]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/collision.cpp
Update Android defaults for modern H/W. (#7572)
[dragonfireclient.git] / src / collision.cpp
index 61972b2e84dbf8aeaffb0fa9e9d2943e6297eb0f..99874dbfd8c1337d71e9fb440687573ad446d00c 100644 (file)
@@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "collision.h"
+#include <cmath>
 #include "mapblock.h"
 #include "map.h"
 #include "nodedef.h"
@@ -188,9 +189,8 @@ bool wouldCollideWithCeiling(
 
        assert(y_increase >= 0);        // pre-condition
 
-       for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
-                       it != cinfo.end(); ++it) {
-               const aabb3f &staticbox = it->box;
+       for (const auto &it : cinfo) {
+               const aabb3f &staticbox = it.box;
                if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
                                (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
                                (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
@@ -203,8 +203,8 @@ bool wouldCollideWithCeiling(
        return false;
 }
 
-static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
-               Map *map, MapNode n, int v, int *neighbors)
+static inline void getNeighborConnectingFace(const v3s16 &p,
+       const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
 {
        MapNode n2 = map->getNodeNoEx(p);
        if (nodedef->nodeboxConnects(n, n2, v))
@@ -228,13 +228,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        /*
                Calculate new velocity
        */
-       if (dtime > 0.5) {
+       if (dtime > 0.5f) {
                if (!time_notification_done) {
                        time_notification_done = true;
                        infostream << "collisionMoveSimple: maximum step interval exceeded,"
                                        " lost movement details!"<<std::endl;
                }
-               dtime = 0.5;
+               dtime = 0.5f;
        } else {
                time_notification_done = false;
        }
@@ -255,40 +255,46 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        std::vector<NearbyCollisionInfo> cinfo;
        {
        //TimeTaker tt2("collisionMoveSimple collect boxes");
-       ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+       ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
 
-       v3s16 oldpos_i = floatToInt(*pos_f, BS);
-       v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
-       s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
-       s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
-       s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
-       s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
-       s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
-       s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
+       v3f newpos_f = *pos_f + *speed_f * dtime;
+       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
+               MYMIN(pos_f->Z, newpos_f.Z)
+       );
+       v3f maxpos_f(
+               MYMAX(pos_f->X, newpos_f.X),
+               MYMAX(pos_f->Y, newpos_f.Y),
+               MYMAX(pos_f->Z, newpos_f.Z)
+       );
+       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);
 
        bool any_position_valid = false;
 
-       for(s16 x = min_x; x <= max_x; x++)
-       for(s16 y = min_y; y <= max_y; y++)
-       for(s16 z = min_z; z <= max_z; z++)
-       {
-               v3s16 p(x,y,z);
-
+       v3s16 p;
+       for (p.X = min.X; p.X <= max.X; p.X++)
+       for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
+       for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
                bool is_position_valid;
                MapNode n = map->getNodeNoEx(p, &is_position_valid);
 
-               if (is_position_valid) {
+               if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
                        // Object collides into walkable nodes
 
                        any_position_valid = true;
-                       INodeDefManager *nodedef = gamedef->getNodeDefManager();
+                       const NodeDefManager *nodedef = gamedef->getNodeDefManager();
                        const ContentFeatures &f = nodedef->get(n);
-                       if(f.walkable == false)
+
+                       if (!f.walkable)
                                continue;
+
                        int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
 
                        int neighbors = 0;
-                       if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
+                       if (f.drawtype == NDT_NODEBOX &&
+                               f.node_box.type == NODEBOX_CONNECTED) {
                                v3s16 p2 = p;
 
                                p2.Y++;
@@ -316,25 +322,26 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        }
                        std::vector<aabb3f> nodeboxes;
                        n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
-                       for(std::vector<aabb3f>::iterator
-                                       i = nodeboxes.begin();
-                                       i != nodeboxes.end(); ++i)
-                       {
-                               aabb3f box = *i;
-                               box.MinEdge += v3f(x, y, z)*BS;
-                               box.MaxEdge += v3f(x, y, z)*BS;
-                               cinfo.push_back(NearbyCollisionInfo(false,
-                                       false, n_bouncy_value, p, box));
+
+                       // Calculate float position only once
+                       v3f posf = intToFloat(p, BS);
+                       for (auto box : nodeboxes) {
+                               box.MinEdge += posf;
+                               box.MaxEdge += posf;
+                               cinfo.emplace_back(false, false, n_bouncy_value, p, box);
                        }
                } else {
-                       // Collide with unloaded nodes
+                       // Collide with unloaded nodes (position invalid) and loaded
+                       // CONTENT_IGNORE nodes (position valid)
                        aabb3f box = getNodeBox(p, BS);
-                       cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
+                       cinfo.emplace_back(true, false, 0, p, box);
                }
        }
 
