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https://gitlab.com/veloren/veloren.git
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Setup spatial grid for entity versus entity collisions
This commit is contained in:
parent
506f8fa226
commit
d3bbca49ce
1
Cargo.lock
generated
1
Cargo.lock
generated
@ -5640,6 +5640,7 @@ dependencies = [
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"bincode",
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"hashbrown",
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"indexmap",
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"inline_tweak",
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"rand 0.8.3",
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"rayon",
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"scopeguard",
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@ -246,6 +246,7 @@ impl Client {
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ping_stream.send(PingMsg::Ping)?;
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let mut ping_interval = tokio::time::interval(core::time::Duration::from_secs(1));
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// Wait for initial sync
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let mut ping_interval = tokio::time::interval(core::time::Duration::from_secs(1));
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let (
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@ -6,6 +6,23 @@ pub use userdata_dir::userdata_dir;
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#[cfg(feature = "tracy")] pub use tracy_client;
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#[macro_export]
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macro_rules! plot {
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($name:expr, $value:expr) => {
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#[cfg(feature = "tracy")]
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{
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use $crate::tracy_client::{create_plot, Plot};
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static PLOT: Plot = create_plot!($name);
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PLOT.point($value);
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}
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#[cfg(not(feature = "tracy"))]
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{
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// type check
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let _: f64 = $value;
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}
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};
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}
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// https://discordapp.com/channels/676678179678715904/676685797524766720/723358438943621151
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#[macro_export]
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macro_rules! span {
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@ -40,3 +40,6 @@ tar = { version = "0.4.30", optional = true }
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wasmer = { version = "1.0.0", optional = true, default-features = false, features = ["wat", "default-cranelift", "default-jit"] }
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bincode = { version = "1.3.1", optional = true }
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plugin-api = { package = "veloren-plugin-api", path = "../../plugin/api", optional = true }
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# Tweak running code
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inline_tweak = { version = "1.0.8", features = ["release_tweak"] }
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@ -1,3 +1,7 @@
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mod spatial_grid;
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use spatial_grid::SpatialGrid;
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use common::{
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comp::{
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body::ship::figuredata::VOXEL_COLLIDER_MANIFEST, BeamSegment, Body, CharacterState,
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@ -128,7 +132,7 @@ impl<'a> PhysicsData<'a> {
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fn maintain_pushback_cache(&mut self) {
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span!(_guard, "Maintain pushback cache");
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//Add PreviousPhysCache for all relevant entities
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// Add PreviousPhysCache for all relevant entities
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for entity in (
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&self.read.entities,
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&self.write.velocities,
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@ -155,7 +159,7 @@ impl<'a> PhysicsData<'a> {
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});
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}
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//Update PreviousPhysCache
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// Update PreviousPhysCache
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for (_, vel, position, mut phys_cache, collider, scale, cs, _, _, _) in (
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&self.read.entities,
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&self.write.velocities,
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@ -189,8 +193,67 @@ impl<'a> PhysicsData<'a> {
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}
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}
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fn apply_pushback(&mut self, job: &mut Job<Sys>) {
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fn construct_spatial_grid(&mut self) -> SpatialGrid {
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span!(_guard, "Construct spatial grid");
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let PhysicsData {
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ref read,
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ref write,
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} = self;
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// NOTE: assumes that entity max radius * 2 + max velocity per tick is less than
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// half a chunk (16 blocks)
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// NOTE: i32 places certain constraints on how far out collision works
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// NOTE: uses the radius of the entity and their current position rather than
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// the radius of their bounding sphere for the current frame of movement
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// because the nonmoving entity is what is collided against in the inner
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// loop of the pushback collision code
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// TODO: maintain frame to frame? (requires handling deletion)
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// TODO: if not maintaining frame to frame consider counting entities to
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// preallocate?
