Remove dead commented code, updated changelog, commented profiling spans

(but left in for easy reuse later), fix clippy complaint
This commit is contained in:
Imbris 2021-10-10 02:50:21 -04:00
parent 57922d9802
commit 4f6eb286e6
4 changed files with 14 additions and 20 deletions

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@ -25,6 +25,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Sprite spawn rates - Sprite spawn rates
- The Interact button can be used on campfires to sit - The Interact button can be used on campfires to sit
- Made map icons fade out when near the edge of the map display - Made map icons fade out when near the edge of the map display
- Roughly doubled the speed of entity vs terrain physics checks
### Removed ### Removed

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@ -114,7 +114,6 @@ pub trait ReadVol: BaseVol {
/// Call provided closure with each block in the supplied Aabb /// Call provided closure with each block in the supplied Aabb
/// Portions of the Aabb outside the volume are ignored /// Portions of the Aabb outside the volume are ignored
//#[inline]
fn for_each_in(&self, aabb: Aabb<i32>, mut f: impl FnMut(Vec3<i32>, Self::Vox)) fn for_each_in(&self, aabb: Aabb<i32>, mut f: impl FnMut(Vec3<i32>, Self::Vox))
where where
Self::Vox: Copy, Self::Vox: Copy,

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@ -54,9 +54,8 @@ impl<V: RectRasterableVol + ReadVol + Debug> ReadVol for VolGrid2d<V> {
}) })
} }
// /// Call provided closure with each block in the supplied Aabb /// Call provided closure with each block in the supplied Aabb
// /// Areas outside loaded chunks are ignored /// Areas outside loaded chunks are ignored
#[inline]
fn for_each_in(&self, aabb: Aabb<i32>, mut f: impl FnMut(Vec3<i32>, Self::Vox)) fn for_each_in(&self, aabb: Aabb<i32>, mut f: impl FnMut(Vec3<i32>, Self::Vox))
where where
Self::Vox: Copy, Self::Vox: Copy,
@ -155,7 +154,6 @@ impl<V: RectRasterableVol> VolGrid2d<V> {
#[inline(always)] #[inline(always)]
pub fn chunk_size() -> Vec2<u32> { V::RECT_SIZE } pub fn chunk_size() -> Vec2<u32> { V::RECT_SIZE }
//#[inline]
pub fn insert(&mut self, key: Vec2<i32>, chunk: Arc<V>) -> Option<Arc<V>> { pub fn insert(&mut self, key: Vec2<i32>, chunk: Arc<V>) -> Option<Arc<V>> {
self.chunks.insert(key, chunk) self.chunks.insert(key, chunk)
} }
@ -165,14 +163,12 @@ impl<V: RectRasterableVol> VolGrid2d<V> {
self.chunks.get(&key).map(|arc_chunk| arc_chunk.as_ref()) self.chunks.get(&key).map(|arc_chunk| arc_chunk.as_ref())
} }
//#[inline]
pub fn get_key_arc(&self, key: Vec2<i32>) -> Option<&Arc<V>> { self.chunks.get(&key) } pub fn get_key_arc(&self, key: Vec2<i32>) -> Option<&Arc<V>> { self.chunks.get(&key) }
pub fn clear(&mut self) { self.chunks.clear(); } pub fn clear(&mut self) { self.chunks.clear(); }
pub fn drain(&mut self) -> hash_map::Drain<Vec2<i32>, Arc<V>> { self.chunks.drain() } pub fn drain(&mut self) -> hash_map::Drain<Vec2<i32>, Arc<V>> { self.chunks.drain() }
//#[inline]
pub fn remove(&mut self, key: Vec2<i32>) -> Option<Arc<V>> { self.chunks.remove(&key) } pub fn remove(&mut self, key: Vec2<i32>) -> Option<Arc<V>> { self.chunks.remove(&key) }
#[inline(always)] #[inline(always)]
@ -181,14 +177,12 @@ impl<V: RectRasterableVol> VolGrid2d<V> {
#[inline(always)] #[inline(always)]
pub fn pos_key(&self, pos: Vec3<i32>) -> Vec2<i32> { Self::chunk_key(pos) } pub fn pos_key(&self, pos: Vec3<i32>) -> Vec2<i32> { Self::chunk_key(pos) }
//#[inline]
pub fn iter(&self) -> ChunkIter<V> { pub fn iter(&self) -> ChunkIter<V> {
ChunkIter { ChunkIter {
iter: self.chunks.iter(), iter: self.chunks.iter(),
} }
} }
//#[inline]
pub fn cached(&self) -> CachedVolGrid2d<V> { CachedVolGrid2d::new(self) } pub fn cached(&self) -> CachedVolGrid2d<V> { CachedVolGrid2d::new(self) }
} }

