refactor(render3d): phase 16 - the collider store is gone; still things are bodies in ludic.physics

collide.ludic (circles in a cell grid that could not be removed) and its Render3dState fields are
deleted, and the reload example stops asserting colliders. A game still calling col_* must move to
ludic.physics first (Maroon Lake's src/solid).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 00:08:36 +03:00
parent d4fc9bbb91
commit e53f3197ac
5 changed files with 5 additions and 179 deletions

View file

@ -32,9 +32,7 @@ program Reload {
for i in 0 .. 400 {
let x = fi(i * 2 - 400)
layer_add(l, x, terrain_height(render3d_st, x, fi(30)), fi(30), F_ONE, F_ZERO, F_ZERO, F_ZERO)
col_add(render3d_st, x, fi(30), F_ONE)
}
col_build(render3d_st)
}
handler Boot(render3d_st: mut Render3dState) phase Start {
@ -52,15 +50,14 @@ program Reload {
water_init(render3d_st, fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200))
populate(render3d_st)
var ok = true
ok = check("the first map has layers and colliders", len(render3d_st.sc_layers) == 1 and render3d_st.col_n == 400) and ok
ok = check("the first map has layers", len(render3d_st.sc_layers) == 1) and ok
# --- swap to a 3 km map with a sea and a lake above it
scatter_clear_all(render3d_st)
actor_clear_all(render3d_st)
col_reset(render3d_st)
water_bodies_clear(render3d_st)
terrain_lake(render3d_st, F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO)
terrain_reload(render3d_st, "", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1500)
ok = check("everything of the first map released", len(render3d_st.sc_layers) == 0 and render3d_st.col_n == 0 and render3d_st.wb_n == 0 and not render3d_st.water_on) and ok
ok = check("everything of the first map released", len(render3d_st.sc_layers) == 0 and render3d_st.wb_n == 0 and not render3d_st.water_on) and ok
ok = check("the new half", render3d_st.TERRAIN_HALF == 1500 and render3d_st.ter_heights != null and render3d_st.ter_height_tex != 0) and ok
ok = check("patch bounds rebuilt", render3d_st.cd_min != null and len(render3d_st.cd_min) == CD_LEVELS) and ok
ok = check("patches scale with the map", cd_size(render3d_st, 0) == f_mul(fi(32), fr(3000, 8192))) and ok
@ -70,18 +67,17 @@ program Reload {
let lake = water_body_add(render3d_st, fl(12.0), fi(600), fi(-400), fi(150), fi(100), false)
ok = check("two water bodies, the sea mirrored", sea == 0 and lake == 1 and render3d_st.wb_n == 2 and render3d_st.wb_primary == 0 and render3d_st.water_level == F_ZERO and render3d_st.water_on) and ok
populate(render3d_st)
ok = check("the new map takes layers and colliders", len(render3d_st.sc_layers) == 1 and render3d_st.col_n == 400 and render3d_st.col_side == 3000 / COL_CELL) and ok
ok = check("the new map takes layers", len(render3d_st.sc_layers) == 1) and ok
# a sea below the carved lake: set once, and not undone by a reload
terrain_sea(render3d_st, fl(-2.0))
terrain_lake(render3d_st, fl(12.0), fi(600), fi(-400), fi(150), fi(100))
ok = check("the sea is its own level", render3d_st.ter_sea_set and ter_sea_gen(render3d_st) == fl(-2.0) and render3d_st.ter_lake_level == fl(12.0)) and ok
# --- and back: the swap is repeatable
scatter_clear_all(render3d_st)
col_reset(render3d_st)
water_init(render3d_st, fl(4.0), F_ZERO, F_ZERO, fi(200), fi(200))
terrain_reload(render3d_st, "", F_ZERO, F_ZERO, F_ZERO, F_ZERO, F_ZERO, "", 1000)
populate(render3d_st)
ok = check("back to 2 km", render3d_st.TERRAIN_HALF == 1000 and len(render3d_st.cd_min) == CD_LEVELS and render3d_st.wb_n == 1 and render3d_st.col_side == 2000 / COL_CELL) and ok
ok = check("back to 2 km", render3d_st.TERRAIN_HALF == 1000 and len(render3d_st.cd_min) == CD_LEVELS and render3d_st.wb_n == 1) and ok
if ok { print("RELOAD OK") } else { print("RELOAD FAILED") }
quit()
}

