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refactor: make AABBList own its values
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d7d99db4c5
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78b5255224
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@ -3862,12 +3862,6 @@ LevelRenderer::DestroyedTileManager::RecentTile::RecentTile(int x, int y, int z,
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rebuilt = false;
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}
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LevelRenderer::DestroyedTileManager::RecentTile::~RecentTile() {
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for (AUTO_VAR(it, boxes.begin()); it != boxes.end(); it++) {
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delete *it;
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}
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}
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LevelRenderer::DestroyedTileManager::DestroyedTileManager() {
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InitializeCriticalSection(&m_csDestroyedTiles);
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}
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@ -3899,14 +3893,6 @@ void LevelRenderer::DestroyedTileManager::destroyingTileAt(Level* level, int x,
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tile->addAABBs(level, x, y, z, &box, &recentTile->boxes, nullptr);
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}
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// Make these temporary AABBs into permanently allocated AABBs
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for (unsigned int i = 0; i < recentTile->boxes.size(); i++) {
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recentTile->boxes[i] =
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new AABB(recentTile->boxes[i]->x0, recentTile->boxes[i]->y0,
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recentTile->boxes[i]->z0, recentTile->boxes[i]->x1,
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recentTile->boxes[i]->y1, recentTile->boxes[i]->z1);
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}
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m_destroyedTiles.push_back(recentTile);
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LeaveCriticalSection(&m_csDestroyedTiles);
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@ -3977,14 +3963,13 @@ void LevelRenderer::DestroyedTileManager::addAABBs(Level* level, AABB* box,
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// interested in, add them to the output list, making a temp
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// AABB copy so that we can destroy our own copy without
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// worrying about the lifespan of the copy we've passed out
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if (m_destroyedTiles[i]->boxes[j]->intersects(*box)) {
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AABB bb(m_destroyedTiles[i]->boxes[j]->x0,
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m_destroyedTiles[i]->boxes[j]->y0,
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m_destroyedTiles[i]->boxes[j]->z0,
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m_destroyedTiles[i]->boxes[j]->x1,
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m_destroyedTiles[i]->boxes[j]->y1,
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m_destroyedTiles[i]->boxes[j]->z1);
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boxes->push_back(&bb);
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if (m_destroyedTiles[i]->boxes[j].intersects(*box)) {
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boxes->push_back({m_destroyedTiles[i]->boxes[j].x0,
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m_destroyedTiles[i]->boxes[j].y0,
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m_destroyedTiles[i]->boxes[j].z0,
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m_destroyedTiles[i]->boxes[j].x1,
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m_destroyedTiles[i]->boxes[j].y1,
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m_destroyedTiles[i]->boxes[j].z1});
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}
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}
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}
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@ -234,7 +234,7 @@ public:
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int timeout_ticks;
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bool rebuilt;
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RecentTile(int x, int y, int z, Level* level);
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~RecentTile();
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~RecentTile() = default;
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};
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CRITICAL_SECTION m_csDestroyedTiles;
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std::vector<RecentTile*> m_destroyedTiles;
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@ -2016,7 +2016,7 @@ AABB* Tile::getTileAABB(Level* level, int x, int y, int z) {
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void Tile::addAABBs(Level* level, int x, int y, int z, AABB* box,
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AABBList* boxes, std::shared_ptr<Entity> source) {
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AABB* aabb = getAABB(level, x, y, z);
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if (aabb != NULL && box->intersects(*aabb)) boxes->push_back(aabb);
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if (aabb != NULL && box->intersects(*aabb)) boxes->push_back(*aabb);
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}
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AABB* Tile::getAABB(Level* level, int x, int y, int z) {
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@ -733,7 +733,7 @@ void Entity::move(double xa, double ya, double za,
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// But if we don't have the chunk data then all the collision info will
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// be incorrect as well
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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ya = (*it)->clipYCollide(*bb, ya);
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ya = it->clipYCollide(*bb, ya);
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*bb = bb->move(0, ya, 0);
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}
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@ -745,7 +745,7 @@ void Entity::move(double xa, double ya, double za,
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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xa = (*it)->clipXCollide(*bb, xa);
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xa = it->clipXCollide(*bb, xa);
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*bb = bb->move(xa, 0, 0);
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@ -755,7 +755,7 @@ void Entity::move(double xa, double ya, double za,
