A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to promote a computed int to a float implicitly: there it is almost always float bits. Explicit float(x) is always allowed. render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers, nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals, with float_bits / float_from_bits left only where bits really cross (runtime scratch buffers, mixed buffers). Seed regenerated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
169 lines
7.4 KiB
Text
169 lines
7.4 KiB
Text
# ============================================================================
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# collide.ludic — the static colliders of the world as circles on the ground
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# plane (a trunk, a boulder, a tent), sorted once into 16 m cells over the whole
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# terrain. A moving thing asks col_resolve for its position pushed out of every
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# circle it overlaps: three by three cells, a few dozen tests, no broad phase
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# needed. Float bits, metres.
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# ============================================================================
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const COL_CELL: int = 16
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const COL_CAP: int = 120000
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var col_x: floats = null
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var col_z: floats = null
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var col_r: floats = null
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# What a collider occupies VERTICALLY: y0 its base, y1 its top, metres, float bits. A circle used
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# to be an infinite pillar - you could not climb a boulder, and a knee-high rock stopped you dead,
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# because there was no height to compare against. col_add keeps that shape (a span from far below
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# to far above) so every existing caller behaves exactly as it did; col_add_h gives a real one.
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var col_y0: floats = null
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var col_y1: floats = null
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var col_n: int = 0
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var col_side: int = 0 # cells per side
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var col_start: words = null # per cell: first index into col_sorted (side*side + 1)
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var col_sorted: words = null
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var col_built: bool = false
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var col_out: floats = null # the resolved position (x, z)
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const COL_LOW: float = -16777216.0 # -16777216.0: below any ground
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const COL_HIGH: float = 16777216.0 # 16777216.0: above any sky
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function col_add(x: float, z: float, r: float) -> void { col_add_h(x, z, r, COL_LOW, COL_HIGH) }
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# a collider that occupies only y0 .. y1: a body above its top walks over it, a body below its base
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# passes under, and col_top_at reports it as something to stand on
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function col_add_h(x: float, z: float, r: float, y0: float, y1: float) -> void {
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if col_x == null {
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col_x = floats(COL_CAP); col_z = floats(COL_CAP); col_r = floats(COL_CAP)
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col_y0 = floats(COL_CAP); col_y1 = floats(COL_CAP); col_out = floats(2)
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}
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if col_n >= COL_CAP { return }
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col_x[col_n] = x; col_z[col_n] = z; col_r[col_n] = r
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col_y0[col_n] = y0; col_y1[col_n] = y1
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col_n += 1
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col_built = false
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}
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function col_cell_of(v: float, origin: float) -> int {
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var c = int(Math.floor((v - origin + float(TERRAIN_HALF)) / float(COL_CELL)))
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if c < 0 { c = 0 }
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if c > col_side - 1 { c = col_side - 1 }
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return c
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}
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function col_build() -> void {
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col_side = (TERRAIN_HALF * 2) / COL_CELL
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let ncell = col_side * col_side
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if col_start == null { col_start = words(ncell + 1); col_sorted = words(COL_CAP) }
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for i in 0 .. ncell + 1 { col_start[i] = 0 }
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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 }
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for c in 0 .. ncell { col_start[c + 1] += col_start[c] }
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let fill = words(ncell)
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for c in 0 .. ncell { fill[c] = col_start[c] }
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for i in 0 .. col_n {
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let c = col_cell_of(col_z[i], ter_oz) * col_side + col_cell_of(col_x[i], ter_ox)
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col_sorted[fill[c]] = i
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fill[c] += 1
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}
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free(fill)
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col_built = true
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print(`colliders: {col_n}`)
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}
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# push (px, pz) with radius pr out of every circle it overlaps; the result is in col_out
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function col_resolve(px: float, pz: float, pr: float) -> bool { return col_resolve_at(px, pz, pr, COL_LOW, COL_HIGH) }
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# the same, for a body that occupies feet .. head: a collider whose span misses that is not in the
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# way at all. This is what lets a hiker stand on top of a boulder rather than inside it.