View file

@ -87,7 +87,7 @@ Characters and moving objects
58. A 2D overlay over the finished frame: batched rectangles, images and proportional text from a baked font atlas (`tools/blender/font_build.py`) — `overlay.ludic`, `shaders/overlay.*`
59. Time of day over the HDRI: a solar arc drives the sun's direction and colour, the sky's light scales toward a deep-blue starry night, a moon lights the night, the visible sky turns with the sun and its convolutions rebake when far off, the height-field shadow rebakes as the sun moves, auto-exposure is capped at night — `daylight.ludic`, `shaders/sky.frag`, `shaders/lighting.glsl`
60. One point light (the campfire) in the shading — `shaders/lighting.glsl` `fireLight`
61. Static collision: ground circles in a cell grid with push-out and a segment test — `collide.ludic`
61. ~~Static collision: ground circles in a cell grid~~ - removed; still things are bodies in `ludic.physics` (Jolt)
62. Cut-out and emissive actors (a flame's cards) — `actor.ludic`, `shaders/model.frag` `u_emissive`
63. Per-instance skin clones (a herd posed individually), per-part tints and hidden parts on actors, uniform-location caching with frustum and distance culling — `skin.ludic` `skin_clone`, `actor.ludic`
64. A second point / cone light (a torch or flashlight in the hand) with a reach in metres and a gentle falloff to it — `daylight.ludic` `daylight_hand`, `shaders/lighting.glsl` `handLight`

