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authorLoïc Blot <nerzhul@users.noreply.github.com>2017-08-17 20:23:54 +0200
committerGitHub <noreply@github.com>2017-08-17 20:23:54 +0200
commitc738d1eeabbbe9164a25f6b69bc7ec1a3b44b051 (patch)
tree6a7c153cd4e1f468c627ab5811e76fc7c77f9a44 /src/collision.cpp
parent9bd18874a14774f2585955719b77f8894d6e6618 (diff)
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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
Diffstat (limited to 'src/collision.cpp')
-rw-r--r--src/collision.cpp64
1 files changed, 29 insertions, 35 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index 9d0e8b361..7665699cd 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -188,9 +188,8 @@ 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) &&
@@ -203,7 +202,7 @@ bool wouldCollideWithCeiling(
return false;
}
-static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
+static inline void getNeighborConnectingFace(const v3s16 &p, INodeDefManager *nodedef,
Map *map, MapNode n, int v, int *neighbors)
{
MapNode n2 = map->getNodeNoEx(p);
@@ -255,7 +254,7 @@ 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);
v3f newpos_f = *pos_f + *speed_f * dtime;
v3f minpos_f(
@@ -273,12 +272,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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);
@@ -288,12 +285,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
any_position_valid = true;
INodeDefManager *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++;
@@ -321,20 +321,15 @@ 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));
+ for (auto box : nodeboxes) {
+ box.MinEdge += intToFloat(p, BS);
+ box.MaxEdge += intToFloat(p, BS);
+ cinfo.emplace_back(false, false, n_bouncy_value, p, box);
}
} else {
// Collide with unloaded nodes
aabb3f box = getNodeBox(p, BS);
- cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
+ cinfo.emplace_back(true, false, 0, p, box);
}
}
@@ -349,7 +344,7 @@ 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 */
@@ -361,9 +356,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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);
+ for (auto &clientobject : clientobjects) {
+ if (!self || (self != clientobject.obj)) {
+ objects.push_back((ActiveObject*) clientobject.obj);
}
}
}
@@ -375,9 +370,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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)) {
+ for (u16 obj_id : s_objects) {
+ ServerActiveObject *current = s_env->getActiveObject(obj_id);
+ if (!self || (self != current)) {
objects.push_back((ActiveObject*)current);
}
}
@@ -388,11 +383,11 @@ 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);
}
}
}
@@ -417,7 +412,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
while(dtime > BS * 1e-10) {
//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++;
@@ -545,8 +540,7 @@ 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;
/*