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https://github.com/ZDoom/qzdoom.git
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- did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem.
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3063312f7f
commit
3d367d585d
7 changed files with 27 additions and 21 deletions
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@ -576,6 +576,6 @@ DThinker *FThinkerIterator::Next ()
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ADD_STAT (think)
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{
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FString out;
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out.Format ("Think time = %04.1f ms, Action = %04.1f ms", ThinkCycles.TimeMS(), ActionCycles.TimeMS());
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out.Format ("Think time = %04.2f ms, Action = %04.2f ms", ThinkCycles.TimeMS(), ActionCycles.TimeMS());
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return out;
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}
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@ -2607,7 +2607,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
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FMultiBlockThingsIterator it(check, viletry.x, viletry.y, self->Z() - 64* FRACUNIT, self->Top() + 64 * FRACUNIT, 32 * FRACUNIT);
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FMultiBlockThingsIterator it(check, viletry.x, viletry.y, self->Z() - 64* FRACUNIT, self->Top() + 64 * FRACUNIT, 32 * FRACUNIT, false, NULL);
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FMultiBlockThingsIterator::CheckResult cres;
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while (it.Next(&cres))
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{
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@ -431,9 +431,10 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
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// P_LineOpening requires the thing's z to be the destination z in order to work.
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fixed_t savedz = thing->Z();
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thing->SetZ(z);
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sector_t *sector = P_PointInSector(x, y);
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FPortalGroupArray grouplist;
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FMultiBlockLinesIterator mit(grouplist, x, y, z, thing->height, thing->radius);
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FMultiBlockLinesIterator mit(grouplist, x, y, z, thing->height, thing->radius, sector);
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FMultiBlockLinesIterator::CheckResult cres;
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while (mit.Next(&cres))
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@ -444,7 +445,7 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
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if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
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FMultiBlockThingsIterator mit2(grouplist, x, y, z, thing->height, thing->radius);
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FMultiBlockThingsIterator mit2(grouplist, x, y, z, thing->height, thing->radius, false, sector);
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FMultiBlockThingsIterator::CheckResult cres2;
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while (mit2.Next(&cres2))
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@ -1670,7 +1671,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
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FBoundingBox box(x, y, thing->radius);
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FPortalGroupArray pcheck;
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FMultiBlockThingsIterator it2(pcheck, x, y, thing->Z(), thing->height, thing->radius);
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FMultiBlockThingsIterator it2(pcheck, x, y, thing->Z(), thing->height, thing->radius, false, newsec);
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FMultiBlockThingsIterator::CheckResult tcres;
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while ((it2.Next(&tcres)))
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@ -1740,7 +1741,7 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
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spechit.Clear();
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portalhit.Clear();
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FMultiBlockLinesIterator it(pcheck, x, y, thing->Z(), thing->height, thing->radius);
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FMultiBlockLinesIterator it(pcheck, x, y, thing->Z(), thing->height, thing->radius, newsec);
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FMultiBlockLinesIterator::CheckResult lcres;
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fixed_t thingdropoffz = tm.floorz;
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@ -5258,7 +5259,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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double bombdamagefloat = (double)bombdamage;
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FPortalGroupArray grouplist(FPortalGroupArray::PGA_Full3d);
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FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistfix, bombspot->height + bombdistfix*2, bombdistfix);
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FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - bombdistfix, bombspot->height + bombdistfix*2, bombdistfix, false, bombspot->Sector);
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FMultiBlockThingsIterator::CheckResult cres;
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if (flags & RADF_SOURCEISSPOT)
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@ -741,16 +741,19 @@ FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, AAc
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if (!check.inited) P_CollectConnectedGroups(origin->Sector->PortalGroup, checkpoint, origin->Top(), checkradius, checklist);
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checkpoint.z = checkradius == -1? origin->radius : checkradius;
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basegroup = origin->Sector->PortalGroup;
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startsector = origin->Sector;
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Reset();
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}
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FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius)
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FMultiBlockLinesIterator::FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, sector_t *newsec)
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: checklist(check)
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{
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checkpoint.x = checkx;
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checkpoint.y = checky;
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checkpoint.z = checkz;
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basegroup = P_PointInSector(checkx, checky)->PortalGroup;
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if (newsec == NULL) newsec = P_PointInSector(checkx, checky);
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startsector = newsec;
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basegroup = newsec->PortalGroup;
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if (!check.inited) P_CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
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checkpoint.z = checkradius;
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Reset();
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@ -766,10 +769,9 @@ bool FMultiBlockLinesIterator::GoUp(fixed_t x, fixed_t y)
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{
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if (continueup)
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{