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@ -1342,7 +1342,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
clippy::cast_possible_truncation, clippy::cast_possible_truncation,
clippy::cast_sign_loss clippy::cast_sign_loss
)] )]
prof_span!("box_voxel_collision"); //prof_span!("box_voxel_collision");
// Convience function to compute the player aabb // Convience function to compute the player aabb
fn player_aabb(pos: Vec3<f32>, radius: f32, z_range: Range<f32>) -> Aabb<f32> { fn player_aabb(pos: Vec3<f32>, radius: f32, z_range: Range<f32>) -> Aabb<f32> {
@ -1362,9 +1362,9 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
// Function for determining whether the player at a specific position collides // Function for determining whether the player at a specific position collides
// with blocks with the given criteria // with blocks with the given criteria
fn collision_with<'a, T: BaseVol<Vox = Block> + ReadVol>( fn collision_with<T: BaseVol<Vox = Block> + ReadVol>(
pos: Vec3<f32>, pos: Vec3<f32>,
terrain: &'a T, terrain: &T,
hit: impl Fn(&Block) -> bool, hit: impl Fn(&Block) -> bool,
near_aabb: Aabb<i32>, near_aabb: Aabb<i32>,
radius: f32, radius: f32,
@ -1430,12 +1430,12 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
.clamped(1, MAX_INCREMENTS); .clamped(1, MAX_INCREMENTS);
let old_pos = pos.0; let old_pos = pos.0;
for _ in 0..increments { for _ in 0..increments {
prof_span!("increment"); //prof_span!("increment");
const MAX_ATTEMPTS: usize = 16; const MAX_ATTEMPTS: usize = 16;
pos.0 += pos_delta / increments as f32; pos.0 += pos_delta / increments as f32;
let try_colliding_block = |pos: &Pos| { let try_colliding_block = |pos: &Pos| {
prof_span!("most colliding check"); //prof_span!("most colliding check");
// Calculate the player's AABB // Calculate the player's AABB
let player_aabb = player_aabb(pos.0, radius, z_range.clone()); let player_aabb = player_aabb(pos.0, radius, z_range.clone());
@ -1530,7 +1530,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
&& dir.z < -0.1 && dir.z < -0.1
// ...and the space above is free... // ...and the space above is free...
&& { && {
prof_span!("space above free"); //prof_span!("space above free");
!collision_with( !collision_with(
Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()),
&terrain, &terrain,
@ -1542,7 +1542,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
} }
// ...and there is a collision with a block beneath our current hitbox... // ...and there is a collision with a block beneath our current hitbox...
&& { && {
prof_span!("collision beneath"); //prof_span!("collision beneath");
collision_with( collision_with(
pos.0 + resolve_dir - Vec3::unit_z() * 1.25, pos.0 + resolve_dir - Vec3::unit_z() * 1.25,
&terrain, &terrain,
@ -1596,7 +1596,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
physics_state.on_ground = on_ground; physics_state.on_ground = on_ground;
// If the space below us is free, then "snap" to the ground // If the space below us is free, then "snap" to the ground
} else if vel.0.z <= 0.0 && was_on_ground && block_snap && { } else if vel.0.z <= 0.0 && was_on_ground && block_snap && {
prof_span!("snap check"); //prof_span!("snap check");
collision_with( collision_with(
pos.0 - Vec3::unit_z() * 1.1, pos.0 - Vec3::unit_z() * 1.1,
&terrain, &terrain,
@ -1606,7 +1606,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
z_range.clone(), z_range.clone(),
) )
} { } {
prof_span!("snap!!"); //prof_span!("snap!!");
let snap_height = terrain let snap_height = terrain
.get(Vec3::new(pos.0.x, pos.0.y, pos.0.z - 0.1).map(|e| e.floor() as i32)) .get(Vec3::new(pos.0.x, pos.0.y, pos.0.z - 0.1).map(|e| e.floor() as i32))
.ok() .ok()
@ -1643,7 +1643,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
let mut liquid = None::<(LiquidKind, f32)>; let mut liquid = None::<(LiquidKind, f32)>;
let mut wall_dir_collisions = [false; 4]; let mut wall_dir_collisions = [false; 4];
prof_span!(guard, "liquid/walls"); //prof_span!(guard, "liquid/walls");
terrain.for_each_in(near_aabb, |block_pos, block| { terrain.for_each_in(near_aabb, |block_pos, block| {
// Check for liquid blocks // Check for liquid blocks
if let Some(block_liquid) = block.liquid_kind() { if let Some(block_liquid) = block.liquid_kind() {
@ -1680,7 +1680,7 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
} }
} }
}); });
drop(guard); //drop(guard);
// Use wall collision results to determine if we are against a wall // Use wall collision results to determine if we are against a wall
let mut on_wall = None; let mut on_wall = None;