]> git.lizzy.rs Git - minetest.git/commitdiff
Remove profiler.h include where it's not needed. Remove some unreachable and very...
authorLoic Blot <loic.blot@unix-experience.fr>
Mon, 20 Jul 2015 21:30:43 +0000 (23:30 +0200)
committerLoic Blot <loic.blot@unix-experience.fr>
Tue, 21 Jul 2015 06:10:43 +0000 (08:10 +0200)
src/camera.cpp
src/collision.cpp
src/collision.h
src/content_sao.cpp
src/main.cpp
src/mapgen_singlenode.cpp
src/mapgen_v5.cpp
src/mapgen_v6.cpp
src/mapgen_v7.cpp
src/player.cpp

index ca28555d2e15daee9ff0484266bed0a2183d3801..46df0575ccc9b7faa9b80143d4cf532b946af2f7 100644 (file)
@@ -162,55 +162,37 @@ void Camera::step(f32 dtime)
        {
                //f32 offset = dtime * m_view_bobbing_speed * 0.035;
                f32 offset = dtime * m_view_bobbing_speed * 0.030;
-               if (m_view_bobbing_state == 2)
-               {
-#if 0
+               if (m_view_bobbing_state == 2) {
                        // Animation is getting turned off
-                       if (m_view_bobbing_anim < 0.5)
+                       if (m_view_bobbing_anim < 0.25) {
                                m_view_bobbing_anim -= offset;
-                       else
+                       } else if (m_view_bobbing_anim > 0.75) {
                                m_view_bobbing_anim += offset;
-                       if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
-                       {
-                               m_view_bobbing_anim = 0;
-                               m_view_bobbing_state = 0;
                        }
-#endif
-#if 1
-                       // Animation is getting turned off
-                       if(m_view_bobbing_anim < 0.25)
-                       {
-                               m_view_bobbing_anim -= offset;
-                       } else if(m_view_bobbing_anim > 0.75) {
-                               m_view_bobbing_anim += offset;
-                       }
-                       if(m_view_bobbing_anim < 0.5)
-                       {
+
+                       if (m_view_bobbing_anim < 0.5) {
                                m_view_bobbing_anim += offset;
-                               if(m_view_bobbing_anim > 0.5)
+                               if (m_view_bobbing_anim > 0.5)
                                        m_view_bobbing_anim = 0.5;
                        } else {
                                m_view_bobbing_anim -= offset;
-                               if(m_view_bobbing_anim < 0.5)
+                               if (m_view_bobbing_anim < 0.5)
                                        m_view_bobbing_anim = 0.5;
                        }
-                       if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
-                                       fabs(m_view_bobbing_anim - 0.5) < 0.01)
-                       {
+
+                       if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+                                       fabs(m_view_bobbing_anim - 0.5) < 0.01) {
                                m_view_bobbing_anim = 0;
                                m_view_bobbing_state = 0;
                        }
-#endif
                }
-               else
-               {
+               else {
                        float was = m_view_bobbing_anim;
                        m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
                        bool step = (was == 0 ||
                                        (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
                                        (was > 0.5f && m_view_bobbing_anim <= 0.5f));
-                       if(step)
-                       {
+                       if(step) {
                                MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
                                m_gamedef->event()->put(e);
                        }
index 27e3b5e949ec796d3ea421525b2f87e5aca7b10c..6afc79ab7bd2d61ea648c5bf6ec3b345090dd977 100644 (file)
@@ -458,7 +458,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                pos_f += speed_f * nearest_dtime;
                                dtime -= nearest_dtime;
                        }
-                       
+
                        bool is_collision = true;
                        if(is_unloaded[nearest_boxindex])
                                is_collision = false;
@@ -561,76 +561,3 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        return result;
 }
-
-#if 0
-// This doesn't seem to work and isn't used
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const aabb3f &box_0,
-               f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f)
-{
-       //TimeTaker tt("collisionMovePrecise");
-    ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
-       
-       collisionMoveResult final_result;
-
-       // If there is no speed, there are no collisions
-       if(speed_f.getLength() == 0)
-               return final_result;
-
-       // Don't allow overly huge dtime
-       if(dtime > 2.0)
-               dtime = 2.0;
-
-       f32 dtime_downcount = dtime;
-
-       u32 loopcount = 0;
-       do
-       {
-               loopcount++;
-
-               // Maximum time increment (for collision detection etc)
-               // time = distance / speed
-               f32 dtime_max_increment = 1.0;
-               if(speed_f.getLength() != 0)
-                       dtime_max_increment = pos_max_d / speed_f.getLength();
-
-               // Maximum time increment is 10ms or lower
-               if(dtime_max_increment > 0.01)
-                       dtime_max_increment = 0.01;
-
-               f32 dtime_part;
-               if(dtime_downcount > dtime_max_increment)
-               {
-                       dtime_part = dtime_max_increment;
-                       dtime_downcount -= dtime_part;
-               }
-               else
-               {
-                       dtime_part = dtime_downcount;
-                       /*
-                               Setting this to 0 (no -=dtime_part) disables an infinite loop
-                               when dtime_part is so small that dtime_downcount -= dtime_part
-                               does nothing
-                       */
-                       dtime_downcount = 0;
-               }
-
-               collisionMoveResult result = collisionMoveSimple(map, gamedef,
-                               pos_max_d, box_0, stepheight, dtime_part,
-                               pos_f, speed_f, accel_f);
-
-               if(result.touching_ground)
-                       final_result.touching_ground = true;
-               if(result.collides)
-                       final_result.collides = true;
-               if(result.collides_xz)
-                       final_result.collides_xz = true;
-               if(result.standing_on_unloaded)
-                       final_result.standing_on_unloaded = true;
-       }
-       while(dtime_downcount > 0.001);
-
-       return final_result;
-}
-#endif
index 32086aae3c49ca8fe223ebc28a46e162e5cd0300..fc4187eda89bc76659b53a9908a33643c1bcd8bb 100644 (file)
@@ -75,15 +75,6 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
                v3f &accel_f,ActiveObject* self=0,
                bool collideWithObjects=true);
 
