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authorLoïc Blot <nerzhul@users.noreply.github.com>2020-04-16 08:25:48 +0200
committerGitHub <noreply@github.com>2020-04-16 08:25:48 +0200
commite8ac5a31cf12afcfddf8e3ed31e8038930edb06f (patch)
tree5bdc776c5bbe190e32e42899b455e6d16179e3b5 /src/collision.cpp
parent62ae7adab2bebde04864c12543caefbffab24963 (diff)
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Optimize get_objects_inside_radius calls (#9671)
* Optimize getObjectsInsideRadius calls our previous implementation calls the ActiveObjectMgr to return ids and then lookup those ids in the same map and test each object Instead now we call the global map to return the pointers directly and we ask filtering when building the list using lamba. This drop double looping over ranges of active objects (and then filtered one) and drop x lookups on the map regarding the first call results
Diffstat (limited to 'src/collision.cpp')
-rw-r--r--src/collision.cpp20
1 files changed, 11 insertions, 9 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index d9fbd3202..6d24bc699 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -360,17 +360,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
- std::vector<u16> s_objects;
- s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
- for (u16 obj_id : s_objects) {
- ServerActiveObject *current = s_env->getActiveObject(obj_id);
-
- if (!self || (self != current &&
- self != current->getParent())) {
- objects.push_back((ActiveObject*)current);
+ // search for objects which are not us, or we are not its parent
+ // we directly use the callback to populate the result to prevent
+ // a useless result loop here
+ auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
+ if (!self || (self != obj && self != obj->getParent())) {
+ objects.push_back((ActiveObject *)obj);
}
- }
+ return false;
+ };
+
+ std::vector<ServerActiveObject *> s_objects;
+ s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}