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// TODO: assess parallelizing (overhead might dominate here? would need to merge
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// the vecs in each hashmap)
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let lg2_cell_size = inline_tweak::release_tweak!(5);
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let lg2_large_cell_size = 6;
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let radius_cutoff = 8;
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common_base::plot!("spatial grid cell size", (1 << lg2_cell_size) as f64);
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// let mut radius_list = Vec::new();
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let mut spatial_grid = SpatialGrid::new(lg2_cell_size, lg2_large_cell_size, radius_cutoff);
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for (entity, pos, phys_cache, _, _, _, _, _) in (
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&read.entities,
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&write.positions,
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&write.previous_phys_cache,
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write.velocities.mask(),
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!&read.projectiles, // Not needed because they are skipped in the inner loop below
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!&read.mountings,
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!&read.beams,
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!&read.shockwaves,
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)
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.join()
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{
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// Note: to not get too fine grained we use a 2D grid for now
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let radius_2d = phys_cache.scaled_radius.ceil() as u32;
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let pos_2d = pos.0.xy().map(|e| e as i32);
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const POS_TRUNCATION_ERROR: u32 = 1;
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spatial_grid.insert(pos_2d, radius_2d + POS_TRUNCATION_ERROR, entity);
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// radius_list.push(phys_cache.scaled_radius.ceil() as u32);
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}
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/* if !radius_list.is_empty() {
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radius_list.sort();
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common_base::plot!("radius:min", *radius_list.first().unwrap() as f64);
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common_base::plot!("radius:max", *radius_list.last().unwrap() as f64);
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common_base::plot!(
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"radius:mean",
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radius_list.iter().sum::<u32>() as f64 / radius_list.len() as f64
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);
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common_base::plot!("radius:mode", radius_list[radius_list.len() / 2] as f64);
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} */
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spatial_grid
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}
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fn apply_pushback(&mut self, job: &mut Job<Sys>, spatial_grid: &SpatialGrid) {
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// TODO: make sure to check git stash show -p to make sure nothing was missed
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span!(_guard, "Apply pushback");
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let use_grid = inline_tweak::release_tweak!(true);
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job.cpu_stats.measure(ParMode::Rayon);
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let PhysicsData {
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ref read,
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@ -247,102 +310,244 @@ impl<'a> PhysicsData<'a> {
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let mut entity_entity_collision_checks = 0;
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let mut entity_entity_collisions = 0;
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for (
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entity_other,
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other,
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pos_other,
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previous_cache_other,
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mass_other,
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collider_other,
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_,
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_,
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_,
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_,
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char_state_other_maybe,
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) in (
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&read.entities,
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&read.uids,
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positions,
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previous_phys_cache,
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read.masses.maybe(),
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read.colliders.maybe(),
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!&read.projectiles,
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!&read.mountings,
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!&read.beams,
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!&read.shockwaves,
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read.char_states.maybe(),
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)
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.join()
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{
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let collision_boundary = previous_cache.collision_boundary
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+ previous_cache_other.collision_boundary;
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if previous_cache
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.center
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.distance_squared(previous_cache_other.center)
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> collision_boundary.powi(2)
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|| entity == entity_other
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if use_grid {
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let aabr = {
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let center = previous_cache.center.xy().map(|e| e as i32);
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let radius = previous_cache.collision_boundary.ceil() as i32;
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// From conversion of center above
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const CENTER_TRUNCATION_ERROR: i32 = 1;
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let max_dist = radius + CENTER_TRUNCATION_ERROR;
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Aabr {
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min: center - max_dist,
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max: center + max_dist,
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}
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};
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spatial_grid
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.in_aabr(aabr)
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.filter_map(|entity| {
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read.uids
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.get(entity)
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.zip(positions.get(entity))
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.zip(previous_phys_cache.get(entity))
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.map(|((uid, pos), previous_cache)| {
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(
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entity,
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uid,
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pos,
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previous_cache,
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read.masses.get(entity),
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read.colliders.get(entity),
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read.char_states.get(entity),
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)
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})
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})
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.for_each(
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|(
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entity_other,
