Commit Graph

538 Commits

Author SHA1 Message Date
Joshua Barretto
933e48ac3b Merge branch 'fix-jump-height' into 'master'
Fix jump height

See merge request veloren/veloren!485
2019-09-08 15:50:08 +00:00
Timo Koesters
92c0edcb98 Merge branch 'timo-attack' into 'master'
Fix wolfs not attacking and adjust movement while attacking

See merge request veloren/veloren!484
2019-09-07 10:25:57 +00:00
timokoesters
f3593371ea
Make npcs attack in a smarter way 2019-09-07 12:16:55 +02:00
haslersn
b26043b0e6 common: Rework Chunk and Chonk implementation
Previously, voxels in sparsely populated chunks were stored in a `HashMap`.
However, during usage oftentimes block accesses are followed by subsequent
nearby voxel accesses. Therefore it's possible to provide cache friendliness,
but not with `HashMap`.

The previous merge request [!469](https://gitlab.com/veloren/veloren/merge_requests/469)
proposed to order voxels by their morton order (see https://en.wikipedia.org/wiki/Z-order_curve ).
This provided excellent cache friendliness. However, benchmarks showed that
the required indexing calculations are quite expensive. Particular results
on my _Intel(R) Core(TM) i7-7500U CPU @ 2.70 GHz_ were:

| Benchmark                                | Before this commit @ d322384bec | Morton Order @ ec8a7caf42 | This commit          |
| ---------------------------------------- | --------------------------------- | --------------------------- | -------------------- |
| `full read` (81920 voxels)               | 17.7ns per voxel                  | 8.9ns per voxel             | **3.6ns** per voxel  |
| `constrained read` (4913 voxels)         | 67.0ns per voxel                  | 40.1ns per voxel            | **14.1ns** per voxel |
| `local read` (125 voxels)                | 17.5ns per voxel                  | 14.7ns per voxel            | **3.8ns** per voxel  |
| `X-direction read` (17 voxels)           | 17.8ns per voxel                  | 25.9ns per voxel            | **4.2ns** per voxel  |
| `Y-direction read` (17 voxels)           | 18.4ns per voxel                  | 33.3ns per voxel            | **4.5ns** per voxel  |
| `Z-direction read` (17 voxels)           | 18.6ns per voxel                  | 38.2ns per voxel            | **5.4ns** per voxel  |
| `long Z-direction read` (65 voxels)      | 18.0ns per voxel                  | 37.7ns per voxel            | **5.1ns** per voxel  |
| `full write (dense)` (81920 voxels)      | 17.9ns per voxel                  | **10.3ns** per voxel        | 12.4ns per voxel     |

This commit (instead of utilizing morton order) replaces `HashMap` in the
`Chunk` implementation by the following data structure:

The volume is spatially subdivided into groups of `4*4*4` blocks. Since a
`Chunk` is of total size `32*32*16`, this implies that there are `8*8*4`
groups. (These numbers are generic in the actual code such that there are
always `256` groups. I.e. the group size is chosen depending on the desired
total size of the `Chunk`.)

There's a single vector `self.vox` which consecutively stores these groups.
Each group might or might not be contained in `self.vox`. A group that is
not contained represents that the full group consists only of `self.default`
voxels. This saves a lot of memory because oftentimes a `Chunk` consists of
either a lot of air or a lot of stone.

To track whether a group is contained in `self.vox`, there's an index buffer
`self.indices : [u8; 256]`. It contains for each group

* (a) the order in which it has been inserted into `self.vox`, if the group
    is contained in `self.vox` or
* (b) 255, otherwise. That case represents that the whole group consists
    only of `self.default` voxels.

(Note that 255 is a valid insertion order for case (a) only if `self.vox` is
full and then no other group has the index 255. Therefore there's no
ambiguity.)

Rationale:

The index buffer should be small because:

* Small size increases the probability that it will always be in cache.
* The index buffer is allocated for every `Chunk` and an almost empty `Chunk`
    shall not consume too much memory.

The number of 256 groups is particularly nice because it means that the index
buffer can consist of `u8`s. This keeps the space requirement for the index
buffer as low as 4 cache lines.
2019-09-06 18:20:15 +02:00
haslersn
d322384bec common: Add benchmark for Chonk 2019-09-06 15:44:36 +02:00
haslersn
1796c09ca1 common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.

The changes include:

* Consistent `Err`/`Error` naming.
  * Types are named `...Error`.
  * `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
  to an upcoming change where a “map” in the game related sense will
  be added.
* Add volume iterators. There are two types of them:
  * _Position_ iterators obtained from the trait `IntoPosIterator`
    using the method
    `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `Vec3<i32>`.
  * _Volume_ iterators obtained from the trait `IntoVolIterator`
    using the method
    `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
  Those traits will usually be implemented by references to volume
  types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
  type which usually implements several volume traits, such as `Chunk`).
  * _Position_ iterators iterate over the positions valid for that
    volume.
  * _Volume_ iterators do the same but return not only the position
    but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
  `Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
  * `RasterableVol` represents a volume that is compile-time sized and has
    its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
    because such a volume can be used with `VolGrid3d`.
  * `RectRasterableVol` represents a volume that is compile-time sized at
    least in x and y direction and has its lower bound at `(0, 0, z)`.
    There's no requirement on he lower bound or size in z direction.
    The name `RectRasterableVol` was chosen because such a volume can be
    used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
haslersn
886d554f52 common: prepend/append multiple SubChunks in a batch 2019-09-06 15:33:36 +02:00
haslersn
963c5a7785 common: Calculate magic number in Chonk 2019-09-06 15:33:36 +02:00
haslersn
8451a06804 common: Set TerrainChunk::SIZE.z = std::i32::MAX 2019-09-06 15:33:36 +02:00
haslersn
57354fb062 common: For trait ReadVol remove get_unchecked() 2019-09-06 15:33:36 +02:00
Joshua Barretto
66c58840ef Merge branch 'scott-c/first-person-model' into 'master'
Add first person models

