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https://github.com/minetest/minetest.git
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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
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@ -42,7 +42,7 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
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Client *client, ClientEnvironment *env)
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{
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// Find factory function
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std::unordered_map<u16, Factory>::iterator n = m_types.find(type);
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auto n = m_types.find(type);
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if (n == m_types.end()) {
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// If factory is not found, just return.
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warningstream << "ClientActiveObject: No factory for type="
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@ -57,8 +57,8 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type,
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void ClientActiveObject::registerType(u16 type, Factory f)
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{
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std::unordered_map<u16, Factory>::iterator n = m_types.find(type);
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if(n != m_types.end())
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auto n = m_types.find(type);
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if (n != m_types.end())
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return;
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m_types[type] = f;
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}
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@ -29,8 +29,9 @@ protected:
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public:
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bool m_to_be_removed = false;
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ClientSimpleObject() {}
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virtual ~ClientSimpleObject() {}
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ClientSimpleObject() = default;
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virtual ~ClientSimpleObject() = default;
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virtual void step(float dtime) {}
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};
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@ -208,7 +208,7 @@ void Clouds::render()
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u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
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if(grid[i] == false)
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if (!grid[i])
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continue;
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v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
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@ -74,7 +74,7 @@ public:
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void update(const v3f &camera_p, const video::SColorf &color);
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void updateCameraOffset(v3s16 camera_offset)
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void updateCameraOffset(const v3s16 &camera_offset)
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{
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m_camera_offset = camera_offset;
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updateBox();
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@ -188,9 +188,8 @@ bool wouldCollideWithCeiling(
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assert(y_increase >= 0); // pre-condition
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for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
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it != cinfo.end(); ++it) {
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const aabb3f &staticbox = it->box;
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for (const auto &it : cinfo) {
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const aabb3f &staticbox = it.box;
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if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
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(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
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(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
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@ -203,7 +202,7 @@ bool wouldCollideWithCeiling(
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return false;
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}
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static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
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static inline void getNeighborConnectingFace(const v3s16 &p, INodeDefManager *nodedef,
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Map *map, MapNode n, int v, int *neighbors)
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{
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MapNode n2 = map->getNodeNoEx(p);
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@ -255,7 +254,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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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 sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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v3f newpos_f = *pos_f + *speed_f * dtime;
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v3f minpos_f(
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@ -273,12 +272,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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bool any_position_valid = false;
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for(s16 x = min.X; x <= max.X; x++)
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for(s16 y = min.Y; y <= max.Y; y++)
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for(s16 z = min.Z; z <= max.Z; z++)
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{
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v3s16 p(x,y,z);
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v3s16 p;
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for (p.X = min.X; p.X <= max.X; p.X++)
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for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
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for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
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bool is_position_valid;
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MapNode n = map->getNodeNoEx(p, &is_position_valid);
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@ -288,12 +285,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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any_position_valid = true;
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INodeDefManager *nodedef = gamedef->getNodeDefManager();
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const ContentFeatures &f = nodedef->get(n);
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if(f.walkable == false)
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if (!f.walkable)
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continue;
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int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
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int neighbors = 0;
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if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
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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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p2.Y++;
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@ -321,20 +321,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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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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for(std::vector<aabb3f>::iterator
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i = nodeboxes.begin();
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i != nodeboxes.end(); ++i)
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{
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aabb3f box = *i;
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box.MinEdge += v3f(x, y, z)*BS;
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box.MaxEdge += v3f(x, y, z)*BS;
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cinfo.push_back(NearbyCollisionInfo(false,
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false, n_bouncy_value, p, box));
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for (auto box : nodeboxes) {
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box.MinEdge += intToFloat(p, BS);
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box.MaxEdge += intToFloat(p, BS);
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cinfo.emplace_back(false, false, n_bouncy_value, p, box);
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}
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} else {
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// Collide with unloaded nodes
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aabb3f box = getNodeBox(p, BS);
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cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
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cinfo.emplace_back(true, false, 0, p, box);
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}
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}
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@ -349,7 +344,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if(collideWithObjects)
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{
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ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
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ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
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//TimeTaker tt3("collisionMoveSimple collect object boxes");
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/* add object boxes to cinfo */
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@ -361,9 +356,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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f32 distance = speed_f->getLength();
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
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for (size_t i=0; i < clientobjects.size(); i++) {
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if ((self == 0) || (self != clientobjects[i].obj)) {
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objects.push_back((ActiveObject*)clientobjects[i].obj);
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for (auto &clientobject : clientobjects) {
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if (!self || (self != clientobject.obj)) {
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objects.push_back((ActiveObject*) clientobject.obj);
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}
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}
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}
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@ -375,9 +370,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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f32 distance = speed_f->getLength();
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std::vector<u16> s_objects;
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s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
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for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
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ServerActiveObject *current = s_env->getActiveObject(*iter);
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if ((self == 0) || (self != current)) {
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for (u16 obj_id : s_objects) {
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ServerActiveObject *current = s_env->getActiveObject(obj_id);
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if (!self || (self != current)) {
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objects.push_back((ActiveObject*)current);
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}
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}
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@ -388,11 +383,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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iter != objects.end(); ++iter) {
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ActiveObject *object = *iter;
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if (object != NULL) {
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if (object) {
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aabb3f object_collisionbox;
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if (object->getCollisionBox(&object_collisionbox) &&
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object->collideWithObjects()) {
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cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
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cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
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}
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}
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}
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@ -417,7 +412,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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while(dtime > BS * 1e-10) {
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//TimeTaker tt3("collisionMoveSimple dtime loop");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
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ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
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// Avoid infinite loop
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loopcount++;
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@ -545,8 +540,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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aabb3f box = box_0;
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
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NearbyCollisionInfo &box_info = cinfo[boxindex];
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for (const auto &box_info : cinfo) {
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const aabb3f &cbox = box_info.box;
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/*
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@ -36,7 +36,8 @@ enum CollisionType
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struct CollisionInfo
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{
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CollisionInfo() {}
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CollisionInfo() = default;
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CollisionType type = COLLISION_NODE;
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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v3f old_speed;
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@ -45,7 +46,8 @@ struct CollisionInfo
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struct collisionMoveResult
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{
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collisionMoveResult() {}
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collisionMoveResult() = default;
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bool touching_ground = false;
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bool collides = false;
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bool standing_on_object = false;
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