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other,
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pos_other,
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previous_cache_other,
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mass_other,
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collider_other,
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char_state_other_maybe,
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)| {
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let collision_boundary = previous_cache.collision_boundary
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+ previous_cache_other.collision_boundary;
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if previous_cache
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.center
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.distance_squared(previous_cache_other.center)
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> collision_boundary.powi(2)
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|| entity == entity_other
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{
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return;
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}
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let collision_dist = previous_cache.scaled_radius
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+ previous_cache_other.scaled_radius;
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let z_limits_other =
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calc_z_limit(char_state_other_maybe, collider_other);
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let mass_other = mass_other
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.map(|m| m.0)
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.unwrap_or(previous_cache_other.scale);
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//This check after the pos check, as we currently don't have
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// that many
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// massless entites [citation needed]
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if mass_other == 0.0 {
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return;
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}
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entity_entity_collision_checks += 1;
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const MIN_COLLISION_DIST: f32 = 0.3;
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let increments = ((previous_cache.velocity_dt
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- previous_cache_other.velocity_dt)
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.magnitude()
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/ MIN_COLLISION_DIST)
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.max(1.0)
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.ceil()
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as usize;
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let step_delta = 1.0 / increments as f32;
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let mut collided = false;
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for i in 0..increments {
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let factor = i as f32 * step_delta;
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let pos = pos.0 + previous_cache.velocity_dt * factor;
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let pos_other =
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pos_other.0 + previous_cache_other.velocity_dt * factor;
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let diff = pos.xy() - pos_other.xy();
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if diff.magnitude_squared() <= collision_dist.powi(2)
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&& pos.z + z_limits.1 * previous_cache.scale
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>= pos_other.z
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+ z_limits_other.0 * previous_cache_other.scale
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&& pos.z + z_limits.0 * previous_cache.scale
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<= pos_other.z
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+ z_limits_other.1 * previous_cache_other.scale
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{
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if !collided {
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physics.touch_entities.push(*other);
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entity_entity_collisions += 1;
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}
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// Don't apply repulsive force to projectiles or if
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// we're
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// colliding
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// with a terrain-like entity, or if we are a
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// terrain-like
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// entity
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if diff.magnitude_squared() > 0.0
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&& !is_projectile
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&& !matches!(
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collider_other,
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Some(Collider::Voxel { .. })
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)
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&& !matches!(collider, Some(Collider::Voxel { .. }))
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{
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let force = 400.0
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* (collision_dist - diff.magnitude())
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* mass_other
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/ (mass + mass_other);
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vel_delta += Vec3::from(diff.normalized())
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* force
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* step_delta;
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}
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collided = true;
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}
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}
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},
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);
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} else {
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for (
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entity_other,
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other,
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pos_other,
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previous_cache_other,
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mass_other,
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collider_other,
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_,
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_,
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_,
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_,
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char_state_other_maybe,
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) in (
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&read.entities,
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&read.uids,
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positions,
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previous_phys_cache,
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read.masses.maybe(),
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read.colliders.maybe(),
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!&read.projectiles,
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!&read.mountings,
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!&read.beams,
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!&read.shockwaves,
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read.char_states.maybe(),
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)
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.join()
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{
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continue;
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}
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let collision_dist =
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previous_cache.scaled_radius + previous_cache_other.scaled_radius;
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let z_limits_other = calc_z_limit(char_state_other_maybe, collider_other);
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let mass_other = mass_other
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.map(|m| m.0)
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.unwrap_or(previous_cache_other.scale);
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//This check after the pos check, as we currently don't have that many
