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authorVitaliy <silverunicorn2011@yandex.ru>2018-04-03 09:23:46 +0300
committerLoïc Blot <nerzhul@users.noreply.github.com>2018-04-03 08:23:46 +0200
commit528908a4c3dd190cb7a6007df1e3fcd8e4604bfa (patch)
treeecec86bd3388301bd67e2eb8e597f37b328f6764 /src/server/serveractiveobjectmap.h
parent2481ea27ce0f423f3e6f3522539d20e1500cf572 (diff)
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Optimize entity-entity collision (#6587)
* Add IrrLicht type aliases * Add hash for IrrLicht vector * Add object map
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+/*
+Minetest
+Copyright (C) 2018 numZero, Lobachevsky Vitaly <numzer0@yandex.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#pragma once
+#include <unordered_set>
+#include <unordered_map>
+#include <vector>
+#include "irr_v3d.h"
+#include "irr_aabb3d.h"
+
+class ServerActiveObject;
+
+/*!
+ * The class to speed up collision tests.
+ *
+ * @note It stores any objects but only those that has valid collision box
+ * (`physical` Lua entities) are actually processed.
+ * @note It uses world coordinate units, i.e. node size is always BS.
+ */
+struct ServerActiveObjectMap
+{
+ struct Wrapper
+ {
+ ServerActiveObject *object;
+ aabb3s16 box;
+ bool has_box;
+ };
+
+ /*!
+ * Adds object to the map. It must have valid ID.
+ *
+ * If an object with the same ID already exists in the map,
+ * std::logic_error is thrown.
+ */
+ void addObject(ServerActiveObject *object);
+
+ /*!
+ * Removes object from the map. The pointer must be valid.
+ * See `removeObject(u16)` for details.
+ */
+ void removeObject(ServerActiveObject *object);
+
+ /*!
+ * Removes object from the map.
+ *
+ * If the object is not found, the call is ignored.
+ * The function never throws, unless the underlying container throws.
+ */
+ ServerActiveObject *removeObject(u16 id);
+
+ /*!
+ * Updates object metadata stored in the map.
+ * See `updateObject(u16)` for details.
+ */
+ void updateObject(ServerActiveObject *object);
+
+ /*!
+ * Updates object metadata stored in the map.
+ *
+ * The metadata includes (approximate) absolute collision box and
+ * its existence (`physical` property for Lua entities).
+ * This function must be called after each change of these properties,
+ * including each object movement.
+ */
+ void updateObject(u16 id);
+
+ /*!
+ * Returns the object with given ID, if any.
+ * Returns NULL otherwise.
+ */
+ ServerActiveObject *getObject(u16 id) const;
+
+ /*!
+ * Checks if the given ID is free and valid (i.e. non-zero).
+ */
+ bool isFreeId(u16 id);
+
+ /*!
+ * Returns a free ID, if any. Returns 0 in the case of failure.
+ *
+ * @note This function doesn't reserve the ID; it remains free until
+ * an object with that ID is added.
+ * @note This function tries to reclaim freed IDs as late as possible.
+ * However, there is no guarantee.
+ */
+ u16 getFreeId();
+
+ /*!
+ * Returns a list of objects whose base position is at distance less
+ * than @p radius from @p pos.
+ *
+ * @note Due to inexact nature of floating-point computations, it is
+ * undefined whether an object lying exactly at the boundary is included
+ * in the list or not.
+ * @note Objects with base position outside of the collision box may not
+ * be returned.
+ * @note Objects without valid collision box are not returned.
+ */
+ std::vector<u16> getObjectsInsideRadius(v3f pos, float radius);
+
+ /*!
+ * Returns a list of objects whose collision box intersects with @p box
+ *
+ * @note Due to inexact nature of floating-point computations, it is
+ * undefined whether an object lying exactly at the boundary is included
+ * in the list or not.
+ */
+ std::vector<u16> getObjectsTouchingBox(const aabb3f &box);
+
+ /*!
+ * Returns count of objects in the map.
+ */
+ std::size_t size() const { return objects.size(); }
+
+ /*!
+ * Returns reference to the underlying container.
+ */
+ const std::unordered_map<u16, Wrapper> &getObjects() const { return objects; }
+
+private:
+ void addObjectRefs(u16 id, const aabb3s16 &box);
+ void removeObjectRefs(u16 id, const aabb3s16 &box);
+ std::unordered_set<u16> getObjectsNearBox(const aabb3s16 &box);
+
+ std::unordered_map<u16, Wrapper> objects;
+ std::unordered_multimap<v3s16, u16> refmap;
+};