See merge request veloren/veloren!443
2019-09-06 13:02:03 +00:00
scott-c
bc1ccfc99b Fix first person weapon visible while not wielding 2019-09-06 18:22:26 +08:00
Andrew Pritchard
05dff792fc Deref instead of clone vel 2019-09-06 14:22:58 +08:00
Andrew Pritchard
b4c74279b7 Vec3 is apprently *not* Copy, Set near plane to 0.1 to prevent tirangle flickering 2019-09-06 13:24:42 +08:00
Andrew Pritchard
b4d5663fed Vec3 is copy 2019-09-06 12:04:20 +08:00
Andrew Pritchard
5b82808df0 Merge branch 'master' into 'fix-jump-height'
# Conflicts:
#   common/src/sys/phys.rs
2019-09-05 13:07:46 +00:00
Andrew Pritchard
d0b2f7565a Revert "Revert "Exponential interpolation for linear damping""
This reverts commit 8b9a3ae1df.
2019-09-05 18:24:38 +08:00
Andrew Pritchard
8b9a3ae1df Revert "Exponential interpolation for linear damping"
This reverts commit 94b9f50efa.
2019-09-05 18:24:22 +08:00
Andrew Pritchard
94b9f50efa Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-05 17:07:15 +08:00
Imbris
52d84248ec Remove all warnings 2019-09-04 19:03:49 -04:00
Imbris
fc9c87878e Fix some warnings, cleanup comment 2019-09-03 23:09:29 -04:00
Imbris
8a994ada8e Remove derpy eyes :( , fix undead eye indices, fmt 2019-09-03 23:06:15 -04:00
jshipsey
ca4da22c7d fixing eyes, cleanup on offsets 2019-09-03 23:06:13 -04:00
jshipsey
178657c871 tweaked hair colors, head offsets, skin colors 2019-09-03 23:06:11 -04:00
Imbris
cc331c10b6 Remove use of empty.vox 2019-09-03 23:06:09 -04:00
Imbris
074eee06e6 Add pants coloring, chest and pants sliders 2019-09-03 23:06:06 -04:00
Imbris
0ffc534df2 Add separate eye color lists for each race 2019-09-03 23:06:02 -04:00
Pfauenauge90
bdb95be5cc hair and skin colours 2019-09-03 23:05:59 -04:00
Imbris
c4999f5e9d adjust how figure head coloring is done 2019-09-03 23:05:58 -04:00
Imbris
9d086949d1 Add basic index based coloring for figures 2019-09-03 23:05:56 -04:00
Imbris
fd251c4d3a Fix sliders, remove uneeded method, fix aspect ratio in character creation 2019-09-03 23:05:54 -04:00
Imbris
7bebffb2af Add ron file for head offsets, segment unionizer 2019-09-03 23:05:52 -04:00
Imbris
ab34377309 Add basic segment combination 2019-09-03 23:05:50 -04:00
Imbris
3ccbb0f38d Convert tooltips to use ImageFrame, add autosizing 2019-09-01 15:34:20 -04:00
Monty Marz
f53904b534 More sprites, ui fixes, lianas 2019-09-01 19:04:03 +00:00
timokoesters
ecbf7cad5b Remove old code 2019-08-31 09:00:20 +02:00
jshipsey
b81cd6a8f9 combine character.action movement blocks 2019-08-30 22:51:46 -04:00
timokoesters
9a832dd56b Move std::mem::discriminant into new method 2019-08-30 22:51:46 -04:00
jshipsey
78bf7a0997 slowed movement for block/attack, cleaned up code, made foot speed velocity dependent, tweaked blocking animation 2019-08-30 22:50:53 -04:00
timokoesters
b99bac87db Make npcs roll correctly 2019-08-30 22:50:53 -04:00
timokoesters
77a48c61a1 Fix rolling for the player 2019-08-30 22:50:53 -04:00
jshipsey
f8d0b1040a readded cidle 2019-08-30 22:50:53 -04:00
jshipsey
bec942753e some stuff fixed, other stuff still broken 2019-08-30 22:50:53 -04:00
jshipsey
e6197d4c10 separate static anims for feet (run/static) 2019-08-30 22:50:53 -04:00
timokoesters
15978d216b
Rename controller main, alt to primary, secondary 2019-08-31 00:13:45 +02:00
timokoesters
a95893e43b
Remove inventory::swap and improve inventory::insert 2019-08-31 00:09:25 +02:00
timokoesters
ba02956f05
Make boost RMB go upward again 2019-08-31 00:08:44 +02:00
timokoesters
bd8e71c5aa
Rename activate_inventory_slot to use_inventory_slot 2019-08-30 22:46:45 +02:00
timokoesters
5d02d32ec6
Make inventory::get return a reference 2019-08-30 22:42:43 +02:00
timokoesters
082ccd7c46
Avoid right-ward shift 2019-08-30 22:32:47 +02:00