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// massless entites [citation needed]
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if mass_other == 0.0 {
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continue;
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}
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entity_entity_collision_checks += 1;
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const MIN_COLLISION_DIST: f32 = 0.3;
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let increments = ((previous_cache.velocity_dt
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- previous_cache_other.velocity_dt)
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.magnitude()
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/ MIN_COLLISION_DIST)
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.max(1.0)
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.ceil() as usize;
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let step_delta = 1.0 / increments as f32;
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let mut collided = false;
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for i in 0..increments {
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let factor = i as f32 * step_delta;
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let pos = pos.0 + previous_cache.velocity_dt * factor;
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let pos_other = pos_other.0 + previous_cache_other.velocity_dt * factor;
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let diff = pos.xy() - pos_other.xy();
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if diff.magnitude_squared() <= collision_dist.powi(2)
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&& pos.z + z_limits.1 * previous_cache.scale
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>= pos_other.z + z_limits_other.0 * previous_cache_other.scale
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&& pos.z + z_limits.0 * previous_cache.scale
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<= pos_other.z + z_limits_other.1 * previous_cache_other.scale
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let collision_boundary = previous_cache.collision_boundary
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+ previous_cache_other.collision_boundary;
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if previous_cache
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.center
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.distance_squared(previous_cache_other.center)
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> collision_boundary.powi(2)
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|| entity == entity_other
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{
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if !collided {
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physics.touch_entities.push(*other);
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entity_entity_collisions += 1;
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}
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continue;
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}
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// Don't apply repulsive force to projectiles or if we're colliding
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// with a terrain-like entity, or if we are a terrain-like entity
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if diff.magnitude_squared() > 0.0
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&& !is_projectile
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&& !matches!(collider_other, Some(Collider::Voxel { .. }))
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&& !matches!(collider, Some(Collider::Voxel { .. }))
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let collision_dist =
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previous_cache.scaled_radius + previous_cache_other.scaled_radius;
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let z_limits_other =
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calc_z_limit(char_state_other_maybe, collider_other);
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let mass_other = mass_other
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.map(|m| m.0)
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.unwrap_or(previous_cache_other.scale);
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//This check after the pos check, as we currently don't have that many
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// massless entites [citation needed]
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if mass_other == 0.0 {
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continue;
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}
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entity_entity_collision_checks += 1;
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const MIN_COLLISION_DIST: f32 = 0.3;
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let increments = ((previous_cache.velocity_dt
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- previous_cache_other.velocity_dt)
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.magnitude()
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/ MIN_COLLISION_DIST)
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.max(1.0)
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.ceil() as usize;
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let step_delta = 1.0 / increments as f32;
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let mut collided = false;
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for i in 0..increments {
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let factor = i as f32 * step_delta;
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let pos = pos.0 + previous_cache.velocity_dt * factor;
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let pos_other =
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pos_other.0 + previous_cache_other.velocity_dt * factor;
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let diff = pos.xy() - pos_other.xy();
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if diff.magnitude_squared() <= collision_dist.powi(2)
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&& pos.z + z_limits.1 * previous_cache.scale
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>= pos_other.z
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+ z_limits_other.0 * previous_cache_other.scale
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&& pos.z + z_limits.0 * previous_cache.scale
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<= pos_other.z
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+ z_limits_other.1 * previous_cache_other.scale
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{
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let force =
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400.0 * (collision_dist - diff.magnitude()) * mass_other
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if !collided {
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physics.touch_entities.push(*other);
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entity_entity_collisions += 1;
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}
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// Don't apply repulsive force to projectiles or if we're
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// colliding
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// with a terrain-like entity, or if we are a terrain-like
|
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// entity
|
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if diff.magnitude_squared() > 0.0
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&& !is_projectile
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&& !matches!(collider_other, Some(Collider::Voxel { .. }))
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&& !matches!(collider, Some(Collider::Voxel { .. }))
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{
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let force = 400.0
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* (collision_dist - diff.magnitude())
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* mass_other
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/ (mass + mass_other);
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vel_delta += Vec3::from(diff.normalized()) * force * step_delta;
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}
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vel_delta +=
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Vec3::from(diff.normalized()) * force * step_delta;
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}
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collided = true;
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collided = true;
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}
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||||
}
|
||||
}
|
||||
}
|
||||
@ -835,7 +1040,9 @@ impl<'a> System<'a> for Sys {
|
||||
// it means the step needs to take into account the speeds of both
|
||||
// entities.
