Collision: Improve performance by combining 6 vectors into 1 using a struct
authorShadowNinja <shadowninja@minetest.net>
Sat, 9 Jan 2016 22:07:46 +0000 (17:07 -0500)
committerparamat <mat.gregory@virginmedia.com>
Thu, 15 Sep 2016 04:25:12 +0000 (05:25 +0100)
src/collision.cpp

index 74c0c25c3e08d7ac7f7a7c6a4b583eaa5827658f..6d22c079889546319e8db083160e799b400d239f 100644 (file)
@@ -34,6 +34,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //#define COLL_ZERO 0.032 // broken unit tests
 #define COLL_ZERO 0
 
+
+struct NearbyCollisionInfo {
+       NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
+                       const v3s16 &pos, const aabb3f &box) :
+               is_unloaded(is_ul),
+               is_step_up(false),
+               is_object(is_obj),
+               bouncy(bouncy),
+               position(pos),
+               box(box)
+       {}
+
+       bool is_unloaded;
+       bool is_step_up;
+       bool is_object;
+       int bouncy;
+       v3s16 position;
+       aabb3f box;
+};
+
+
 // 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
@@ -160,7 +181,7 @@ int axisAlignedCollision(
 // Helper function:
 // Checks if moving the movingbox up by the given distance would hit a ceiling.
 bool wouldCollideWithCeiling(
-               const std::vector<aabb3f> &staticboxes,
+               const std::vector<NearbyCollisionInfo> &cinfo,
                const aabb3f &movingbox,
                f32 y_increase, f32 d)
 {
@@ -168,12 +189,10 @@ bool wouldCollideWithCeiling(
 
        assert(y_increase >= 0);        // pre-condition
 
-       for(std::vector<aabb3f>::const_iterator
-                       i = staticboxes.begin();
-                       i != staticboxes.end(); ++i)
-       {
-               const aabb3f& staticbox = *i;
-               if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
+       for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
+                       it != cinfo.end(); ++it) {
+               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) &&
                                (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
@@ -234,12 +253,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        /*
                Collect node boxes in movement range
        */
-       std::vector<aabb3f> cboxes;
-       std::vector<bool> is_unloaded;
-       std::vector<bool> is_step_up;
-       std::vector<bool> is_object;
-       std::vector<int> bouncy_values;
-       std::vector<v3s16> node_positions;
+       std::vector<NearbyCollisionInfo> cinfo;
        {
        //TimeTaker tt2("collisionMoveSimple collect boxes");
        ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
@@ -310,23 +324,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                aabb3f box = *i;
                                box.MinEdge += v3f(x, y, z)*BS;
                                box.MaxEdge += v3f(x, y, z)*BS;
-                               cboxes.push_back(box);
-                               is_unloaded.push_back(false);
-                               is_step_up.push_back(false);
-                               bouncy_values.push_back(n_bouncy_value);
-                               node_positions.push_back(p);
-                               is_object.push_back(false);
+                               cinfo.push_back(NearbyCollisionInfo(false,
+                                       false, n_bouncy_value, p, box));
                        }
-               }
-               else {
+               } else {
                        // Collide with unloaded nodes
                        aabb3f box = getNodeBox(p, BS);
-                       cboxes.push_back(box);
-                       is_unloaded.push_back(true);
-                       is_step_up.push_back(false);
-                       bouncy_values.push_back(0);
-                       node_positions.push_back(p);
-                       is_object.push_back(false);
+                       cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
                }
        }
 
@@ -344,7 +348,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
                //TimeTaker tt3("collisionMoveSimple collect object boxes");
 
-               /* add object boxes to cboxes */
+               /* add object boxes to cinfo */
 
                std::vector<ActiveObject*> objects;
 #ifndef SERVER
@@ -384,23 +388,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                aabb3f object_collisionbox;
                                if (object->getCollisionBox(&object_collisionbox) &&
                                                object->collideWithObjects()) {
-                                       cboxes.push_back(object_collisionbox);
-                                       is_unloaded.push_back(false);
-                                       is_step_up.push_back(false);
-                                       bouncy_values.push_back(0);
-                                       node_positions.push_back(v3s16(0,0,0));
-                                       is_object.push_back(true);
+                                       cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
                                }
                        }
                }
        } //tt3
 