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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za = (*it)->clipZCollide(*bb, za);
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za = it->clipZCollide(*bb, za);
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*bb = bb->move(0, 0, za);
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if (!slide && zaOrg != za) {
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@ -789,7 +789,7 @@ void Entity::move(double xa, double ya, double za,
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// all! But if we don't have the chunk data then all the collision
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// info will be incorrect as well
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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ya = (*it)->clipYCollide(*bb, ya);
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ya = it->clipYCollide(*bb, ya);
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*bb = bb->move(0, ya, 0);
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}
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@ -799,7 +799,7 @@ void Entity::move(double xa, double ya, double za,
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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xa = (*it)->clipXCollide(*bb, xa);
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xa = it->clipXCollide(*bb, xa);
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*bb = bb->move(xa, 0, 0);
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if (!slide && xaOrg != xa) {
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@ -808,7 +808,7 @@ void Entity::move(double xa, double ya, double za,
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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za = (*it)->clipZCollide(*bb, za);
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za = it->clipZCollide(*bb, za);
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*bb = bb->move(0, 0, za);
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if (!slide && zaOrg != za) {
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@ -822,7 +822,7 @@ void Entity::move(double xa, double ya, double za,
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// LAND FIRST, then x and z
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itEndAABB = aABBs->end();
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for (AUTO_VAR(it, aABBs->begin()); it != itEndAABB; it++)
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ya = (*it)->clipYCollide(*bb, ya);
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ya = it->clipYCollide(*bb, ya);
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*bb = bb->move(0, ya, 0);
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}
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@ -1526,8 +1526,7 @@ void Entity::lerpTo(double x, double y, double z, float yRot, float xRot,
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double yTop = 0;
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AUTO_VAR(itEnd, collisions->end());
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for (AUTO_VAR(it, collisions->begin()); it != itEnd; it++) {
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AABB* ab = *it; // collisions->at(i);
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if (ab->y1 > yTop) yTop = ab->y1;
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if (it->y1 > yTop) yTop = it->y1;
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}
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y += yTop - bb->y0;
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@ -1668,7 +1667,7 @@ bool Entity::checkInTile(double x, double y, double z) {
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double yd = y - (yTile);
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double zd = z - (zTile);
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std::vector<AABB*>* cubes = level->getTileCubes(bb);
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auto* cubes = level->getTileCubes(bb);
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if ((cubes && !cubes->empty()) ||
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level->isFullAABBTile(xTile, yTile, zTile)) {
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bool west = !level->isFullAABBTile(xTile - 1, yTile, zTile);
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@ -1518,8 +1518,7 @@ void LivingEntity::aiStep() {
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double yTop = 0;
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AUTO_VAR(itEnd, collisions->end());
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for (AUTO_VAR(it, collisions->begin()); it != itEnd; it++) {
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AABB* ab = *it; // collisions->at(i);
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if (ab->y1 > yTop) yTop = ab->y1;
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if (it->y1 > yTop) yTop = it->y1;
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}
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yt += yTop - bb->y0;
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@ -1805,12 +1805,12 @@ AABBList* Level::getCubes(std::shared_ptr<Entity> source, AABB* box,
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for (AUTO_VAR(it, ee->begin()); it != itEnd; it++) {
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AABB* collideBox = (*it)->getCollideBox();
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if (collideBox != NULL && collideBox->intersects(*box)) {
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boxes.push_back(collideBox);
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boxes.push_back(*collideBox);
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}
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collideBox = source->getCollideAgainstBox(*it);
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if (collideBox != NULL && collideBox->intersects(*box)) {
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boxes.push_back(collideBox);
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boxes.push_back(*collideBox);
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}
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}
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@ -4,7 +4,7 @@ class AABB;
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class Recipy;
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class Object;
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typedef std::vector<AABB*> AABBList;
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typedef std::vector<AABB> AABBList;
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typedef std::vector<Recipy*> RecipyList;
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typedef std::vector<Object*> ObjectList;
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@ -34,4 +34,4 @@ enum EDefaultSkins {
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eDefaultSkins_Skin7,
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eDefaultSkins_Count,
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};
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};
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