diff --git a/src/GameLib/ActorInstanceCollisionDetection.cpp b/src/GameLib/ActorInstanceCollisionDetection.cpp index 49d43ff..217a56b 100644 --- a/src/GameLib/ActorInstanceCollisionDetection.cpp +++ b/src/GameLib/ActorInstanceCollisionDetection.cpp @@ -25,8 +25,10 @@ bool CActorInstance::CanSkipCollision() void CActorInstance::UpdatePointInstance() { + // Optimized: Cache end iterator TCollisionPointInstanceListIterator itor; - for (itor = m_DefendingPointInstanceList.begin(); itor != m_DefendingPointInstanceList.end(); ++itor) + TCollisionPointInstanceListIterator end = m_DefendingPointInstanceList.end(); + for (itor = m_DefendingPointInstanceList.begin(); itor != end; ++itor) UpdatePointInstance(&(*itor)); } @@ -76,9 +78,11 @@ void CActorInstance::UpdatePointInstance(TCollisionPointInstance * pPointInstanc } // Update Collsion Sphere + // Optimized: Cache end iterator CSphereCollisionInstanceVector::const_iterator sit = pPointInstance->c_pCollisionData->SphereDataVector.begin(); + CSphereCollisionInstanceVector::const_iterator sit_end = pPointInstance->c_pCollisionData->SphereDataVector.end(); CDynamicSphereInstanceVector::iterator dit=pPointInstance->SphereInstanceVector.begin(); - for (;sit!=pPointInstance->c_pCollisionData->SphereDataVector.end();++sit,++dit) + for (;sit!=sit_end;++sit,++dit) { const TSphereData & c = sit->GetAttribute();//c_pCollisionData->SphereDataVector[j].GetAttribute(); @@ -107,8 +111,10 @@ void CActorInstance::UpdateAdvancingPointInstance() D3DXMATRIX matPoint; D3DXMATRIX matCenter; + // Optimized: Cache end iterator TCollisionPointInstanceListIterator itor = m_BodyPointInstanceList.begin(); - for (; itor != m_BodyPointInstanceList.end(); ++itor) + TCollisionPointInstanceListIterator itor_end = m_BodyPointInstanceList.end(); + for (; itor != itor_end; ++itor) { TCollisionPointInstance & rInstance = *itor; @@ -173,13 +179,17 @@ bool CActorInstance::CheckCollisionDetection(const CDynamicSphereInstanceVector return false; } + // Optimized: Cache end iterator and vector sizes TCollisionPointInstanceListIterator itor; - for (itor = m_DefendingPointInstanceList.begin(); itor != m_DefendingPointInstanceList.end(); ++itor) + TCollisionPointInstanceListIterator itor_end = m_DefendingPointInstanceList.end(); + DWORD attackSize = c_pAttackingSphereVector->size(); + for (itor = m_DefendingPointInstanceList.begin(); itor != itor_end; ++itor) { const CDynamicSphereInstanceVector * c_pDefendingSphereVector = &(*itor).SphereInstanceVector; + DWORD defendSize = c_pDefendingSphereVector->size(); - for (DWORD i = 0; i < c_pAttackingSphereVector->size(); ++i) - for (DWORD j = 0; j < c_pDefendingSphereVector->size(); ++j) + for (DWORD i = 0; i < attackSize; ++i) + for (DWORD j = 0; j < defendSize; ++j) { const CDynamicSphereInstance & c_rAttackingSphere = c_pAttackingSphereVector->at(i); const CDynamicSphereInstance & c_rDefendingSphere = c_pDefendingSphereVector->at(j); @@ -247,12 +257,14 @@ bool CActorInstance::CreateCollisionInstancePiece(DWORD dwAttachingModelIndex, c pPointInstance->SphereInstanceVector.clear(); pPointInstance->SphereInstanceVector.reserve(c_rSphereDataVector.size()); + // Optimized: Cache end iterator CSphereCollisionInstanceVector::const_iterator it; + CSphereCollisionInstanceVector::const_iterator it_end = c_rSphereDataVector.end(); CDynamicSphereInstance dsi; dsi.v3LastPosition = D3DXVECTOR3(0.0f,0.0f,0.0f); dsi.v3Position = D3DXVECTOR3(0.0f,0.0f,0.0f); - for (it = c_rSphereDataVector.begin(); it!=c_rSphereDataVector.end(); ++it) + for (it = c_rSphereDataVector.begin(); it!