Merge branch 'imbris/voxel-collider-broadphase' into 'master'

Spatial grid for voxel colliders as well as a basic bounding sphere test

See merge request veloren/veloren!1927
This commit is contained in:
Imbris 2021-03-18 07:03:04 +00:00
commit 99805f9a8d
2 changed files with 258 additions and 145 deletions

View File

@ -42,4 +42,4 @@ bincode = { version = "1.3.1", optional = true }
plugin-api = { package = "veloren-plugin-api", path = "../../plugin/api", optional = true }
# Tweak running code
# inline_tweak = { version = "1.0.8", features = ["release_tweak"] }
#inline_tweak = { version = "1.0.8", features = ["release_tweak"] }

View File

@ -4,9 +4,9 @@ use spatial_grid::SpatialGrid;
use common::{
comp::{
body::ship::figuredata::VOXEL_COLLIDER_MANIFEST, BeamSegment, Body, CharacterState,
Collider, Gravity, Mass, Mounting, Ori, PhysicsState, Pos, PosVelDefer, PreviousPhysCache,
Projectile, Scale, Shockwave, Sticky, Vel,
body::ship::figuredata::{VoxelCollider, VOXEL_COLLIDER_MANIFEST},
BeamSegment, Body, CharacterState, Collider, Gravity, Mass, Mounting, Ori, PhysicsState,
Pos, PosVelDefer, PreviousPhysCache, Projectile, Scale, Shockwave, Sticky, Vel,
},
consts::{FRIC_GROUND, GRAVITY},
event::{EventBus, ServerEvent},
@ -199,8 +199,6 @@ impl<'a> PhysicsData<'a> {
ref read,
ref write,
} = self;
// NOTE: assumes that entity max radius * 2 + max velocity per tick is less than
// half a chunk (16 blocks)
// NOTE: i32 places certain constraints on how far out collision works
// NOTE: uses the radius of the entity and their current position rather than
// the radius of their bounding sphere for the current frame of movement
@ -447,7 +445,53 @@ impl<'a> PhysicsData<'a> {
write.physics_metrics.entity_entity_collisions = metrics.entity_entity_collisions;
}
fn handle_movement_and_terrain(&mut self, job: &mut Job<Sys>) {
fn construct_voxel_collider_spatial_grid(&mut self) -> SpatialGrid {
span!(_guard, "Construct voxel collider spatial grid");
let PhysicsData {
ref read,
ref write,
} = self;
// NOTE: i32 places certain constraints on how far out collision works
// NOTE: uses the radius of the entity and their current position rather than
// the radius of their bounding sphere for the current frame of movement
// because the nonmoving entity is what is collided against in the inner
// loop of the pushback collision code
// TODO: optimize these parameters (especially radius cutoff)
let lg2_cell_size = 7; // 128
let lg2_large_cell_size = 8; // 256
let radius_cutoff = 64;
let mut spatial_grid = SpatialGrid::new(lg2_cell_size, lg2_large_cell_size, radius_cutoff);
// TODO: give voxel colliders their own component type
for (entity, pos, collider, ori) in (
&read.entities,
&write.positions,
&read.colliders,
&write.orientations,
)
.join()
{
let voxel_id = match collider {
Collider::Voxel { id } => id,
_ => continue,
};
if let Some(voxel_collider) = VOXEL_COLLIDER_MANIFEST.read().colliders.get(&*voxel_id) {
let sphere = voxel_collider_bounding_sphere(voxel_collider, pos, ori);
let radius = sphere.radius.ceil() as u32;
let pos_2d = sphere.center.xy().map(|e| e as i32);
const POS_TRUNCATION_ERROR: u32 = 1;
spatial_grid.insert(pos_2d, radius + POS_TRUNCATION_ERROR, entity);
}
}
spatial_grid
}
fn handle_movement_and_terrain(
&mut self,
job: &mut Job<Sys>,
voxel_collider_spatial_grid: &SpatialGrid,
) {
let PhysicsData {
ref read,
ref mut write,
@ -737,147 +781,185 @@ impl<'a> PhysicsData<'a> {
},
}
// Compute center and radius of tick path bounding sphere for the entity
// for broad checks of whether it will collide with a voxel collider
let path_sphere = {
// TODO: duplicated with maintain_pushback_cache, make a common function
// to call to compute all this info?
