From c738d1eeabbbe9164a25f6b69bc7ec1a3b44b051 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Blot?= Date: Thu, 17 Aug 2017 20:23:54 +0200 Subject: 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 --- src/collision.cpp | 64 +++++++++++++++++++++++++------------------------------ 1 file changed, 29 insertions(+), 35 deletions(-) (limited to 'src/collision.cpp') 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::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 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 nodeboxes; n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors); - for(std::vector::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 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 s_objects; s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5); - for (std::vector::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; /* -- cgit v1.2.3