-#if 0
-// This doesn't seem to work and isn't used
-// Moves using as many iterations as needed
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const aabb3f &box_0,
-               f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f);
-#endif
-
 // 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
index eab1e62795d4e7e5907eee383da619a8bee0bcbc..add1726fce770700d85fd1b667ac7066303af220 100644 (file)
@@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "collision.h"
 #include "environment.h"
 #include "settings.h"
-#include "profiler.h"
 #include "serialization.h" // For compressZlib
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
index 79daa7b8cdea7408402890e95ac3e5e19d0c0675..1d73b40253003a6a37140e33daae2375cd13a61e 100644 (file)
@@ -40,7 +40,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "game.h"
 #include "defaultsettings.h"
 #include "gettext.h"
-#include "profiler.h"
 #include "log.h"
 #include "quicktune.h"
 #include "httpfetch.h"
index a40020ab356197f569aee6f4b8f5dfda4214e2f2..a8b84e849722032c80242ba88455ed4185e9ae03 100644 (file)
@@ -24,7 +24,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "nodedef.h"
 #include "voxelalgorithms.h"
-#include "profiler.h"
 #include "emerge.h"
 
 
index 00a1b915d3117c5789fb79524f6b87f665de474a..f23dad4ecb635e2d58dca0c118f657998f3ae404 100644 (file)
@@ -27,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_sao.h"
 #include "nodedef.h"
 #include "voxelalgorithms.h"
-#include "profiler.h"
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
index 86e2f89aeaf30758061e61720182c91665e82048..09acec7837215954be54dcbf16f0ca6e26801230 100644 (file)
@@ -28,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "content_mapnode.h" // For content_mapnode_get_new_name
 #include "voxelalgorithms.h"
-#include "profiler.h"
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
index 4eb305dc5d88c708acc1c9d4afa70afc267461ea..a46bf8f17d1b20b48c0a32f8926cfb7f0a805344 100644 (file)
@@ -27,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_sao.h"
 #include "nodedef.h"
 #include "voxelalgorithms.h"
-#include "profiler.h"
 #include "settings.h" // For g_settings
 #include "emerge.h"
 #include "dungeongen.h"
index 26496259ccf77737fc27f9f1fa53343aeefba11a..668d490cc4bb10fc9827079ebaeeda6276b5d3b2 100644 (file)
@@ -119,31 +119,12 @@ void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
        f32 dl = d_wanted.getLength();
        if(dl > max_increase)
                dl = max_increase;
-       
+
        v3f d = d_wanted.normalize() * dl;
 
        m_speed.X += d.X;
        m_speed.Z += d.Z;
 
-#if 0 // old code
-       if(m_speed.X < target_speed.X - max_increase)
-               m_speed.X += max_increase;
-       else if(m_speed.X > target_speed.X + max_increase)
-               m_speed.X -= max_increase;
-       else if(m_speed.X < target_speed.X)
-               m_speed.X = target_speed.X;
-       else if(m_speed.X > target_speed.X)
-               m_speed.X = target_speed.X;
-
-       if(m_speed.Z < target_speed.Z - max_increase)
-               m_speed.Z += max_increase;
-       else if(m_speed.Z > target_speed.Z + max_increase)
-               m_speed.Z -= max_increase;
-       else if(m_speed.Z < target_speed.Z)
-               m_speed.Z = target_speed.Z;
-       else if(m_speed.Z > target_speed.Z)
-               m_speed.Z = target_speed.Z;
-#endif
 }
 
 // Vertical acceleration (Y), X and Z directions are ignored
@@ -160,16 +141,6 @@ void Player::accelerateVertical(v3f target_speed, f32 max_increase)
 
        m_speed.Y += d_wanted;
 
-#if 0 // old code
-       if(m_speed.Y < target_speed.Y - max_increase)
-               m_speed.Y += max_increase;
-       else if(m_speed.Y > target_speed.Y + max_increase)
-               m_speed.Y -= max_increase;
-       else if(m_speed.Y < target_speed.Y)
-               m_speed.Y = target_speed.Y;
-       else if(m_speed.Y > target_speed.Y)
-               m_speed.Y = target_speed.Y;
-#endif
 }
 
 v3s16 Player::getLightPosition() const