View file

@ -1,158 +0,0 @@
# ============================================================================
# collide.ludic — the static colliders of the world as circles on the ground
# plane (a trunk, a boulder, a tent), sorted once into 16 m cells over the whole
# terrain. A moving thing asks col_resolve for its position pushed out of every
# circle it overlaps: three by three cells, a few dozen tests, no broad phase
# needed. Float bits, metres.
# ============================================================================
const COL_CELL: int = 16
const COL_CAP: int = 120000
# What a collider occupies VERTICALLY: y0 its base, y1 its top, metres, float bits. A circle used
# to be an infinite pillar - you could not climb a boulder, and a knee-high rock stopped you dead,
# because there was no height to compare against. col_add keeps that shape (a span from far below
# to far above) so every existing caller behaves exactly as it did; col_add_h gives a real one.
const COL_LOW: float = -16777216.0 # -16777216.0: below any ground
const COL_HIGH: float = 16777216.0 # 16777216.0: above any sky
function col_add(render3d_st: mut Render3dState, x: float, z: float, r: float) -> void { col_add_h(render3d_st, x, z, r, COL_LOW, COL_HIGH) }
# a collider that occupies only y0 .. y1: a body above its top walks over it, a body below its base
# passes under, and col_top_at reports it as something to stand on
function col_add_h(render3d_st: mut Render3dState, x: float, z: float, r: float, y0: float, y1: float) -> void {
if render3d_st.col_x == null {
render3d_st.col_x = floats(COL_CAP); render3d_st.col_z = floats(COL_CAP); render3d_st.col_r = floats(COL_CAP)
render3d_st.col_y0 = floats(COL_CAP); render3d_st.col_y1 = floats(COL_CAP); render3d_st.col_out = floats(2)
}
if render3d_st.col_n >= COL_CAP { return }
render3d_st.col_x[render3d_st.col_n] = x; render3d_st.col_z[render3d_st.col_n] = z; render3d_st.col_r[render3d_st.col_n] = r
render3d_st.col_y0[render3d_st.col_n] = y0; render3d_st.col_y1[render3d_st.col_n] = y1
render3d_st.col_n += 1
render3d_st.col_built = false
}
function col_cell_of(render3d_st: Render3dState, v: float, origin: float) -> int {
var c = int(Math.floor((v - origin + float(render3d_st.TERRAIN_HALF)) / float(COL_CELL)))
if c < 0 { c = 0 }
if c > render3d_st.col_side - 1 { c = render3d_st.col_side - 1 }
return c
}
function col_build(render3d_st: mut Render3dState) -> void {
render3d_st.col_side = (render3d_st.TERRAIN_HALF * 2) / COL_CELL
let ncell = render3d_st.col_side * render3d_st.col_side
if render3d_st.col_start == null { render3d_st.col_start = words(ncell + 1); render3d_st.col_sorted = words(COL_CAP) }
for i in 0 .. ncell + 1 { render3d_st.col_start[i] = 0 }
for i in 0 .. render3d_st.col_n { render3d_st.col_start[col_cell_of(render3d_st, render3d_st.col_z[i], render3d_st.ter_oz) * render3d_st.col_side + col_cell_of(render3d_st, render3d_st.col_x[i], render3d_st.ter_ox) + 1] += 1 }
for c in 0 .. ncell { render3d_st.col_start[c + 1] += render3d_st.col_start[c] }
let fill = words(ncell)
for c in 0 .. ncell { fill[c] = render3d_st.col_start[c] }
for i in 0 .. render3d_st.col_n {
let c = col_cell_of(render3d_st, render3d_st.col_z[i], render3d_st.ter_oz) * render3d_st.col_side + col_cell_of(render3d_st, render3d_st.col_x[i], render3d_st.ter_ox)
render3d_st.col_sorted[fill[c]] = i
fill[c] += 1
}
free(fill)
render3d_st.col_built = true
print(`colliders: {render3d_st.col_n}`)
}
# push (px, pz) with radius pr out of every circle it overlaps; the result is in col_out
function col_resolve(render3d_st: mut Render3dState, px: float, pz: float, pr: float) -> bool { return col_resolve_at(render3d_st, px, pz, pr, COL_LOW, COL_HIGH) }
# the same, for a body that occupies feet .. head: a collider whose span misses that is not in the
# way at all. This is what lets a hiker stand on top of a boulder rather than inside it.
function col_resolve_at(render3d_st: mut Render3dState, px: float, pz: float, pr: float, feet: float, head: float) -> bool {
render3d_st.col_out[0] = px; render3d_st.col_out[1] = pz
if not render3d_st.col_built or render3d_st.col_n == 0 { return false }
var x = px; var z = pz
var moved = false
let cx = col_cell_of(render3d_st, px, render3d_st.ter_ox); let cz = col_cell_of(render3d_st, pz, render3d_st.ter_oz)
for pass in 0 .. 2 {
for dz in 0 .. 3 {
let zc = cz + dz - 1
if zc < 0 or zc >= render3d_st.col_side { continue }
for dx in 0 .. 3 {
let xc = cx + dx - 1