let z_limits = calc_z_limit(character_state, Some(collider));
let z_limits = (z_limits.0 * scale, z_limits.1 * scale);
let half_height = (z_limits.1 - z_limits.0) / 2.0;
let entity_center = pos.0 + (z_limits.0 + half_height) * Vec3::unit_z();
let path_center = entity_center + pos_delta / 2.0;
let flat_radius = collider.get_radius() * scale;
let radius = (flat_radius.powi(2) + half_height.powi(2)).sqrt();
let path_bounding_radius = radius + (pos_delta / 2.0).magnitude();
Sphere {
center: path_center,
radius: path_bounding_radius,
}
};
// Collide with terrain-like entities
for (
entity_other,
_other,
pos_other,
vel_other,
previous_cache_other,
_mass_other,
collider_other,
ori_other,
_,
_,
_,
_,
_char_state_other_maybe,
) in (
&read.entities,
&read.uids,
positions,
velocities,
previous_phys_cache,
read.masses.maybe(),
&read.colliders,
orientations,
!&read.projectiles,
!&read.mountings,
!&read.beams,
!&read.shockwaves,
read.char_states.maybe(),
)
.join()
{
// TODO: terrain-collider-size aware broadphase
/*let collision_boundary = previous_cache.collision_boundary
+ previous_cache_other.collision_boundary;
if previous_cache
.center
.distance_squared(previous_cache_other.center)
> collision_boundary.powi(2)
{
continue;
}*/
if entity == entity_other {
continue;
let aabr = {
let center = path_sphere.center.xy().map(|e| e as i32);
let radius = path_sphere.radius.ceil() as i32;
// From conversion of center above
const CENTER_TRUNCATION_ERROR: i32 = 1;
let max_dist = radius + CENTER_TRUNCATION_ERROR;
Aabr {
min: center - max_dist,
max: center + max_dist,
}
};
voxel_collider_spatial_grid
.in_aabr(aabr)
.filter_map(|entity| {
positions
.get(entity)
.zip(velocities.get(entity))
.zip(previous_phys_cache.get(entity))
.zip(read.colliders.get(entity))
.zip(orientations.get(entity))
.map(|((((pos, vel), previous_cache), collider), ori)| {
(entity, pos, vel, previous_cache, collider, ori)
})
})
.for_each(
|(
entity_other,
pos_other,
vel_other,
previous_cache_other,
collider_other,
ori_other,
)| {
if entity == entity_other {
return;
}
let voxel_id = if let Collider::Voxel { id } = collider_other {
id
} else {
continue;
};
// use bounding cylinder regardless of our collider
// TODO: extract point-terrain collision above to its own function
let radius = collider.get_radius();
let (z_min, z_max) = collider.get_z_limits(1.0);
let radius = radius.min(0.45) * scale;
let z_min = z_min * scale;
let z_max = z_max.clamped(1.2, 1.95) * scale;
if let Some(voxel_collider) =
VOXEL_COLLIDER_MANIFEST.read().colliders.get(&*voxel_id)
{
let mut physics_state_delta = physics_state.clone();
// deliberately don't use scale yet here, because the 11.0/0.8
// thing is in the comp::Scale for visual reasons
let mut cpos = *pos;
let wpos = cpos.0;
// TODO: Cache the matrices here to avoid recomputing
let transform_from = Mat4::<f32>::translation_3d(pos_other.0 - wpos)
* Mat4::from(ori_other.to_quat())
* Mat4::<f32>::translation_3d(voxel_collider.translation);
let transform_to = transform_from.inverted();
let ori_from = Mat4::from(ori_other.to_quat());
let ori_to = ori_from.inverted();
// The velocity of the collider, taking into account orientation.
