From 1634284739eb02715ca37c8c95f90695d3206dbb Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Fri, 21 Sep 2018 22:39:47 +0400 Subject: [PATCH] Cache player's position outside of loops --- apps/openmw/mwmechanics/actors.cpp | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 0cd9912d0..79622180f 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1301,6 +1301,7 @@ namespace MWMechanics bool showTorches = MWBase::Environment::get().getWorld()->useTorches(); MWWorld::Ptr player = getPlayer(); + const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); /// \todo move update logic to Actor class where appropriate @@ -1321,7 +1322,7 @@ namespace MWMechanics { bool isPlayer = iter->first == player; - float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2(); + float distSqr = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2(); // AI processing is only done within distance of 7168 units to the player. Note the "AI distance" slider doesn't affect this // (it only does some throttling for targets beyond the "AI distance", so doesn't give any guarantees as to whether AI will be enabled or not) // This distance could be made configurable later, but the setting must be marked with a big warning: @@ -1431,7 +1432,7 @@ namespace MWMechanics for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const float animationDistance = aiProcessingDistance + 400; // Slightly larger than AI distance so there is time to switch back to the idle animation. - const float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2(); + const float distSqr = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2(); bool isPlayer = iter->first == player; bool inAnimationRange = isPlayer || (animationDistance == 0 || distSqr <= animationDistance*animationDistance); int activeFlag = 1; // Can be changed back to '2' to keep updating bounding boxes off screen (more accurate, but slower) @@ -1520,7 +1521,7 @@ namespace MWMechanics continue; // is the player in range and can they be detected - if ((observer.getRefData().getPosition().asVec3() - player.getRefData().getPosition().asVec3()).length2() <= radius*radius + if ((observer.getRefData().getPosition().asVec3() - playerPos).length2() <= radius*radius && MWBase::Environment::get().getWorld()->getLOS(player, observer)) { if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer)) @@ -1664,7 +1665,8 @@ namespace MWMechanics void Actors::rest(bool sleep) { float duration = 3600.f / MWBase::Environment::get().getWorld()->getTimeScaleFactor(); - MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); + const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); + const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { @@ -1674,7 +1676,7 @@ namespace MWMechanics restoreDynamicStats(iter->first, sleep); if ((!iter->first.getRefData().getBaseNode()) || - (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2() > sqrAiProcessingDistance) + (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() > sqrAiProcessingDistance) continue; adjustMagicEffects (iter->first);