optimize collisions calculations (remove the stupid)

This commit is contained in:
MihailRis 2026-02-18 18:54:49 +03:00
parent 49aa7cdfba
commit b0d231c927
9 changed files with 134 additions and 103 deletions

View file

@ -38,6 +38,14 @@ struct AABB {
return AABB(a + pos, b + pos);
}
AABB operator+(const glm::vec3& offset) const {
return translated(offset);
}
AABB operator-(const glm::vec3& offset) const {
return translated(-offset);
}
/// @brief Multiply AABB size from center
inline void scale(const glm::vec3 mul) {
glm::vec3 center = (a + b) * 0.5f;
@ -91,14 +99,14 @@ struct AABB {
addPoint(matrix * glm::vec4(pb.x, pa.y, pb.z, 1.0f));
}
inline bool intersect(const AABB& aabb) {
inline bool intersects(const AABB& aabb) const {
return (
a.x <= aabb.b.x && b.x >= aabb.a.x && a.y <= aabb.b.y &&
b.y >= aabb.a.y && a.z <= aabb.b.z && b.z >= aabb.a.z
);
}
inline bool intersect(const AABB& aabb, float margin) {
inline bool intersects(const AABB& aabb, float margin) const {
return (
a.x <= aabb.b.x + margin && b.x >= aabb.a.x - margin &&
a.y <= aabb.b.y + margin && b.y >= aabb.a.y - margin &&

View file

@ -450,7 +450,7 @@ void Entities::render(
bool Entities::hasBlockingInside(AABB aabb) {
auto view = registry->view<EntityId, Rigidbody>();
for (auto [entity, eid, body] : view.each()) {
if (eid.def.blocking && aabb.intersect(body.hitbox.getAABB(), -0.05f)) {
if (eid.def.blocking && aabb.intersects(body.hitbox.getAABB(), -0.05f)) {
return true;
}
}