let wpos_rel = (Mat4::<f32>::translation_3d(pos_other.0)
* Mat4::from(ori_other.to_quat())
* Mat4::<f32>::translation_3d(voxel_collider.translation))
.inverted()
.mul_point(wpos);
let wpos_last = (Mat4::<f32>::translation_3d(pos_other.0)
* Mat4::from(previous_cache_other.ori)
* Mat4::<f32>::translation_3d(voxel_collider.translation))
.mul_point(wpos_rel);
let vel_other = vel_other.0 + (wpos - wpos_last) / read.dt.0;
cpos.0 = transform_to.mul_point(Vec3::zero());
vel.0 = ori_to.mul_direction(vel.0 - vel_other);
let cylinder = (radius, z_min, z_max);
box_voxel_collision(
cylinder,
&voxel_collider.dyna,
entity,
&mut cpos,
transform_to.mul_point(tgt_pos - wpos),
&mut vel,
&mut physics_state_delta,
ori_to.mul_direction(vel_other),
&read.dt,
was_on_ground,
block_snap,
climbing,
|entity, vel| {
land_on_ground =
Some((entity, Vel(ori_from.mul_direction(vel.0))));
},
);
cpos.0 = transform_from.mul_point(cpos.0) + wpos;
vel.0 = ori_from.mul_direction(vel.0) + vel_other;
tgt_pos = cpos.0;
// union in the state updates, so that the state isn't just based on
// the most recent terrain that collision was attempted with
if physics_state_delta.on_ground {
physics_state.ground_vel = vel_other;
}
physics_state.on_ground |= physics_state_delta.on_ground;
physics_state.on_ceiling |= physics_state_delta.on_ceiling;
physics_state.on_wall = physics_state.on_wall.or_else(|| {
physics_state_delta
.on_wall
.map(|dir| ori_from.mul_direction(dir))
});
physics_state
.touch_entities
.append(&mut physics_state_delta.touch_entities);
physics_state.in_liquid =
match (physics_state.in_liquid, physics_state_delta.in_liquid) {
// this match computes `x <|> y <|> liftA2 max x y`
(Some(x), Some(y)) => Some(x.max(y)),
(x @ Some(_), _) => x,
(_, y @ Some(_)) => y,
_ => None,
let voxel_id = if let Collider::Voxel { id } = collider_other {
id
} else {
return;
};
}
}
// use bounding cylinder regardless of our collider
// TODO: extract point-terrain collision above to its own
// function
let radius = collider.get_radius();
let (z_min, z_max) = collider.get_z_limits(1.0);
let radius = radius.min(0.45) * scale;
let z_min = z_min * scale;
let z_max = z_max.clamped(1.2, 1.95) * scale;
if let Some(voxel_collider) =
VOXEL_COLLIDER_MANIFEST.read().colliders.get(voxel_id)
{
// TODO: cache/precompute sphere?
let voxel_sphere = voxel_collider_bounding_sphere(
voxel_collider,
pos_other,
ori_other,
);
// Early check
if voxel_sphere.center.distance_squared(path_sphere.center)
> (voxel_sphere.radius + path_sphere.radius).powi(2)
{
return;
}
let mut physics_state_delta = physics_state.clone();
// deliberately don't use scale yet here, because the
// 11.0/0.8 thing is
// in the comp::Scale for visual reasons
let mut cpos = *pos;
let wpos = cpos.0;
// TODO: Cache the matrices here to avoid recomputing
let transform_from =
Mat4::<f32>::translation_3d(pos_other.0 - wpos)
* Mat4::from(ori_other.to_quat())
* Mat4::<f32>::translation_3d(
voxel_collider.translation,
);
let transform_to = transform_from.inverted();
let ori_from = Mat4::from(ori_other.to_quat());
let ori_to = ori_from.inverted();
// The velocity of the collider, taking into account
// orientation.
