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@ -9,8 +9,8 @@ else()
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endif()
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set(CMAKE_BUILD_TYPE "Debug")
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#set(CMAKE_BUILD_TYPE "Release")
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set(CMAKE_CXX_FLAGS_RELEASE "-O3 -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1")
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set(CMAKE_BUILD_TYPE "Release")
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set(CMAKE_CXX_FLAGS_RELEASE "-O3 -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -DRAY_DETECTION=1")
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#set(CMAKE_CXX_FLAGS_RELEASE "-O2 -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -fsanitize=address -fno-omit-frame-pointer")
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set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -DRAY_DETECTION=1")
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#set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -fsanitize=address -fno-omit-frame-pointer")
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@ -7,9 +7,12 @@
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#include "metadata.h"
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#include "collider.h"
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#include "collision.h"
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#include "app.h"
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void MovementComponent::RayDetection()
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{
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App::Instance()->perf.ray_times++;
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long long tick = a8::XGetTickCount();
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Clear();
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if (owner->entity_type == ET_Bullet) {
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Bullet* bullet = (Bullet*)owner;
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@ -19,26 +22,31 @@ void MovementComponent::RayDetection()
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target_point = hum->pos + hum->move_dir * (MAP_CELL_WIDTH - MAP_GRID_WIDTH);
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target_distance = (target_point - start_point).Norm();
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{
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long long tick1 = a8::XGetTickCount();
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Vector2D left_dir = hum->move_dir;
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left_dir.Rotate(-90);
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left_dir.Normalize();
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Vector2D right_dir = hum->move_dir;
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right_dir.Rotate(+90);
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right_dir.Normalize();
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App::Instance()->perf.params[1] += a8::XGetTickCount() - tick1;
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Vector2D left_p0 = left_dir * (hum->meta->i->radius() + 1);
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Vector2D left_p1 = left_p0 + hum->move_dir * (MAP_CELL_WIDTH - MAP_GRID_WIDTH);
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Vector2D right_p0 = right_dir * (hum->meta->i->radius() + 1);
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Vector2D right_p1 = right_p0 + hum->move_dir * (MAP_CELL_WIDTH - MAP_GRID_WIDTH);
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Vector2D left_p0 = hum->pos + left_dir * (hum->meta->i->radius() + 1);
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Vector2D left_p1 = left_p0 + hum->move_dir * (MAP_CELL_WIDTH - MAP_GRID_WIDTH * 3);
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Vector2D right_p0 = hum->pos + right_dir * (hum->meta->i->radius() + 1);
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Vector2D right_p1 = right_p0 + hum->move_dir * (MAP_CELL_WIDTH - MAP_GRID_WIDTH * 3);
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int count = 0;
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for (auto& grid : hum->grid_list) {
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for (Entity* entity : grid->entity_list) {
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count++;
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switch (entity->entity_type) {
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case ET_Obstacle:
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{
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if (
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(hum->last_collision_door == nullptr || hum->last_collision_door != entity)
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){
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long long tick2 = a8::XGetTickCount();
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AabbCollider aabb_box;
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entity->GetAabbBox(aabb_box);
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if (IntersectSegmentAabb(left_p0, left_p1,
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@ -50,11 +58,14 @@ void MovementComponent::RayDetection()
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) {
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detection_objects.insert(entity);
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}
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App::Instance()->perf.params[3] += a8::XGetTickCount() - tick2;
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App::Instance()->perf.params[4]++;
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}
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}
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break;
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case ET_Building:
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{
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long long tick2 = a8::XGetTickCount();
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AabbCollider aabb_box;
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entity->GetAabbBox(aabb_box);
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if (IntersectSegmentAabb(left_p0, left_p1,
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@ -66,6 +77,8 @@ void MovementComponent::RayDetection()
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) {
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detection_objects.insert(entity);
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}
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App::Instance()->perf.params[3] += a8::XGetTickCount() - tick2;
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App::Instance()->perf.params[4]++;
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}
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break;
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default:
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@ -74,9 +87,16 @@ void MovementComponent::RayDetection()
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break;
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}
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}
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}//end for
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if (App::Instance()->perf.params[2] < count) {
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App::Instance()->perf.params[2] = count;
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}
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if (App::Instance()->perf.params[6] < detection_objects.size()) {
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App::Instance()->perf.params[6] = detection_objects.size();
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}
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}
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}
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App::Instance()->perf.ray_time += a8::XGetTickCount() - tick;
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}
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void MovementComponent::Clear()
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@ -127,6 +127,7 @@ void Player::UpdateMove()
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Vector2D old_pos = pos;
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pos = pos + move_dir;
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if (movement->TestCollision()) {
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App::Instance()->perf.params[0]++;
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pos = old_pos;
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FindPath();
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movement->RayDetection();
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@ -137,6 +138,7 @@ void Player::UpdateMove()
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movement->passed_distance += 1;
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if (movement->passed_distance + 10 > movement->target_distance) {
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movement->RayDetection();
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App::Instance()->perf.params[5]++;
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}
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}
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room->grid_service.MoveHuman(this);
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@ -732,8 +734,8 @@ void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
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move_dir.Normalize();
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moving = true;
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#ifdef RAY_DETECTION
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if (std::abs(move_dir.x - old_move_dir.x) > 0.00001f ||
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std::abs(move_dir.y - old_move_dir.y) > 0.00001f) {
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if (std::abs(move_dir.x - old_move_dir.x) > 0.0001f ||
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std::abs(move_dir.y - old_move_dir.y) > 0.0001f) {
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movement->RayDetection();
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}
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#endif
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