--- a/hedgewars/uCollisions.pas Wed May 16 18:22:28 2018 +0200
+++ b/hedgewars/uCollisions.pas Wed Jul 31 23:14:27 2019 +0200
@@ -24,6 +24,7 @@
const cMaxGearArrayInd = 1023;
const cMaxGearHitOrderInd = 1023;
+const cMaxGearProximityCacheInd = 1023;
type PGearArray = ^TGearArray;
TGearArray = record
@@ -40,6 +41,12 @@
Count: Longword
end;
+type PGearProximityCache = ^TGearProximityCache;
+ TGearProximityCache = record
+ ar: array[0..cMaxGearProximityCacheInd] of PGear;
+ Count: Longword
+ end;
+
type TLineCollision = record
hasCollision: Boolean;
cX, cY: LongInt; //for visual effects only
@@ -53,6 +60,7 @@
function CheckGearsCollision(Gear: PGear): PGearArray;
function CheckAllGearsCollision(SourceGear: PGear): PGearArray;
+function CheckCacheCollision(SourceGear: PGear): PGearArray;
function CheckGearsLineCollision(Gear: PGear; oX, oY, tX, tY: hwFloat): PGearArray;
function CheckAllGearsLineCollision(SourceGear: PGear; oX, oY, tX, tY: hwFloat): PGearArray;
@@ -61,6 +69,10 @@
procedure ClearHitOrderLeq(MinOrder: LongInt);
procedure ClearHitOrder();
+procedure RefillProximityCache(SourceGear: PGear; radius: LongInt);
+procedure RemoveFromProximityCache(Gear: PGear);
+procedure ClearProximityCache();
+
function TestCollisionXwithGear(Gear: PGear; Dir: LongInt): Word;
function TestCollisionYwithGear(Gear: PGear; Dir: LongInt): Word;
@@ -97,6 +109,7 @@
cinfos: array[0..MAXRECTSINDEX] of TCollisionEntry;
ga: TGearArray;
ordera: TGearHitOrder;
+ proximitya: TGearProximityCache;
procedure AddCI(Gear: PGear);
begin
@@ -132,7 +145,7 @@
function CheckCoordInWater(X, Y: LongInt): boolean; inline;
begin
CheckCoordInWater:= (Y > cWaterLine)
- or ((WorldEdge = weSea) and ((X < LongInt(leftX)) or (X > LongInt(rightX))));
+ or ((WorldEdge = weSea) and ((X < leftX) or (X > rightX)));
end;
function CheckGearsCollision(Gear: PGear): PGearArray;
@@ -180,8 +193,8 @@
(sqr(mx - hwRound(Gear^.x)) + sqr(my - hwRound(Gear^.y)) <= sqr(Gear^.Radius + tr))then
begin
ga.ar[ga.Count]:= Gear;
- ga.cX[ga.Count]:= hwround(SourceGear^.X);
- ga.cY[ga.Count]:= hwround(SourceGear^.Y);
+ ga.cX[ga.Count]:= mx;
+ ga.cY[ga.Count]:= my;
inc(ga.Count)
end;
@@ -287,6 +300,33 @@
end;
end;
+function CheckCacheCollision(SourceGear: PGear): PGearArray;
+var mx, my, tr, i: LongInt;
+ Gear: PGear;
+begin
+ CheckCacheCollision:= @ga;
+ ga.Count:= 0;
+
+ mx:= hwRound(SourceGear^.X);
+ my:= hwRound(SourceGear^.Y);
+
+ tr:= SourceGear^.Radius + 2;
+
+ for i:= 0 to proximitya.Count - 1 do
+ begin
+ Gear:= proximitya.ar[i];
+ // Assuming the cache has been filled correctly, it will not contain SourceGear
+ // and other gears won't be far enough for sqr overflow
+ if (sqr(mx - hwRound(Gear^.X)) + sqr(my - hwRound(Gear^.Y)) <= sqr(Gear^.Radius + tr)) then
+ begin
+ ga.ar[ga.Count]:= Gear;
+ ga.cX[ga.Count]:= mx;
+ ga.cY[ga.Count]:= my;
+ inc(ga.Count)
+ end;
+ end;
+end;
+
function UpdateHitOrder(Gear: PGear; Order: LongInt): boolean;
var i: LongInt;
begin
@@ -337,14 +377,58 @@
ordera.Count:= 0;
end;
+procedure RefillProximityCache(SourceGear: PGear; radius: LongInt);
+var cx, cy, dx, dy, r: LongInt;
+ Gear: PGear;
+begin
+ proximitya.Count:= 0;
+ cx:= hwRound(SourceGear^.X);
+ cy:= hwRound(SourceGear^.Y);
+ Gear:= GearsList;
+
+ while (Gear <> nil) and (proximitya.Count <= cMaxGearProximityCacheInd) do
+ begin
+ dx:= abs(hwRound(Gear^.X) - cx);
+ dy:= abs(hwRound(Gear^.Y) - cy);