View file

@ -5,8 +5,8 @@
#include "voxels/Block.hpp"
#include "voxels/GlobalChunks.hpp"
#include "voxels/voxel.hpp"
#include "debug/Logger.hpp"
#include <iostream>
#include <algorithm>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
@ -14,8 +14,12 @@
inline const float E = 0.03f;
inline const float MAX_FIX = 0.1f;
static debug::Logger logger("physics-solver");
PhysicsSolver::PhysicsSolver(glm::vec3 gravity) : gravity(gravity) {}
static int samples_count = 0;
void PhysicsSolver::step(
const GlobalChunks& chunks,
Hitbox& hitbox,
@ -23,9 +27,9 @@ void PhysicsSolver::step(
uint substeps,
entityid_t entity
) {
samples_count = 0;
float dt = delta / static_cast<float>(substeps);
float linearDamping = hitbox.linearDamping * hitbox.friction;
float s = 2.0f/BLOCK_AABB_GRID;
auto half = hitbox.getHalfSize();
glm::vec3& pos = hitbox.position;
@ -53,11 +57,12 @@ void PhysicsSolver::step(
if (hitbox.crouching && hitbox.grounded){
float y = (pos.y-half.y-E);
hitbox.grounded = false;
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (px-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
float z = (pos.z-half.z+E) + iz * s;
if (chunks.isObstacleAt(x,y,z)){
for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
float x = (px-half.x+E) + ix;
for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
float z = (pos.z-half.z+E) + iz;
samples_count++;
if (chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half))){
hitbox.grounded = true;
break;
}
@ -68,11 +73,12 @@ void PhysicsSolver::step(
vel.z = 0.0f;
}
hitbox.grounded = false;
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++){
float z = (pz-half.z+E) + iz * s;
if (chunks.isObstacleAt(x,y,z)){
for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
float x = (pos.x-half.x+E) + ix;
for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++){
float z = (pz-half.z+E) + iz;
samples_count++;
if (chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half))){
hitbox.grounded = true;
break;
}
@ -103,7 +109,7 @@ void PhysicsSolver::step(
bool triggered = false;
switch (sensor.type) {
case SensorType::AABB:
triggered = aabb.intersect(sensor.calculated.aabb);
triggered = aabb.intersects(sensor.calculated.aabb);
break;
case SensorType::RADIUS:
triggered = glm::distance2(
@ -118,21 +124,23 @@ void PhysicsSolver::step(
sensor.nextEntered.insert(entity);
}
}
logger.info() << "total samples: " << samples_count;
}
static float calc_step_height(
const GlobalChunks& chunks,
const glm::vec3& pos,
const glm::vec3& half,
float stepHeight,
float s
float stepHeight
) {
AABB aabb(pos - half, pos + half);
if (stepHeight > 0.0f) {
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
float z = (pos.z-half.z+E) + iz * s;
if (chunks.isObstacleAt(x, pos.y+half.y+stepHeight, z)) {
for (int ix = 0; ix <= glm::ceil((half.x-E) * 2); ix++) {
float x = (pos.x-half.x+E) + ix;
for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
float z = (pos.z-half.z+E) + iz;
samples_count++;
if (chunks.isObstacleAt(x, pos.y+half.y+stepHeight, z, aabb)) {
return 0.0f;
}
}
@ -147,20 +155,26 @@ static bool calc_collision_neg(
glm::vec3& pos,
glm::vec3& vel,
const glm::vec3& half,
float stepHeight,
float s
float stepHeight
) {
if (vel[nx] >= 0.0f) {
return false;
}
glm::vec3 offset(0.0f, stepHeight, 0.0f);
for (int iy = 0; iy <= std::max<int>(1, ((half-offset*0.5f)[ny]-E)*2/s); iy++) {
for (int iy = 0; iy <= glm::ceil(((half-offset*0.5f)[ny]-E)*2); iy++) {
glm::vec3 coord;
coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++){
coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
for (int iz = 0; iz <= glm::ceil((half[nz]-E)*2); iz++){
coord[nz] = (pos[nz]-half[nz]+E) + iz;
coord[nx] = (pos[nx]-half[nx]-E);
if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z)) {
samples_count++;
auto boxAABB = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale[nz] = 1.0f - E * 2.0f;
boxAABB.scale(scale);
if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
vel[nx] = 0.0f;
float newx = std::floor(coord[nx]) + half[nx] + aabb->max()[nx] + E;
if (newx - pos[nx] <= E) {
@ -179,23 +193,29 @@ static void calc_collision_pos(
glm::vec3& pos,
glm::vec3& vel,
const glm::vec3& half,
float stepHeight,
float s
float stepHeight
) {
if (vel[nx] <= 0.0f) {
return;
}
glm::vec3 offset(0.0f, stepHeight, 0.0f);
for (int iy = 0; iy <= std::max<int>(1, ((half-offset*0.5f)[ny]-E)*2/s); iy++) {
for (int iy = 0; iy <= glm::ceil(((half-offset*0.5f)[ny]-E)*2); iy++) {
glm::vec3 coord;
coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy * s;
for (int iz = 0; iz <= (half[nz]-E)*2/s; iz++) {
coord[nz] = (pos[nz]-half[nz]+E) + iz * s;
coord[ny] = ((pos+offset)[ny]-half[ny]+E) + iy;
for (int iz = 0; iz <= glm::ceil((half[nz]-E)*2); iz++) {
coord[nz] = (pos[nz]-half[nz]+E) + iz;
coord[nx] = (pos[nx]+half[nx]+E);
if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z)) {
samples_count++;
auto boxAABB = AABB(pos - half, pos + half);
glm::vec3 scale(1.0f);
scale[nz] = 1.0f - E * 2.0f;
boxAABB.scale(scale);
if (const auto aabb = chunks.isObstacleAt(coord.x, coord.y, coord.z, boxAABB)) {
vel[nx] = 0.0f;
float newx = std::floor(coord[nx]) - half[nx] + aabb->min()[nx] - E;
if (newx - pos[nx] <= E) {
if (newx - pos[nx] >= -E) {
pos[nx] = newx;
}
return;
@ -212,30 +232,28 @@ void PhysicsSolver::colisionCalc(
const glm::vec3 half,
float stepHeight
) {
// step size (smaller - more accurate, but slower) // TODO: GET RID OF THIS
float s = 2.0f/BLOCK_AABB_GRID;
stepHeight = calc_step_height(chunks, pos, half, stepHeight, s);
stepHeight = calc_step_height(chunks, pos, half, stepHeight);
const AABB* aabb;
calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight, s);
calc_collision_neg<0, 1, 2>(chunks, pos, vel, half, stepHeight);
calc_collision_pos<0, 1, 2>(chunks, pos, vel, half, stepHeight);
calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight, s);
calc_collision_neg<2, 1, 0>(chunks, pos, vel, half, stepHeight);
calc_collision_pos<2, 1, 0>(chunks, pos, vel, half, stepHeight);
if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, 0.0f, s)) {
if (calc_collision_neg<1, 0, 2>(chunks, pos, vel, half, 0.0f)) {
hitbox.grounded = true;
}
if (stepHeight > 0.0 && vel.y <= 0.0f){
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
float z = (pos.z-half.z+E) + iz * s;
for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
float x = (pos.x-half.x+E) + ix;
for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
float z = (pos.z-half.z+E) + iz;
float y = (pos.y-half.y+E);
if ((aabb = chunks.isObstacleAt(x,y,z))){
samples_count++;
if ((aabb = chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half)))){
vel.y = 0.0f;
float newy = std::floor(y) + aabb->max().y + half.y;
if (std::abs(newy-pos.y) <= MAX_FIX+stepHeight) {
@ -247,12 +265,13 @@ void PhysicsSolver::colisionCalc(
}
}
if (vel.y > 0.0f){
for (int ix = 0; ix <= (half.x-E)*2/s; ix++) {
float x = (pos.x-half.x+E) + ix * s;
for (int iz = 0; iz <= (half.z-E)*2/s; iz++) {
float z = (pos.z-half.z+E) + iz * s;
for (int ix = 0; ix <= glm::ceil((half.x-E)*2); ix++) {
float x = (pos.x-half.x+E) + ix;
for (int iz = 0; iz <= glm::ceil((half.z-E)*2); iz++) {
float z = (pos.z-half.z+E) + iz;
float y = (pos.y+half.y+E);
if ((aabb = chunks.isObstacleAt(x,y,z))){
samples_count++;
if ((aabb = chunks.isObstacleAt(x,y,z, AABB(pos - half, pos + half)))){
vel.y = 0.0f;
float newy = std::floor(y) - half.y + aabb->min().y - E;
if (std::abs(newy-pos.y) <= MAX_FIX) {