if xc < 0 or xc >= render3d_st.col_side { continue }
let c = zc * render3d_st.col_side + xc
for k in render3d_st.col_start[c] .. render3d_st.col_start[c + 1] {
let i = render3d_st.col_sorted[k]
let ex = x - render3d_st.col_x[i]; let ez = z - render3d_st.col_z[i]
let d2 = ex * ex + ez * ez
let rr = render3d_st.col_r[i] + pr
# nothing to push out of if the body is wholly above its top or below its base
if not (feet < render3d_st.col_y1[i]) { continue }
if not (head > render3d_st.col_y0[i]) { continue }
if d2 < rr * rr {
let d = Math.sqrt(d2)
# The UNIT normal out of this circle. (ex, ez) / d is always unit for d > 0,
# because d is its own length - there is nothing to clamp and nothing that can
# grow. Exactly at the centre there is no direction to be had, so any one will
# do and +x is as good as another.
#
# This used to clamp d to 0.001 and then divide by it, having ALREADY set the
# degenerate normal to (1, 0): a unit vector divided by a thousandth, so the
# push came out a thousand times too big. A body standing dead centre on a
# 0.5 m trunk was thrown roughly 800 m across the map instead of 0.85 m clear
# of it. Off-centre - which is how anything actually arrives at a trunk - the
# arithmetic was right, so it never showed up in play.
var ux = 1.0; var uz = 0.0
if d > 0.0 { ux = ex / d; uz = ez / d }
let push = rr - d
x = x + ux * push
z = z + uz * push
moved = true
}
}
}
}
}
render3d_st.col_out[0] = x; render3d_st.col_out[1] = z
return moved
}
# The highest collider top under (px, pz) that a body at `feet` could be standing on or step up to:
# tops above `reach` are a wall, not a step. F_ZERO-safe: returns `floor` when there is nothing, so
# a caller can pass the terrain height and use the answer directly as the ground.
function col_top_at(render3d_st: Render3dState, px: float, pz: float, pr: float, feet: float, reach: float, floor: float) -> float {
var top = floor
if not render3d_st.col_built or render3d_st.col_n == 0 { return top }
let cx = col_cell_of(render3d_st, px, render3d_st.ter_ox); let cz = col_cell_of(render3d_st, pz, render3d_st.ter_oz)
let limit = feet + reach
for dz in 0 .. 3 {
let zc = cz + dz - 1
if zc < 0 or zc >= render3d_st.col_side { continue }
for dx in 0 .. 3 {
let xc = cx + dx - 1
if xc < 0 or xc >= render3d_st.col_side { continue }
let c = zc * render3d_st.col_side + xc
for k in render3d_st.col_start[c] .. render3d_st.col_start[c + 1] {
let i = render3d_st.col_sorted[k]
let ex = px - render3d_st.col_x[i]; let ez = pz - render3d_st.col_z[i]
let d2 = ex * ex + ez * ez
let rr = render3d_st.col_r[i] + pr
if not (d2 < rr * rr) { continue }
let t = render3d_st.col_y1[i]
if t > limit { continue } # too tall to step onto: it is a wall
if t > top { top = t }
}
}
}
return top
}
# is the segment from (x0,z0) to (x1,z1) clear of every circle (a camera line of sight)?
function col_clear(render3d_st: mut Render3dState, x0: float, z0: float, x1: float, z1: float, r: float) -> bool {
let steps = 6
for s in 0 .. steps + 1 {
let t = float(s) / float(steps)
let x = Math.lerp(x0, x1, t); let z = Math.lerp(z0, z1, t)
if col_resolve(render3d_st, x, z, r) { return false }
}
return true
}
# No colliders, ready for another map's. The cell index is sized from TERRAIN_HALF on its
# first build and kept, so it is released too: a larger map would overrun the old one.
function col_reset(render3d_st: mut Render3dState) -> void {
render3d_st.col_n = 0
render3d_st.col_built = false
if render3d_st.col_start != null { free(render3d_st.col_start); render3d_st.col_start = null }
if render3d_st.col_sorted != null { free(render3d_st.col_sorted); render3d_st.col_sorted = null }
}

View file

@ -43,17 +43,6 @@ export state Render3dState {
cam_fwd: floats = null
cam_right: floats = null
cam_planes: floats = null
col_x: floats = null
col_z: floats = null
col_r: floats = null
col_y0: floats = null
col_y1: floats = null
col_n: int = 0
col_side: int = 0 # cells per side
col_start: words = null # per cell: first index into col_sorted (side*side + 1)
col_sorted: words = null
col_built: bool = false
col_out: floats = null # the resolved position (x, z)
day_on: bool = false
day_hours: float = 0.0 # float bits, 0 .. 24
day_light: float = 0.0 # 0 night .. 1 full day (float bits)

View file

@ -21,7 +21,6 @@ import "camera.ludic"
import "sky.ludic"
import "daylight.ludic"
import "terrain.ludic"
import "collide.ludic"
import "overlay.ludic"
import "shadow.ludic"
import "post.ludic"