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sector_t *sector = P_PointInSector(x, y);
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if (!sector->PortalBlocksMovement(sector_t::ceiling))
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if (!cursector->PortalBlocksMovement(sector_t::ceiling))
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{
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startIteratorForGroup(sector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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startIteratorForGroup(cursector->SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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portalflags = FFCF_NOFLOOR;
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return true;
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}
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@ -788,10 +790,9 @@ bool FMultiBlockLinesIterator::GoDown(fixed_t x, fixed_t y)
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{
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if (continuedown)
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{
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sector_t *sector = P_PointInSector(x, y);
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if (!sector->PortalBlocksMovement(sector_t::floor))
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if (!cursector->PortalBlocksMovement(sector_t::floor))
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{
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startIteratorForGroup(sector->SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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startIteratorForGroup(cursector->SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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portalflags = FFCF_NOCEILING;
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return true;
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}
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@ -871,6 +872,7 @@ void FMultiBlockLinesIterator::startIteratorForGroup(int group)
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offset = Displacements.getOffset(basegroup, group);
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offset.x += checkpoint.x;
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offset.y += checkpoint.y;
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cursector = group == startsector->PortalGroup ? startsector : P_PointInSector(offset.x, offset.y);
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bbox.setBox(offset.x, offset.y, checkpoint.z);
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blockIterator.init(bbox);
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}
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@ -1076,13 +1078,14 @@ FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, A
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Reset();
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}
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FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted)
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FMultiBlockThingsIterator::FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted, sector_t *newsec)
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: checklist(check)
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{
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checkpoint.x = checkx;
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checkpoint.y = checky;
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checkpoint.z = checkz;
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basegroup = P_PointInSector(checkx, checky)->PortalGroup;
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if (newsec == NULL) newsec = P_PointInSector(checkx, checky);
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basegroup = newsec->PortalGroup;
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if (!check.inited) P_CollectConnectedGroups(basegroup, checkpoint, checkz + checkh, checkradius, checklist);
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checkpoint.z = checkradius;
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Reset();
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@ -218,6 +218,8 @@ class FMultiBlockLinesIterator
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FPortalGroupArray &checklist;
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fixedvec3 checkpoint;
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fixedvec2 offset;
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sector_t *startsector;
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sector_t *cursector;
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short basegroup;
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short portalflags;
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short index;
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@ -240,7 +242,7 @@ public:
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};
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FMultiBlockLinesIterator(FPortalGroupArray &check, AActor *origin, fixed_t checkradius = -1);
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FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius);
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FMultiBlockLinesIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, sector_t *newsec);
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bool Next(CheckResult *item);
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void Reset();
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// for stopping group traversal through portals. Only the calling code can decide whether this is needed so this needs to be set from the outside.
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@ -325,7 +327,7 @@ public:
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};
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FMultiBlockThingsIterator(FPortalGroupArray &check, AActor *origin, fixed_t checkradius = -1, bool ignorerestricted = false);
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FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted = false);
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FMultiBlockThingsIterator(FPortalGroupArray &check, fixed_t checkx, fixed_t checky, fixed_t checkz, fixed_t checkh, fixed_t checkradius, bool ignorerestricted, sector_t *newsec);
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bool Next(CheckResult *item);
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void Reset();
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const FBoundingBox &Box() const
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@ -2250,7 +2250,7 @@ void DPusher::Tick ()
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// point pusher. Crosses sectors, so use blockmap.
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FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
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FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius);
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FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius, false, m_Source->Sector);
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FMultiBlockThingsIterator::CheckResult cres;
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@ -5583,7 +5583,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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{
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FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
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fixed_t mid = self->Z() + self->height / 2;
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FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance);
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FMultiBlockThingsIterator it(check, self->X(), self->Y(), mid-distance, mid+distance, distance, false, self->Sector);
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FMultiBlockThingsIterator::CheckResult cres;
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while ((it.Next(&cres)))
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