View file

@ -1,11 +1,5 @@
#include "Chunks.hpp"
#include <math.h>
#include <algorithm>
#include <stdexcept>
#include <vector>
#include "data/StructLayout.hpp"
#include "coders/byte_utils.hpp"
#include "content/Content.hpp"
@ -20,6 +14,11 @@
#include "VoxelsVolume.hpp"
#include "blocks_agent.hpp"
#include <math.h>
#include <algorithm>
#include <stdexcept>
#include <vector>
Chunks::Chunks(
int32_t w,
int32_t d,
@ -67,20 +66,21 @@ const AABB* Chunks::isObstacleAt(float x, float y, float z) const {
}
}
const auto& def = indices.blocks.require(v->id);
if (def.obstacle) {
glm::ivec3 offset {};
if (v->state.segment) {
glm::ivec3 point(ix, iy, iz);
offset = seekOrigin(point, def, v->state) - point;
}
const auto& boxes =
def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
for (const auto& hitbox : boxes) {
if (hitbox.contains(
{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
)) {
return &hitbox;
}
if (!def.obstacle) {
return nullptr;
}
glm::ivec3 offset {};
if (v->state.segment) {
glm::ivec3 point(ix, iy, iz);
offset = seekOrigin(point, def, v->state) - point;
}
const auto& boxes =
def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
for (const auto& hitbox : boxes) {
if (hitbox.contains(
{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
)) {
return &hitbox;
}
}
return nullptr;