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function col_resolve_at(px: float, pz: float, pr: float, feet: float, head: float) -> bool {
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col_out[0] = px; col_out[1] = pz
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if not col_built or col_n == 0 { return false }
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var x = px; var z = pz
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var moved = false
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let cx = col_cell_of(px, ter_ox); let cz = col_cell_of(pz, ter_oz)
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for pass in 0 .. 2 {
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for dz in 0 .. 3 {
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let zc = cz + dz - 1
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if zc < 0 or zc >= col_side { continue }
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for dx in 0 .. 3 {
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let xc = cx + dx - 1
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if xc < 0 or xc >= col_side { continue }
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let c = zc * col_side + xc
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for k in col_start[c] .. col_start[c + 1] {
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let i = col_sorted[k]
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let ex = x - col_x[i]; let ez = z - col_z[i]
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let d2 = ex * ex + ez * ez
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let rr = col_r[i] + pr
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# nothing to push out of if the body is wholly above its top or below its base
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if not (feet < col_y1[i]) { continue }
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if not (head > col_y0[i]) { continue }
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if d2 < rr * rr {
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let d = Math.sqrt(d2)
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# The UNIT normal out of this circle. (ex, ez) / d is always unit for d > 0,
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# because d is its own length - there is nothing to clamp and nothing that can
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# grow. Exactly at the centre there is no direction to be had, so any one will
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# do and +x is as good as another.
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#
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# This used to clamp d to 0.001 and then divide by it, having ALREADY set the
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# degenerate normal to (1, 0): a unit vector divided by a thousandth, so the
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# push came out a thousand times too big. A body standing dead centre on a
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# 0.5 m trunk was thrown roughly 800 m across the map instead of 0.85 m clear
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# of it. Off-centre - which is how anything actually arrives at a trunk - the
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# arithmetic was right, so it never showed up in play.
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var ux = 1.0; var uz = 0.0
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if d > 0.0 { ux = ex / d; uz = ez / d }
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let push = rr - d
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x = x + ux * push
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z = z + uz * push
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moved = true
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}
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}
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}
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}
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}
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col_out[0] = x; col_out[1] = z
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return moved
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}
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# The highest collider top under (px, pz) that a body at `feet` could be standing on or step up to:
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# tops above `reach` are a wall, not a step. F_ZERO-safe: returns `floor` when there is nothing, so
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# a caller can pass the terrain height and use the answer directly as the ground.
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function col_top_at(px: float, pz: float, pr: float, feet: float, reach: float, floor: float) -> float {
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var top = floor
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if not col_built or col_n == 0 { return top }
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let cx = col_cell_of(px, ter_ox); let cz = col_cell_of(pz, ter_oz)
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let limit = feet + reach
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for dz in 0 .. 3 {
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let zc = cz + dz - 1
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if zc < 0 or zc >= col_side { continue }
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for dx in 0 .. 3 {
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let xc = cx + dx - 1
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if xc < 0 or xc >= col_side { continue }
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let c = zc * col_side + xc
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for k in col_start[c] .. col_start[c + 1] {
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let i = col_sorted[k]
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let ex = px - col_x[i]; let ez = pz - col_z[i]
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let d2 = ex * ex + ez * ez
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let rr = col_r[i] + pr
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if not (d2 < rr * rr) { continue }
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let t = col_y1[i]
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if t > limit { continue } # too tall to step onto: it is a wall
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if t > top { top = t }
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}
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}
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}
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return top
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}
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# is the segment from (x0,z0) to (x1,z1) clear of every circle (a camera line of sight)?
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function col_clear(x0: float, z0: float, x1: float, z1: float, r: float) -> bool {
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let steps = 6
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for s in 0 .. steps + 1 {
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let t = float(s) / float(steps)
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let x = Math.lerp(x0, x1, t); let z = Math.lerp(z0, z1, t)
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if col_resolve(x, z, r) { return false }
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}
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return true
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}
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# No colliders, ready for another map's. The cell index is sized from TERRAIN_HALF on its
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# first build and kept, so it is released too: a larger map would overrun the old one.
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function col_reset() -> void {
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col_n = 0
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col_built = false
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if col_start != null { free(col_start); col_start = null }
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if col_sorted != null { free(col_sorted); col_sorted = null }
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}
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