|
||||
psd.maintain_pushback_cache();
|
||||
psd.apply_pushback(job);
|
||||
|
||||
let spatial_grid = psd.construct_spatial_grid();
|
||||
psd.apply_pushback(job, &spatial_grid);
|
||||
|
||||
psd.handle_movement_and_terrain(job);
|
||||
}
|
||||
|
77
common/sys/src/phys/spatial_grid.rs
Normal file
77
common/sys/src/phys/spatial_grid.rs
Normal file
@ -0,0 +1,77 @@
|
||||
use vek::*;
|
||||
|
||||
pub struct SpatialGrid {
|
||||
// Uses two scales of grids so that we can have a hard limit on how far to search in the
|
||||
// smaller grid
|
||||
grid: hashbrown::HashMap<Vec2<i32>, Vec<specs::Entity>>,
|
||||
large_grid: hashbrown::HashMap<Vec2<i32>, Vec<specs::Entity>>,
|
||||
// Log base 2 of the cell size of the spatial grid
|
||||
lg2_cell_size: usize,
|
||||
// Log base 2 of the cell size of the large spatial grid
|
||||
lg2_large_cell_size: usize,
|
||||
// Entities with a radius over this value are store in the coarser large_grid
|
||||
// This is the amount of buffer space we need to add when finding the intersections with cells
|
||||
// in the regular grid
|
||||
radius_cutoff: u32,
|
||||
// Stores the largest radius of the entities in the large_grid
|
||||
// This is the amount of buffer space we need to add when finding the intersections with cells
|
||||
// in the larger grid
|
||||
// note: could explore some distance field type thing for querying whether there are large
|
||||
// entities nearby that necessitate expanding the cells searched for collision (and querying
|
||||
// how much it needs to be expanded)
|
||||
// TODO: log this to metrics?
|
||||
largest_large_radius: u32,
|
||||
}
|
||||
|
||||
impl SpatialGrid {
|
||||
pub fn new(lg2_cell_size: usize, lg2_large_cell_size: usize, radius_cutoff: u32) -> Self {
|
||||
Self {
|
||||
grid: Default::default(),
|
||||
large_grid: Default::default(),
|
||||
lg2_cell_size,
|
||||
lg2_large_cell_size,
|
||||
radius_cutoff,
|
||||
largest_large_radius: radius_cutoff,
|
||||
}
|
||||
}
|
||||
|
||||
/// Add an entity at the provided 2d pos into the spatial grid
|
||||
pub fn insert(&mut self, pos: Vec2<i32>, radius: u32, entity: specs::Entity) {
|
||||
if radius <= self.radius_cutoff {
|
||||
let cell = pos.map(|e| e >> self.lg2_cell_size);
|
||||
self.grid.entry(cell).or_default().push(entity);
|
||||
} else {
|
||||
let cell = pos.map(|e| e >> self.lg2_large_cell_size);
|
||||
self.large_grid.entry(cell).or_default().push(entity);
|
||||
self.largest_large_radius = self.largest_large_radius.max(radius);
|
||||
}
|
||||
}
|
||||
|
||||
/// Get an iterator over the entities overlapping the
|
||||
/// provided axis aligned bounding region
|
||||
/// NOTE: for best optimization of the iterator use `for_each` rather than a
|
||||
/// for loop
|
||||
// TODO: a circle would be tighter (how efficient would it be to query the cells
|
||||
// intersecting a circle?)
|
||||
pub fn in_aabr<'a>(&'a self, aabr: Aabr<i32>) -> impl Iterator<Item = specs::Entity> + 'a {
|
||||
let iter = |max_entity_radius, grid: &'a hashbrown::HashMap<_, _>, lg2_cell_size| {
|
||||
// Add buffer for other entity radius
|
||||
let min = aabr.min - max_entity_radius as i32;
|
||||
let max = aabr.max + max_entity_radius as i32;
|
||||
// Convert to cells
|
||||
let min = min.map(|e| e >> lg2_cell_size);
|
||||
let max = max.map(|e| (e + (1 << lg2_cell_size) - 1) >> lg2_cell_size);
|
||||
|
||||
(min.x..=max.x)
|
||||
.flat_map(move |x| (min.y..=max.y).map(move |y| Vec2::new(x, y)))
|
||||
.flat_map(move |cell| grid.get(&cell).into_iter().flatten())
|
||||
.copied()
|
||||
};
|
||||
|
||||
iter(self.radius_cutoff, &self.grid, self.lg2_cell_size).chain(iter(
|
||||
self.largest_large_radius,
|
||||
&self.large_grid,
|
||||
self.lg2_large_cell_size,
|
||||
))
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user