View file

@ -1,17 +1,16 @@
#pragma once
#include <stdlib.h>
#include <glm/glm.hpp>
#include <memory>
#include <set>
#include <vector>
#include "typedefs.hpp"
#include "voxel.hpp"
#include "constants.hpp"
#include "util/AreaMap2D.hpp"
#include <stdlib.h>
#include <glm/glm.hpp>
#include <memory>
#include <set>
#include <vector>
class VoxelRenderer;
struct AABB;

View file

@ -214,6 +214,6 @@ void GlobalChunks::putChunk(std::shared_ptr<Chunk> chunk) {
chunksMap[keyfrom(chunk->x, chunk->z)] = std::move(chunk);
}
const AABB* GlobalChunks::isObstacleAt(float x, float y, float z) const {
return blocks_agent::is_obstacle_at(*this, x, y, z);
const AABB* GlobalChunks::isObstacleAt(float x, float y, float z, const AABB& aabb) const {
return blocks_agent::is_obstacle_at(*this, x, y, z, aabb);
}

View file

@ -57,7 +57,7 @@ public:
void putChunk(std::shared_ptr<Chunk> chunk);
const AABB* isObstacleAt(float x, float y, float z) const;
const AABB* isObstacleAt(float x, float y, float z, const AABB& aabb) const;
inline Chunk* getChunk(int cx, int cz) const {
const auto& found = chunksMap.find(keyfrom(cx, cz));

View file

@ -461,7 +461,7 @@ void get_voxels(const Chunks& chunks, VoxelsVolume* volume, bool backlight=false
void get_voxels(const GlobalChunks& chunks, VoxelsVolume* volume, bool backlight=false);
template <class Storage>
inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z) {
inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z, const AABB& aabb) {
int ix = std::floor(x);
int iy = std::floor(y);
int iz = std::floor(z);
@ -475,23 +475,28 @@ inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float
}
}
const auto& def = chunks.getContentIndices().blocks.require(v->id);
if (def.obstacle) {
glm::ivec3 offset {};
if (v->state.segment) {
glm::ivec3 point(ix, iy, iz);
offset = seek_origin(chunks, point, def, v->state) - point;
}
const auto& boxes =
def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
for (const auto& hitbox : boxes) {
if (hitbox.contains(
{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
)) {
return &hitbox;
}
if (!def.obstacle) {
return nullptr;
}
glm::ivec3 offset {};
if (v->state.segment) {
glm::ivec3 point(ix, iy, iz);
offset = seek_origin(chunks, point, def, v->state) - point;
}
const auto& boxes =
def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
for (const auto& hitbox : boxes) {
if (hitbox.intersects(aabb - glm::ivec3(ix, iy, iz))) {
return &hitbox;
}
}
return nullptr;
}
template <class Storage>
inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z) {
return is_obstacle_at(chunks, x, y, z, AABB({x, y, z}, {x + 1, y + 1, z + 1}));
}
} // blocks_agent

View file

@ -173,7 +173,7 @@ void WorldGenerator::placeStructure(
}
auto& otherPrototype = *found->second;
auto chunkAABB = gen_chunk_aabb(chunkX + lcx, chunkZ + lcz);
if (chunkAABB.intersect(aabb)) {
if (chunkAABB.intersects(aabb)) {
otherPrototype.placements.emplace_back(
priority,
StructurePlacement {