diff --git a/src/collision.cpp b/src/collision.cpp index e966ad19d..99874dbfd 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -322,9 +322,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } std::vector nodeboxes; n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors); + + // Calculate float position only once + v3f posf = intToFloat(p, BS); for (auto box : nodeboxes) { - box.MinEdge += intToFloat(p, BS); - box.MaxEdge += intToFloat(p, BS); + box.MinEdge += posf; + box.MaxEdge += posf; cinfo.emplace_back(false, false, n_bouncy_value, p, box); } } else { @@ -437,7 +440,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, Go through every nodebox, find nearest collision */ for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { - NearbyCollisionInfo box_info = cinfo[boxindex]; + const NearbyCollisionInfo &box_info = cinfo[boxindex]; // Ignore if already stepped up this nodebox. if (box_info.is_step_up) continue; diff --git a/src/util/numeric.cpp b/src/util/numeric.cpp index b88b4d545..f533c275f 100644 --- a/src/util/numeric.cpp +++ b/src/util/numeric.cpp @@ -108,7 +108,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, { // Maximum radius of a block. The magic number is // sqrt(3.0) / 2.0 in literal form. - const f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS; + static constexpr const f32 block_max_radius = 0.866025403784f * MAP_BLOCKSIZE * BS; v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE; @@ -125,16 +125,16 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, // Total distance f32 d = MYMAX(0, blockpos_relative.getLength() - block_max_radius); - if(distance_ptr) + if (distance_ptr) *distance_ptr = d; // If block is far away, it's not in sight - if(d > range) + if (d > range) return false; // If block is (nearly) touching the camera, don't // bother validating further (that is, render it anyway) - if(d == 0) + if (d == 0) return true; // Adjust camera position, for purposes of computing the angle, @@ -166,12 +166,13 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, s16 adjustDist(s16 dist, float zoom_fov) { // 1.775 ~= 72 * PI / 180 * 1.4, the default on the client - const float default_fov = 1.775f; + static constexpr const float default_fov = 1.775f / 2.0f; // heuristic cut-off for zooming - if (zoom_fov > default_fov / 2.0f) + if (zoom_fov > default_fov) return dist; // new_dist = dist * ((1 - cos(FOV / 2)) / (1-cos(zoomFOV /2))) ^ (1/3) - return round(dist * std::cbrt((1.0f - std::cos(default_fov / 2.0f)) / + // note: FOV is calculated at compilation time + return round(dist * std::cbrt((1.0f - std::cos(default_fov)) / (1.0f - std::cos(zoom_fov / 2.0f)))); }