Collision: Improve performance by combining 6 vectors into 1 using a struct

master
ShadowNinja 2016-01-09 17:07:46 -05:00 committed by paramat
parent b88595050f
commit 6e30dd05f4
1 changed files with 58 additions and 64 deletions

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