From 04b0a13bd36fee07c057fcd7310291858924f4dd Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 5 Apr 2016 16:29:07 +0200 Subject: [PATCH] - some optimization of FPathTraverse: * we do not really need compatibility PointOnLineSide here. Unlike the movement code it'd only affect some extreme edge cases. * removed the special case for very short traces. This was a result of the original and very imprecise PointOnLine functions. Since those no longer get used here and floating point precision is a lot higher there is no need for this kind of treatment. * PointOnLine checks for the sides of an actor's bounding box don't need a full PointOnLineSide call, a simple coordinate comparison is fully sufficient, and this can easily be done in the existing switch/case block. --- src/p_maputl.cpp | 170 +++++++++++++---------------------------------- 1 file changed, 45 insertions(+), 125 deletions(-) diff --git a/src/p_maputl.cpp b/src/p_maputl.cpp index f51baac160..97c2af1045 100644 --- a/src/p_maputl.cpp +++ b/src/p_maputl.cpp @@ -65,21 +65,6 @@ int P_AproxDistance (int dx, int dy) return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1); } -//========================================================================== -// -// P_PointOnDivlineSideCompat -// -// Returns the fractional intercept point along the first divline -// with compatibility flag handling -// -//========================================================================== - -inline int P_PointOnDivlineSideCompat(double x, double y, const divline_t *line) -{ - return (i_compatflags2 & COMPATF2_POINTONLINE) - ? P_VanillaPointOnDivlineSide(x, y, line) : P_PointOnDivlineSide(x, y, line); -} - //========================================================================== // // P_InterceptVector @@ -1168,20 +1153,8 @@ void FPathTraverse::AddLineIntercepts(int bx, int by) double frac; divline_t dl; - // avoid precision problems with two routines - if ( trace.dx > 16 - || trace.dy > 16 - || trace.dx < -16 - || trace.dy < -16) - { - s1 = P_PointOnDivlineSideCompat (ld->v1->fX(), ld->v1->fY(), &trace); - s2 = P_PointOnDivlineSideCompat (ld->v2->fX(), ld->v2->fY(), &trace); - } - else - { - s1 = P_PointOnLineSide (trace.x, trace.y, ld); - s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld); - } + s1 = P_PointOnDivlineSide (ld->v1->fX(), ld->v1->fY(), &trace); + s2 = P_PointOnDivlineSide (ld->v2->fX(), ld->v2->fY(), &trace); if (s1 == s2) continue; // line isn't crossed @@ -1232,81 +1205,82 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it switch (i) { case 0: // Top edge - line.x = thing->X() + thing->radius; line.y = thing->Y() + thing->radius; + if (trace.y < line.y) continue; + line.x = thing->X() + thing->radius; line.dx = -thing->radius * 2; line.dy = 0; break; case 1: // Right edge line.x = thing->X() + thing->radius; + if (trace.x < line.x) continue; line.y = thing->Y() - thing->radius; line.dx = 0; line.dy = thing->radius * 2; break; case 2: // Bottom edge - line.x = thing->X() - thing->radius; line.y = thing->Y() - thing->radius; + if (trace.y > line.y) continue; + line.x = thing->X() - thing->radius; line.dx = thing->radius * 2; line.dy = 0; break; case 3: // Left edge line.x = thing->X() - thing->radius; + if (trace.x > line.x) continue; line.y = thing->Y() + thing->radius; line.dx = 0; line.dy = thing->radius * -2; break; } // Check if this side is facing the trace origin - if (P_PointOnDivlineSide (trace.x, trace.y, &line) == 0) + numfronts++; + + // If it is, see if the trace crosses it + if (P_PointOnDivlineSide (line.x, line.y, &trace) != + P_PointOnDivlineSide (line.x + line.dx, line.y + line.dy, &trace)) { - numfronts++; - - // If it is, see if the trace crosses it - if (P_PointOnDivlineSide (line.x, line.y, &trace) != - P_PointOnDivlineSide (line.x + line.dx, line.y + line.dy, &trace)) - { - // It's a hit - double frac = P_InterceptVector (&trace, &line); - if (frac < Startfrac) - { // behind source - if (Startfrac > 0) + // It's a hit + double frac = P_InterceptVector (&trace, &line); + if (frac < Startfrac) + { // behind source + if (Startfrac > 0) + { + // check if the trace starts within this actor + switch (i) { - // check if the trace starts within this actor - switch (i) - { - case 0: - line.y -= 2 * thing->radius; - break; + case 0: + line.y -= 2 * thing->radius; + break; - case 1: - line.x -= 2 * thing->radius; - break; + case 1: + line.x -= 2 * thing->radius; + break; - case 2: - line.y += 2 * thing->radius; - break; + case 2: + line.y += 2 * thing->radius; + break; - case 3: - line.x += 2 * thing->radius; - break; - } - double frac2 = P_InterceptVector(&trace, &line); - if (frac2 >= Startfrac) goto addit; + case 3: + line.x += 2 * thing->radius; + break; } - continue; + double frac2 = P_InterceptVector(&trace, &line); + if (frac2 >= Startfrac) goto addit; } - addit: - intercept_t newintercept; - newintercept.frac = frac; - newintercept.isaline = false; - newintercept.done = false; - newintercept.d.thing = thing; - intercepts.Push (newintercept); continue; } + addit: + intercept_t newintercept; + newintercept.frac = frac; + newintercept.isaline = false; + newintercept.done = false; + newintercept.d.thing = thing; + intercepts.Push (newintercept); + break; } } @@ -1350,8 +1324,8 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it y2 = thing->Y() + thing->radius; } - s1 = P_PointOnDivlineSideCompat (x1, y1, &trace); - s2 = P_PointOnDivlineSideCompat (x2, y2, &trace); + s1 = P_PointOnDivlineSide (x1, y1, &trace); + s2 = P_PointOnDivlineSide (x2, y2, &trace); if (s1 != s2) { @@ -1894,60 +1868,6 @@ int P_VanillaPointOnLineSide(double x, double y, const line_t* line) return 1; // back side } -//=========================================================================== -// -// P_VanillaPointOnDivlineSide -// P_PointOnDivlineSideCompat() from the initial Doom source code release -// -//=========================================================================== - -int P_VanillaPointOnDivlineSide(double x, double y, const divline_t* line) -{ - int dx; - int dy; - int left; - int right; - int ldx; - int ldy; - - if (!line->dx) - { - if (x <= line->x) - return line->dy > 0; - - return line->dy < 0; - } - if (!line->dy) - { - if (y <= line->y) - return line->dx < 0; - - return line->dx > 0; - } - - // This is supposed to be compatible so the rest needs to be done - // with the same broken fixed point checks as the original - dx = FloatToFixed(x - line->x); - dy = FloatToFixed(y - line->y); - ldx = FloatToFixed(line->dx); - ldy = FloatToFixed(line->dy); - - // try to quickly decide by looking at sign bits - if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 ) - { - if ( (ldy ^ dx) & 0x80000000 ) - return 1; // (left is negative) - return 0; - } - - left = MulScale16( ldy>>8, dx>>8 ); - right = MulScale16( dy>>8 , ldx>>8 ); - - if (right < left) - return 0; // front side - return 1; // back side -} - //========================================================================== // // Use buggy PointOnSide and fix actors that lie on