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https://github.com/MihailRis/voxelcore.git
synced 2026-10-08 20:41:49 +00:00
optimize collisions calculations (remove the stupid)
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parent
49aa7cdfba
commit
b0d231c927
9 changed files with 134 additions and 103 deletions
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@ -1,11 +1,5 @@
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#include "Chunks.hpp"
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#include <math.h>
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#include <algorithm>
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#include <stdexcept>
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#include <vector>
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#include "data/StructLayout.hpp"
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#include "coders/byte_utils.hpp"
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#include "content/Content.hpp"
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@ -20,6 +14,11 @@
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#include "VoxelsVolume.hpp"
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#include "blocks_agent.hpp"
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#include <math.h>
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#include <algorithm>
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#include <stdexcept>
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#include <vector>
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Chunks::Chunks(
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int32_t w,
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int32_t d,
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@ -67,20 +66,21 @@ const AABB* Chunks::isObstacleAt(float x, float y, float z) const {
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}
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}
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const auto& def = indices.blocks.require(v->id);
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if (def.obstacle) {
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glm::ivec3 offset {};
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if (v->state.segment) {
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glm::ivec3 point(ix, iy, iz);
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offset = seekOrigin(point, def, v->state) - point;
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}
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const auto& boxes =
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def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
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for (const auto& hitbox : boxes) {
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if (hitbox.contains(
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{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
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)) {
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return &hitbox;
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}
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if (!def.obstacle) {
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return nullptr;
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}
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glm::ivec3 offset {};
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if (v->state.segment) {
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glm::ivec3 point(ix, iy, iz);
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offset = seekOrigin(point, def, v->state) - point;
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}
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const auto& boxes =
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def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
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for (const auto& hitbox : boxes) {
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if (hitbox.contains(
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{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
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)) {
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return &hitbox;
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}
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}
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return nullptr;
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@ -1,17 +1,16 @@
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#pragma once
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#include <stdlib.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <set>
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#include <vector>
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#include "typedefs.hpp"
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#include "voxel.hpp"
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#include "constants.hpp"
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#include "util/AreaMap2D.hpp"
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#include <stdlib.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <set>
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#include <vector>
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class VoxelRenderer;
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struct AABB;
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@ -214,6 +214,6 @@ void GlobalChunks::putChunk(std::shared_ptr<Chunk> chunk) {
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chunksMap[keyfrom(chunk->x, chunk->z)] = std::move(chunk);
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}
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const AABB* GlobalChunks::isObstacleAt(float x, float y, float z) const {
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return blocks_agent::is_obstacle_at(*this, x, y, z);
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const AABB* GlobalChunks::isObstacleAt(float x, float y, float z, const AABB& aabb) const {
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return blocks_agent::is_obstacle_at(*this, x, y, z, aabb);
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}
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@ -57,7 +57,7 @@ public:
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void putChunk(std::shared_ptr<Chunk> chunk);
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const AABB* isObstacleAt(float x, float y, float z) const;
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const AABB* isObstacleAt(float x, float y, float z, const AABB& aabb) const;
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inline Chunk* getChunk(int cx, int cz) const {
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const auto& found = chunksMap.find(keyfrom(cx, cz));
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@ -461,7 +461,7 @@ void get_voxels(const Chunks& chunks, VoxelsVolume* volume, bool backlight=false
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void get_voxels(const GlobalChunks& chunks, VoxelsVolume* volume, bool backlight=false);
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template <class Storage>
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inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z) {
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inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z, const AABB& aabb) {
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int ix = std::floor(x);
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int iy = std::floor(y);
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int iz = std::floor(z);
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@ -475,23 +475,28 @@ inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float
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}
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}
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const auto& def = chunks.getContentIndices().blocks.require(v->id);
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if (def.obstacle) {
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glm::ivec3 offset {};
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if (v->state.segment) {
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glm::ivec3 point(ix, iy, iz);
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offset = seek_origin(chunks, point, def, v->state) - point;
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}
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const auto& boxes =
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def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
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for (const auto& hitbox : boxes) {
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if (hitbox.contains(
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{x - ix - offset.x, y - iy - offset.y, z - iz - offset.z}
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)) {
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return &hitbox;
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}
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if (!def.obstacle) {
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return nullptr;
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}
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glm::ivec3 offset {};
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if (v->state.segment) {
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glm::ivec3 point(ix, iy, iz);
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offset = seek_origin(chunks, point, def, v->state) - point;
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}
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const auto& boxes =
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def.rotatable ? def.rt.hitboxes[v->state.rotation] : def.hitboxes;
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for (const auto& hitbox : boxes) {
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if (hitbox.intersects(aabb - glm::ivec3(ix, iy, iz))) {
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return &hitbox;
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}
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}
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return nullptr;
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}
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template <class Storage>
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inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z) {
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return is_obstacle_at(chunks, x, y, z, AABB({x, y, z}, {x + 1, y + 1, z + 1}));
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}
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} // blocks_agent
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