, find nearest collision
|
Go through every nodebox, find nearest collision
|
||||||
*/
|
*/
|
||||||
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
|
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
|
||||||
|
NearbyCollisionInfo box_info = cinfo[boxindex];
|
||||||
// Ignore if already stepped up this nodebox.
|
// Ignore if already stepped up this nodebox.
|
||||||
if(is_step_up[boxindex])
|
if (box_info.is_step_up)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// Find nearest collision of the two boxes (raytracing-like)
|
// Find nearest collision of the two boxes (raytracing-like)
|
||||||
f32 dtime_tmp;
|
f32 dtime_tmp;
|
||||||
int collided = axisAlignedCollision(
|
int collided = axisAlignedCollision(box_info.box,
|
||||||
cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
|
movingbox, *speed_f, d, &dtime_tmp);
|
||||||
|
|
||||||
if (collided == -1 || dtime_tmp >= nearest_dtime)
|
if (collided == -1 || dtime_tmp >= nearest_dtime)
|
||||||
continue;
|
continue;
|
||||||
@ -464,19 +458,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
|
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
|
||||||
} else {
|
} else {
|
||||||
// Otherwise, a collision occurred.
|
// Otherwise, a collision occurred.
|
||||||
|
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
|
||||||
const aabb3f& cbox = cboxes[nearest_boxindex];
|
const aabb3f& cbox = nearest_info.box;
|
||||||
// Check for stairs.
|
// Check for stairs.
|
||||||
bool step_up = (nearest_collided != 1) && // must not be Y direction
|
bool step_up = (nearest_collided != 1) && // must not be Y direction
|
||||||
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
|
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
|
||||||
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
|
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
|
||||||
(!wouldCollideWithCeiling(cboxes, movingbox,
|
(!wouldCollideWithCeiling(cinfo, movingbox,
|
||||||
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
|
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
|
||||||
d));
|
d));
|
||||||
|
|
||||||
// Get bounce multiplier
|
// Get bounce multiplier
|
||||||
bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
|
bool bouncy = (nearest_info.bouncy >= 1);
|
||||||
float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
|
float bounce = -(float)nearest_info.bouncy / 100.0;
|
||||||
|
|
||||||
// Move to the point of collision and reduce dtime by nearest_dtime
|
// Move to the point of collision and reduce dtime by nearest_dtime
|
||||||
if (nearest_dtime < 0) {
|
if (nearest_dtime < 0) {
|
||||||
@ -495,23 +489,23 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
}
|
}
|
||||||
|
|
||||||
bool is_collision = true;
|
bool is_collision = true;
|
||||||
if (is_unloaded[nearest_boxindex])
|
if (nearest_info.is_unloaded)
|
||||||
is_collision = false;
|
is_collision = false;
|
||||||
|
|
||||||
CollisionInfo info;
|
CollisionInfo info;
|
||||||
if (is_object[nearest_boxindex])
|
if (nearest_info.is_object)
|
||||||
info.type = COLLISION_OBJECT;
|
info.type = COLLISION_OBJECT;
|
||||||
else
|
else
|
||||||
info.type = COLLISION_NODE;
|
info.type = COLLISION_NODE;
|
||||||
|
|
||||||
info.node_p = node_positions[nearest_boxindex];
|
info.node_p = nearest_info.position;
|
||||||
info.bouncy = bouncy;
|
info.bouncy = bouncy;
|
||||||
info.old_speed = *speed_f;
|
info.old_speed = *speed_f;
|
||||||
|
|
||||||
// Set the speed component that caused the collision to zero
|
// Set the speed component that caused the collision to zero
|
||||||
if (step_up) {
|
if (step_up) {
|
||||||
// Special case: Handle stairs
|
// Special case: Handle stairs
|
||||||
is_step_up[nearest_boxindex] = true;
|
nearest_info.is_step_up = true;
|
||||||
is_collision = false;
|
is_collision = false;
|
||||||
} else if (nearest_collided == 0) { // X
|
} else if (nearest_collided == 0) { // X
|
||||||
if (fabs(speed_f->X) > BS * 3)
|
if (fabs(speed_f->X) > BS * 3)
|
||||||
@ -520,8 +514,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
speed_f->X = 0;
|
speed_f->X = 0;
|
||||||
result.collides = true;
|
result.collides = true;
|
||||||
result.collides_xz = true;
|
result.collides_xz = true;
|
||||||
}
|
} else if (nearest_collided == 1) { // Y
|
||||||
else if(nearest_collided == 1) { // Y
|
|
||||||
if(fabs(speed_f->Y) > BS * 3)
|
if(fabs(speed_f->Y) > BS * 3)
|
||||||
speed_f->Y *= bounce;
|
speed_f->Y *= bounce;
|
||||||
else
|
else
|
||||||
@ -552,8 +545,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
aabb3f box = box_0;
|
aabb3f box = box_0;
|
||||||
box.MinEdge += *pos_f;
|
box.MinEdge += *pos_f;
|
||||||
box.MaxEdge += *pos_f;
|
box.MaxEdge += *pos_f;
|
||||||
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
|
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
|
||||||
const aabb3f& cbox = cboxes[boxindex];
|
NearbyCollisionInfo &box_info = cinfo[boxindex];
|
||||||
|
const aabb3f &cbox = box_info.box;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
See if the object is touching ground.
|
See if the object is touching ground.
|
||||||
@ -567,8 +561,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
|
if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
|
||||||
cbox.MaxEdge.Z - d > box.MinEdge.Z &&
|
cbox.MaxEdge.Z - d > box.MinEdge.Z &&
|
||||||
cbox.MinEdge.Z + d < box.MaxEdge.Z) {
|
cbox.MinEdge.Z + d < box.MaxEdge.Z) {
|
||||||
if (is_step_up[boxindex]) {
|
if (box_info.is_step_up) {
|
||||||
pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
|
pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
|
||||||
box = box_0;
|
box = box_0;
|
||||||
box.MinEdge += *pos_f;
|
box.MinEdge += *pos_f;
|
||||||
box.MaxEdge += *pos_f;
|
box.MaxEdge += *pos_f;
|
||||||
@ -576,9 +570,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
|||||||
if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
|
if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
|
||||||
result.touching_ground = true;
|
result.touching_ground = true;
|
||||||
|
|
||||||
if (is_object[boxindex])
|
if (box_info.is_object)
|
||||||
result.standing_on_object = true;
|
result.standing_on_object = true;
|
||||||
if (is_unloaded[boxindex])
|
if (box_info.is_unloaded)
|
||||||
result.standing_on_unloaded = true;
|
result.standing_on_unloaded = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user