# ============================================================================ # 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 var col_x: words = null var col_z: words = null var col_r: words = null # 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. var col_y0: words = null var col_y1: words = null var col_n: int = 0 var col_side: int = 0 # cells per side var col_start: words = null # per cell: first index into col_sorted (side*side + 1) var col_sorted: words = null var col_built: bool = false var col_out: words = null # the resolved position (x, z) const COL_LOW: int = 0xCB800000 # -16777216.0: below any ground const COL_HIGH: int = 0x4B800000 # 16777216.0: above any sky function col_add(x: int, z: int, r: int) -> void { col_add_h(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(x: int, z: int, r: int, y0: int, y1: int) -> void { if col_x == null { col_x = words(COL_CAP); col_z = words(COL_CAP); col_r = words(COL_CAP) col_y0 = words(COL_CAP); col_y1 = words(COL_CAP); col_out = words(2) } if col_n >= COL_CAP { return } col_x[col_n] = x; col_z[col_n] = z; col_r[col_n] = r col_y0[col_n] = y0; col_y1[col_n] = y1 col_n += 1 col_built = false } function col_cell_of(v: int, origin: int) -> int { var c = f_to_int(f_floor(f_div(f_add(f_sub(v, origin), fi(TERRAIN_HALF)), fi(COL_CELL)))) if c < 0 { c = 0 } if c > col_side - 1 { c = col_side - 1 } return c } function col_build() -> void { col_side = (TERRAIN_HALF * 2) / COL_CELL let ncell = col_side * col_side if col_start == null { col_start = words(ncell + 1); col_sorted = words(COL_CAP) } for i in 0 .. ncell + 1 { col_start[i] = 0 } for i in 0 .. col_n { col_start[col_cell_of(col_z[i], ter_oz) * col_side + col_cell_of(col_x[i], ter_ox) + 1] += 1 } for c in 0 .. ncell { col_start[c + 1] += col_start[c] } let fill = words(ncell) for c in 0 .. ncell { fill[c] = col_start[c] } for i in 0 .. col_n { let c = col_cell_of(col_z[i], ter_oz) * col_side + col_cell_of(col_x[i], ter_ox) col_sorted[fill[c]] = i fill[c] += 1 } free(fill) col_built = true print(`colliders: {col_n}`) } # push (px, pz) with radius pr out of every circle it overlaps; the result is in col_out function col_resolve(px: int, pz: int, pr: int) -> bool { return col_resolve_at(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(px: int, pz: int, pr: int, feet: int, head: int) -> bool { col_out[0] = px; col_out[1] = pz if not col_built or col_n == 0 { return false } var x = px; var z = pz var moved = false let cx = col_cell_of(px, ter_ox); let cz = col_cell_of(pz, ter_oz) for pass in 0 .. 2 { for dz in 0 .. 3 { let zc = cz + dz - 1 if zc < 0 or zc >= col_side { continue } for dx in 0 .. 3 { let xc = cx + dx - 1 if xc < 0 or xc >= col_side { continue } let c = zc * col_side + xc for k in col_start[c] .. col_start[c + 1] { let i = col_sorted[k] let ex = f_sub(x, col_x[i]); let ez = f_sub(z, col_z[i]) let d2 = f_add(f_mul(ex, ex), f_mul(ez, ez)) let rr = f_add(col_r[i], pr) # nothing to push out of if the body is wholly above its top or below its base if not f_ls(feet, col_y1[i]) { continue } if not f_gt(head, col_y0[i]) { continue } if f_ls(d2, f_mul(rr, rr)) { let d = f_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 = F_ONE; var uz = F_ZERO if f_gt(d, F_ZERO) { ux = f_div(ex, d); uz = f_div(ez, d) } let push = f_sub(rr, d) x = f_add(x, f_mul(ux, push)) z = f_add(z, f_mul(uz, push)) moved = true } } } } } col_out[0] = x; 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(px: int, pz: int, pr: int, feet: int, reach: int, floor: int) -> int { var top = floor if not col_built or col_n == 0 { return top } let cx = col_cell_of(px, ter_ox); let cz = col_cell_of(pz, ter_oz) let limit = f_add(feet, reach) for dz in 0 .. 3 { let zc = cz + dz - 1 if zc < 0 or zc >= col_side { continue } for dx in 0 .. 3 { let xc = cx + dx - 1 if xc < 0 or xc >= col_side { continue } let c = zc * col_side + xc for k in col_start[c] .. col_start[c + 1] { let i = col_sorted[k] let ex = f_sub(px, col_x[i]); let ez = f_sub(pz, col_z[i]) let d2 = f_add(f_mul(ex, ex), f_mul(ez, ez)) let rr = f_add(col_r[i], pr) if not f_ls(d2, f_mul(rr, rr)) { continue } let t = col_y1[i] if f_gt(t, limit) { continue } # too tall to step onto: it is a wall if f_gt(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(x0: int, z0: int, x1: int, z1: int, r: int) -> bool { let steps = 6 for s in 0 .. steps + 1 { let t = fr(s, steps) let x = f_lerp(x0, x1, t); let z = f_lerp(z0, z1, t) if col_resolve(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() -> void { col_n = 0 col_built = false if col_start != null { free(col_start); col_start = null } if col_sorted != null { free(col_sorted); col_sorted = null } }