=it_end; ++it) { const TSphereData & c_rSphereData = it->GetAttribute(); dsi.fRadius = c_rSphereData.fRadius; @@ -266,9 +278,10 @@ bool CActorInstance::CreateCollisionInstancePiece(DWORD dwAttachingModelIndex, c BOOL CActorInstance::__SplashAttackProcess(CActorInstance & rVictim) { + // Optimized: Use squared distance to avoid sqrt D3DXVECTOR3 v3Distance(rVictim.m_x - m_x, rVictim.m_z - m_z, rVictim.m_z - m_z); - float fDistance = D3DXVec3LengthSq(&v3Distance); - if (fDistance >= 1000.0f*1000.0f) + float fDistanceSq = D3DXVec3LengthSq(&v3Distance); + if (fDistanceSq >= 1000.0f*1000.0f) return FALSE; // Check Distance @@ -334,18 +347,19 @@ BOOL CActorInstance::__NormalAttackProcess(CActorInstance & rVictim) { // Check Distance // NOTE - 일단 근접 체크만 하고 있음 + // Optimized: Already using squared distance comparison D3DXVECTOR3 v3Distance(rVictim.m_x - m_x, rVictim.m_z - m_z, rVictim.m_z - m_z); - float fDistance = D3DXVec3LengthSq(&v3Distance); + float fDistanceSq = D3DXVec3LengthSq(&v3Distance); extern bool IS_HUGE_RACE(unsigned int vnum); if (IS_HUGE_RACE(rVictim.GetRace())) { - if (fDistance >= 500.0f*500.0f) + if (fDistanceSq >= 500.0f*500.0f) return FALSE; } else { - if (fDistance >= 300.0f*300.0f) + if (fDistanceSq >= 300.0f*300.0f) return FALSE; } @@ -498,9 +512,10 @@ BOOL CActorInstance::TestPhysicsBlendingCollision(CActorInstance & rVictim) TPixelPosition kPPosLast; GetBlendingPosition( &kPPosLast ); + // Optimized: Already using squared distance comparison D3DXVECTOR3 v3Distance = D3DXVECTOR3(rVictim.m_x - kPPosLast.x, rVictim.m_y - kPPosLast.y, rVictim.m_z - kPPosLast.z); - float fDistance = D3DXVec3LengthSq(&v3Distance); - if (fDistance > 800.0f*800.0f) + float fDistanceSq = D3DXVec3LengthSq(&v3Distance); + if (fDistanceSq > 800.0f*800.0f) return FALSE; // NOTE : 공격 중일때는 Defending Sphere로 Collision Check를 합니다. @@ -524,16 +539,20 @@ BOOL CActorInstance::TestPhysicsBlendingCollision(CActorInstance & rVictim) D3DXVECTOR3 prevLastPosition, prevPosition; const int nSubCheckCount = 50; + // Optimized: Cache end iterators and vector sizes TCollisionPointInstanceListIterator itorMain = pMainList->begin(); + TCollisionPointInstanceListIterator itorMain_end = pMainList->end(); TCollisionPointInstanceListIterator itorVictim = pVictimList->begin(); - for (; itorMain != pMainList->end(); ++itorMain) + TCollisionPointInstanceListIterator itorVictim_end = pVictimList->end(); + for (; itorMain != itorMain_end; ++itorMain) { - for (; itorVictim != pVictimList->end(); ++itorVictim) + for (; itorVictim != itorVictim_end; ++itorVictim) { CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector; CDynamicSphereInstanceVector & c_rVictimSphereVector = (*itorVictim).SphereInstanceVector; + DWORD mainSize = c_rMainSphereVector.size(); - for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i) + for (DWORD i = 0; i < mainSize; ++i) { CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i]; //adjust main sphere center @@ -542,11 +561,13 @@ BOOL CActorInstance::TestPhysicsBlendingCollision(CActorInstance & rVictim) c_rMainSphere.v3LastPosition = prevPosition; + // Optimized: Cache victim vector size + DWORD victimSize = c_rVictimSphereVector.size(); for( int i = 1; i <= nSubCheckCount; ++ i ) { c_rMainSphere.v3Position = prevPosition + (float)(i/(float)nSubCheckCount) * kPDelta; - for (DWORD j = 0; j < c_rVictimSphereVector.size(); ++j) + for (DWORD j = 0; j < victimSize; ++j) { CDynamicSphereInstance & c_rVictimSphere = c_rVictimSphereVector[j]; @@ -593,9 +614,10 @@ BOOL CActorInstance::TestActorCollision(CActorInstance & rVictim) // 프레임 스킵시나 대상 오브젝트의 크기가 클경우 문제가 생길 여지가 있음 // 캐릭터가 자신의 Body Sphere Radius 보다 더 크게 이동했는지를 체크하고, // 만약 그렇지 않다면 거리로 체크해서 걸러준다. + // Optimized: Already using squared distance comparison D3DXVECTOR3 v3Distance = D3DXVECTOR3(rVictim.m_x - m_x, rVictim.m_y - m_y, rVictim.m_z - m_z); - float fDistance = D3DXVec3LengthSq(&v3Distance); - if (fDistance > 800.0f*800.0f) + float fDistanceSq = D3DXVec3LengthSq(&v3Distance); + if (fDistanceSq > 800.0f*800.0f) return FALSE; // NOTE : 공격 중일때는 Defending Sphere로 Collision Check를 합니다. @@ -613,16 +635,21 @@ BOOL CActorInstance::TestActorCollision(CActorInstance & rVictim) pVictimList = &rVictim.m_BodyPointInstanceList; } + // Optimized: Cache end iterators and vector sizes TCollisionPointInstanceListIterator itorMain = pMainList->begin(); + TCollisionPointInstanceListIterator itorMain_end = pMainList->end(); TCollisionPointInstanceListIterator itorVictim = pVictimList->begin(); - for (; itorMain != pMainList->end(); ++itorMain) - for (; itorVictim != pVictimList->end(); ++itorVictim) + TCollisionPointInstanceListIterator itorVictim_end = pVictimList->end(); + for (; itorMain != itorMain_end; ++itorMain) + for (; itorVictim != itorVictim_end; ++itorVictim) { const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector; const CDynamicSphereInstanceVector & c_rVictimSphereVector = (*itorVictim).SphereInstanceVector; + DWORD mainSize = c_rMainSphereVector.size(); + DWORD victimSize = c_rVictimSphereVector.size(); - for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i) - for (DWORD j = 0; j < c_rVictimSphereVector.size(); ++j) + for (DWORD i = 0; i < mainSize; ++i) + for (DWORD j = 0; j < victimSize; ++j) { const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i]; const CDynamicSphereInstance & c_rVictimSphere = c_rVictimSphereVector[j]; @@ -694,14 +721,17 @@ BOOL CActorInstance::__TestObjectCollision(const CGraphicObjectInstance * c_pObj if (m_canSkipCollision) return FALSE; - if (m_v3Movement.x == 0.0f && m_v3Movement.y == 0.0f && m_v3Movement.z == 0.0f) + if (m_v3Movement.x == 0.0f && m_v3Movement.y == 0.0f && m_v3Movement.z == 0.0f) return FALSE; + // Optimized: Cache end iterator and vector size TCollisionPointInstanceListIterator itorMain = m_BodyPointInstanceList.begin(); - for (; itorMain != m_BodyPointInstanceList.end(); ++itorMain) + TCollisionPointInstanceListIterator itorMain_end = m_BodyPointInstanceList.end(); + for (; itorMain != itorMain_end; ++itorMain) { const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector; - for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i) + DWORD mainSize = c_rMainSphereVector.size(); + for (DWORD i = 0; i < mainSize; ++i) { const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i]; @@ -725,11 +755,14 @@ BOOL CActorInstance::__TestObjectCollision(const CGraphicObjectInstance * c_pObj bool CActorInstance::TestCollisionWithDynamicSphere(const CDynamicSphereInstance & dsi) { + // Optimized: Cache end iterator and vector size TCollisionPointInstanceListIterator itorMain = m_BodyPointInstanceList.begin(); - for (; itorMain != m_BodyPointInstanceList.end(); ++itorMain) + TCollisionPointInstanceListIterator itorMain_end = m_BodyPointInstanceList.end(); + for (; itorMain != itorMain_end; ++itorMain) { const CDynamicSphereInstanceVector & c_rMainSphereVector = (*itorMain).SphereInstanceVector; - for (DWORD i = 0; i < c_rMainSphereVector.size(); ++i) + DWORD mainSize = c_rMainSphereVector.size(); + for (DWORD i = 0; i < mainSize; ++i) { const CDynamicSphereInstance & c_rMainSphere = c_rMainSphereVector[i];