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Optimize code patterns around raycasting
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e10adf83d5
commit
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4 changed files with 77 additions and 84 deletions
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@ -1817,17 +1817,14 @@ void ServerEnvironment::getSelectedActiveObjects(
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std::vector<PointedThing> &objects,
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const std::optional<Pointabilities> &pointabilities)
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{
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std::vector<ServerActiveObject *> objs;
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getObjectsInsideRadius(objs, shootline_on_map.getMiddle(),
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0.5 * shootline_on_map.getLength() + 5 * BS, nullptr);
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const v3f line_vector = shootline_on_map.getVector();
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for (auto obj : objs) {
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auto process = [&] (ServerActiveObject *obj) -> bool {
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if (obj->isGone())
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continue;
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return false;
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aabb3f selection_box;
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if (!obj->getSelectionBox(&selection_box))
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continue;
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return false;
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v3f pos = obj->getBasePosition();
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v3f rel_pos = shootline_on_map.start - pos;
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@ -1847,29 +1844,37 @@ void ServerEnvironment::getSelectedActiveObjects(
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¤t_intersection, ¤t_normal);
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current_raw_normal = current_normal;
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}
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if (collision) {
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PointabilityType pointable;
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if (pointabilities) {
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if (LuaEntitySAO* lsao = dynamic_cast<LuaEntitySAO*>(obj)) {
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pointable = pointabilities->matchObject(lsao->getName(),
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usao->getArmorGroups()).value_or(props->pointable);
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} else if (PlayerSAO* psao = dynamic_cast<PlayerSAO*>(obj)) {
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pointable = pointabilities->matchPlayer(psao->getArmorGroups()).value_or(
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props->pointable);
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} else {
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pointable = props->pointable;
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}
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if (!collision)
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return false;
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PointabilityType pointable;
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if (pointabilities) {
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if (LuaEntitySAO* lsao = dynamic_cast<LuaEntitySAO*>(obj)) {
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pointable = pointabilities->matchObject(lsao->getName(),
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usao->getArmorGroups()).value_or(props->pointable);
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} else if (PlayerSAO* psao = dynamic_cast<PlayerSAO*>(obj)) {
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pointable = pointabilities->matchPlayer(psao->getArmorGroups()).value_or(
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props->pointable);
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} else {
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pointable = props->pointable;
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}
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if (pointable != PointabilityType::POINTABLE_NOT) {
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current_intersection += pos;
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objects.emplace_back(
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(s16) obj->getId(), current_intersection, current_normal, current_raw_normal,
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(current_intersection - shootline_on_map.start).getLengthSQ(), pointable);
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}
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} else {
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pointable = props->pointable;
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}
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}
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if (pointable != PointabilityType::POINTABLE_NOT) {
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current_intersection += pos;
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f32 d_sq = (current_intersection - shootline_on_map.start).getLengthSQ();
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objects.emplace_back(
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(s16) obj->getId(), current_intersection, current_normal,
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current_raw_normal, d_sq, pointable);
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}
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return false;
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};
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// Use "logic in callback" pattern to avoid useless vector filling
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std::vector<ServerActiveObject*> tmp;
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getObjectsInsideRadius(tmp, shootline_on_map.getMiddle(),
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0.5 * shootline_on_map.getLength() + 5 * BS, process);
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}
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/*
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