        // Do not move if world has not loaded yet, since custom node boxes
        // are not available for collision detection.
+       // This also intentionally occurs in the case of the object being positioned
+       // solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
        if (!any_position_valid) {
                *speed_f = v3f(0, 0, 0);
                return result;
@@ -344,7 +351,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        if(collideWithObjects)
        {
-               ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
+               ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
                //TimeTaker tt3("collisionMoveSimple collect object boxes");
 
                /* add object boxes to cinfo */
@@ -355,10 +362,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                if (c_env != 0) {
                        f32 distance = speed_f->getLength();
                        std::vector<DistanceSortedActiveObject> clientobjects;
-                       c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
-                       for (size_t i=0; i < clientobjects.size(); i++) {
-                               if ((self == 0) || (self != clientobjects[i].obj)) {
-                                       objects.push_back((ActiveObject*)clientobjects[i].obj);
+                       c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
+                       for (auto &clientobject : clientobjects) {
+                               if (!self || (self != clientobject.obj)) {
+                                       objects.push_back((ActiveObject*) clientobject.obj);
                                }
                        }
                }
@@ -369,10 +376,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        if (s_env != NULL) {
                                f32 distance = speed_f->getLength();
                                std::vector<u16> s_objects;
-                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
-                               for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
-                                       ServerActiveObject *current = s_env->getActiveObject(*iter);
-                                       if ((self == 0) || (self != current)) {
+                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
+                               for (u16 obj_id : s_objects) {
+                                       ServerActiveObject *current = s_env->getActiveObject(obj_id);
+                                       if (!self || (self != current)) {
                                                objects.push_back((ActiveObject*)current);
                                        }
                                }
@@ -383,11 +390,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                iter != objects.end(); ++iter) {
                        ActiveObject *object = *iter;
 
-                       if (object != NULL) {
+                       if (object) {
                                aabb3f object_collisionbox;
                                if (object->getCollisionBox(&object_collisionbox) &&
                                                object->collideWithObjects()) {
-                                       cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
+                                       cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
                                }
                        }
                }
@@ -401,7 +408,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
        */
-       f32 d = pos_max_d * 1.1;
+       f32 d = pos_max_d * 1.1f;
        // A fairly large value in here makes moving smoother
        //f32 d = 0.15*BS;
 
@@ -410,9 +417,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        int loopcount = 0;
 
-       while(dtime > BS * 1e-10) {
+       while(dtime > BS * 1e-10f) {
                //TimeTaker tt3("collisionMoveSimple dtime loop");
-               ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
+               ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
 
                // Avoid infinite loop
                loopcount++;
@@ -433,7 +440,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        Go through every nodebox, find nearest collision
                */
                for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
-                       NearbyCollisionInfo box_info = cinfo[boxindex];
+                       const NearbyCollisionInfo &box_info = cinfo[boxindex];
                        // Ignore if already stepped up this nodebox.
                        if (box_info.is_step_up)
                                continue;
@@ -468,7 +475,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                                        d));
 
                        // Get bounce multiplier
-                       float bounce = -(float)nearest_info.bouncy / 100.0;
+                       float bounce = -(float)nearest_info.bouncy / 100.0f;
 
                        // Move to the point of collision and reduce dtime by nearest_dtime
                        if (nearest_dtime < 0) {
@@ -525,7 +532,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        }
 
                        info.new_speed = *speed_f;
-                       if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
+                       if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
                                is_collision = false;
 
                        if (is_collision) {
@@ -540,8 +547,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        aabb3f box = box_0;
        box.MinEdge += *pos_f;
        box.MaxEdge += *pos_f;
-       for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
-               NearbyCollisionInfo &box_info = cinfo[boxindex];
+       for (const auto &box_info : cinfo) {
                const aabb3f &cbox = box_info.box;
 
                /*
@@ -562,7 +568,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                box.MinEdge += *pos_f;
                                box.MaxEdge += *pos_f;
                        }
-                       if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
+                       if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
                                result.touching_ground = true;
 
                                if (box_info.is_object)