let wpos_rel = (Mat4::<f32>::translation_3d(pos_other.0)
* Mat4::from(ori_other.to_quat())
* Mat4::<f32>::translation_3d(voxel_collider.translation))
.inverted()
.mul_point(wpos);
let wpos_last = (Mat4::<f32>::translation_3d(pos_other.0)
* Mat4::from(previous_cache_other.ori)
* Mat4::<f32>::translation_3d(voxel_collider.translation))
.mul_point(wpos_rel);
let vel_other = vel_other.0 + (wpos - wpos_last) / read.dt.0;
cpos.0 = transform_to.mul_point(Vec3::zero());
vel.0 = ori_to.mul_direction(vel.0 - vel_other);
let cylinder = (radius, z_min, z_max);
box_voxel_collision(
cylinder,
&voxel_collider.dyna,
entity,
&mut cpos,
transform_to.mul_point(tgt_pos - wpos),
&mut vel,
&mut physics_state_delta,
ori_to.mul_direction(vel_other),
&read.dt,
was_on_ground,
block_snap,
climbing,
|entity, vel| {
land_on_ground =
Some((entity, Vel(ori_from.mul_direction(vel.0))));
},
);
cpos.0 = transform_from.mul_point(cpos.0) + wpos;
vel.0 = ori_from.mul_direction(vel.0) + vel_other;
tgt_pos = cpos.0;
// union in the state updates, so that the state isn't just
// based on the most
// recent terrain that collision was attempted with
if physics_state_delta.on_ground {
physics_state.ground_vel = vel_other;
}
physics_state.on_ground |= physics_state_delta.on_ground;
physics_state.on_ceiling |= physics_state_delta.on_ceiling;
physics_state.on_wall = physics_state.on_wall.or_else(|| {
physics_state_delta
.on_wall
.map(|dir| ori_from.mul_direction(dir))
});
physics_state
.touch_entities
.append(&mut physics_state_delta.touch_entities);
physics_state.in_liquid = match (
physics_state.in_liquid,
physics_state_delta.in_liquid,
) {
// this match computes `x <|> y <|> liftA2 max x y`
(Some(x), Some(y)) => Some(x.max(y)),
(x @ Some(_), _) => x,
(_, y @ Some(_)) => y,
_ => None,
};
}
},
);
if tgt_pos != pos.0 {
pos_vel_defer.pos = Some(Pos(tgt_pos));
@ -966,7 +1048,8 @@ impl<'a> System<'a> for Sys {
let spatial_grid = psd.construct_spatial_grid();
psd.apply_pushback(job, &spatial_grid);
psd.handle_movement_and_terrain(job);
let voxel_collider_spatial_grid = psd.construct_voxel_collider_spatial_grid();
psd.handle_movement_and_terrain(job, &voxel_collider_spatial_grid);
}
}
@ -1285,3 +1368,33 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
.max_by_key(|block_aabb| (block_aabb.max.z * 100.0) as i32)
.map(|block_aabb| block_aabb.max.z - pos.0.z);
}
fn voxel_collider_bounding_sphere(
voxel_collider: &VoxelCollider,
pos: &Pos,
ori: &Ori,
) -> Sphere<f32, f32> {
let origin_offset = voxel_collider.translation;
use common::vol::SizedVol;
let lower_bound = voxel_collider.dyna.lower_bound().map(|e| e as f32);
let upper_bound = voxel_collider.dyna.upper_bound().map(|e| e as f32);
let center = (lower_bound + upper_bound) / 2.0;
// Compute vector from the origin (where pos value corresponds to) and the model
// center
let center_offset = center + origin_offset;
// Rotate
let oriented_center_offset = ori.local_to_global(center_offset);
// Add to pos to get world coordinates of the center
let wpos_center = oriented_center_offset + pos.0;
// Note: to not get too fine grained we use a 2D grid for now
const SPRITE_AND_MAYBE_OTHER_THINGS: f32 = 4.0;
let radius = ((upper_bound - lower_bound) / 2.0
+ Vec3::broadcast(SPRITE_AND_MAYBE_OTHER_THINGS))
.magnitude();
Sphere {
center: wpos_center,
radius,
}
}