+ r:= radius + Gear^.radius + 2;
+ if (Gear <> SourceGear) and (max(dx, dy) <= r) and (sqr(dx) + sqr(dy) <= sqr(r)) then
+ begin
+ proximitya.ar[proximitya.Count]:= Gear;
+ inc(proximitya.Count)
+ end;
+ Gear := Gear^.NextGear
+ end;
+end;
+
+procedure RemoveFromProximityCache(Gear: PGear);
+var i: LongInt;
+begin
+ i := 0;
+ while i < proximitya.Count do
+ begin
+ if proximitya.ar[i] = Gear then
+ begin
+ proximitya.ar[i]:= proximitya.ar[proximitya.Count - 1];
+ dec(proximitya.Count);
+ end
+ else
+ inc(i);
+ end;
+end;
+
+procedure ClearProximityCache();
+begin
+ proximitya.Count:= 0;
+end;
+
function TestCollisionXwithGear(Gear: PGear; Dir: LongInt): Word;
var x, y, i: LongInt;
begin
// Special case to emulate the old intersect gear clearing, but with a bit of slop for pixel overlap
-if (Gear^.CollisionMask = lfNotCurrentMask) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
+if (Gear^.CollisionMask = lfNotCurHogCrate) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
((hwRound(Gear^.Hedgehog^.Gear^.X) + Gear^.Hedgehog^.Gear^.Radius + 16 < hwRound(Gear^.X) - Gear^.Radius) or
(hwRound(Gear^.Hedgehog^.Gear^.X) - Gear^.Hedgehog^.Gear^.Radius - 16 > hwRound(Gear^.X) + Gear^.Radius)) then
- Gear^.CollisionMask:= $FFFF;
+ Gear^.CollisionMask:= lfAll;
x:= hwRound(Gear^.X);
if Dir < 0 then
@@ -370,10 +454,10 @@
var x, y, i: LongInt;
begin
// Special case to emulate the old intersect gear clearing, but with a bit of slop for pixel overlap
-if (Gear^.CollisionMask = lfNotCurrentMask) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
+if (Gear^.CollisionMask = lfNotCurHogCrate) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
((hwRound(Gear^.Hedgehog^.Gear^.Y) + Gear^.Hedgehog^.Gear^.Radius + 16 < hwRound(Gear^.Y) - Gear^.Radius) or
(hwRound(Gear^.Hedgehog^.Gear^.Y) - Gear^.Hedgehog^.Gear^.Radius - 16 > hwRound(Gear^.Y) + Gear^.Radius)) then
- Gear^.CollisionMask:= $FFFF;
+ Gear^.CollisionMask:= lfAll;
y:= hwRound(Gear^.Y);
if Dir < 0 then
@@ -417,7 +501,7 @@
begin
if Land[y, x] and Gear^.CollisionMask <> 0 then
begin
- if Land[y, x] and Gear^.CollisionMask > 255 then
+ if ((Land[y, x] and Gear^.CollisionMask) and lfLandMask) <> 0 then
exit(Land[y, x] and Gear^.CollisionMask)
else
pixel:= Land[y, x] and Gear^.CollisionMask;
@@ -483,7 +567,7 @@
if (x and LAND_WIDTH_MASK) = 0 then
if Land[y, x] > 0 then
begin
- if Land[y, x] and Gear^.CollisionMask > 255 then
+ if ((Land[y, x] and Gear^.CollisionMask) and lfLandMask) <> 0 then
exit(Land[y, x] and Gear^.CollisionMask)
else // if Land[y, x] <> 0 then
pixel:= Land[y, x] and Gear^.CollisionMask;
@@ -558,7 +642,7 @@
i:= y + Gear^.Radius * 2 - 2;
repeat
if (y and LAND_HEIGHT_MASK) = 0 then
- if Land[y, x] and Gear^.CollisionMask > 255 then
+ if ((Land[y, x] and Gear^.CollisionMask) and lfLandMask) <> 0 then
exit(Land[y, x] and Gear^.CollisionMask);
inc(y)
until (y > i);
@@ -581,7 +665,7 @@
i:= x + Gear^.Radius * 2 - 2;
repeat
if (x and LAND_WIDTH_MASK) = 0 then
- if Land[y, x] and Gear^.CollisionMask > 255 then
+ if ((Land[y, x] and Gear^.CollisionMask) and lfLandMask) <> 0 then
exit(Land[y, x] and Gear^.CollisionMask);
inc(x)
until (x > i);
@@ -897,7 +981,7 @@
i:= x + Gear^.Radius * 2 - 2;
repeat
if (x and LAND_WIDTH_MASK) = 0 then
- if Land[y, x] > 255 then
+ if (Land[y, x] and lfLandMask) <> 0 then
if (not isColl) or (abs(x-gx) < abs(collX-gx)) then
begin
isColl:= true;