-       assert(cboxes.size() == is_unloaded.size());    // post-condition
-       assert(cboxes.size() == is_step_up.size());     // post-condition
-       assert(cboxes.size() == bouncy_values.size());  // post-condition
-       assert(cboxes.size() == node_positions.size()); // post-condition
-       assert(cboxes.size() == is_object.size());      // post-condition
-
        /*
                Collision detection
        */
@@ -440,15 +433,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                /*
                        Go through every nodebox, find nearest collision
                */
-               for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
+               for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
+                       NearbyCollisionInfo box_info = cinfo[boxindex];
                        // Ignore if already stepped up this nodebox.
-                       if(is_step_up[boxindex])
+                       if (box_info.is_step_up)
                                continue;
 
                        // Find nearest collision of the two boxes (raytracing-like)
                        f32 dtime_tmp;
-                       int collided = axisAlignedCollision(
-                                       cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
+                       int collided = axisAlignedCollision(box_info.box,
+                                       movingbox, *speed_f, d, &dtime_tmp);
 
                        if (collided == -1 || dtime_tmp >= nearest_dtime)
                                continue;
@@ -464,19 +458,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
                } else {
                        // Otherwise, a collision occurred.
-
-                       const aabb3f& cbox = cboxes[nearest_boxindex];
+                       NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
+                       const aabb3f& cbox = nearest_info.box;
                        // Check for stairs.
                        bool step_up = (nearest_collided != 1) && // must not be Y direction
                                        (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
                                        (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
-                                       (!wouldCollideWithCeiling(cboxes, movingbox,
+                                       (!wouldCollideWithCeiling(cinfo, movingbox,
                                                        cbox.MaxEdge.Y - movingbox.MinEdge.Y,
                                                        d));
 
                        // Get bounce multiplier
-                       bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
-                       float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
+                       bool bouncy = (nearest_info.bouncy >= 1);
+                       float bounce = -(float)nearest_info.bouncy / 100.0;
 
                        // Move to the point of collision and reduce dtime by nearest_dtime
                        if (nearest_dtime < 0) {
@@ -495,39 +489,38 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        }
 
                        bool is_collision = true;
-                       if (is_unloaded[nearest_boxindex])
+                       if (nearest_info.is_unloaded)
                                is_collision = false;
 
                        CollisionInfo info;
-                       if (is_object[nearest_boxindex])
+                       if (nearest_info.is_object)
                                info.type = COLLISION_OBJECT;
                        else
                                info.type = COLLISION_NODE;
 
-                       info.node_p = node_positions[nearest_boxindex];
+                       info.node_p = nearest_info.position;
                        info.bouncy = bouncy;
                        info.old_speed = *speed_f;
 
                        // Set the speed component that caused the collision to zero
                        if (step_up) {
                                // Special case: Handle stairs
-                               is_step_up[nearest_boxindex] = true;
+                               nearest_info.is_step_up = true;
                                is_collision = false;
-                       } else if(nearest_collided == 0) { // X
+                       } else if (nearest_collided == 0) { // X
                                if (fabs(speed_f->X) > BS * 3)
                                        speed_f->X *= bounce;
                                else
                                        speed_f->X = 0;
                                result.collides = true;
                                result.collides_xz = true;
-                       }
-                       else if(nearest_collided == 1) { // Y
-                               if (fabs(speed_f->Y) > BS * 3)
+                       } else if (nearest_collided == 1) { // Y
+                               if(fabs(speed_f->Y) > BS * 3)
                                        speed_f->Y *= bounce;
                                else
                                        speed_f->Y = 0;
                                result.collides = true;
-                       } else if(nearest_collided == 2) { // Z
+                       } else if (nearest_collided == 2) { // Z
                                if (fabs(speed_f->Z) > BS * 3)
                                        speed_f->Z *= bounce;
                                else
@@ -552,8 +545,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        aabb3f box = box_0;
        box.MinEdge += *pos_f;
        box.MaxEdge += *pos_f;
-       for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
-               const aabb3f& cbox = cboxes[boxindex];
+       for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
+               NearbyCollisionInfo &box_info = cinfo[boxindex];
+               const aabb3f &cbox = box_info.box;
 
                /*
                        See if the object is touching ground.
@@ -567,8 +561,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
                                cbox.MaxEdge.Z - d > box.MinEdge.Z &&
                                cbox.MinEdge.Z + d < box.MaxEdge.Z) {
-                       if (is_step_up[boxindex]) {
-                               pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
+                       if (box_info.is_step_up) {
+                               pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
                                box = box_0;
                                box.MinEdge += *pos_f;
                                box.MaxEdge += *pos_f;
@@ -576,9 +570,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
                                result.touching_ground = true;
 
-                               if (is_object[boxindex])
+                               if (box_info.is_object)
                                        result.standing_on_object = true;
-                               if (is_unloaded[boxindex])
+                               if (box_info.is_unloaded)
                                        result.standing_on_unloaded = true;
                        }
                }