ludic/packages/ludic.render3d/collide.ludic
Orkuncakilkaya e6f565a6c4 carry: the runtime and render3d work Maroon Lake builds against
Input.text, App.monitor_count / window_to_monitor / window_fixed,
gl_sleep_us, and the grass and collide changes, uncommitted on main and
depended on by the game; carried here so the language work starts from
what the game actually uses. main's working tree is untouched.
2026-09-23 15:55:02 +03:00

169 lines
7.5 KiB
Text

# ============================================================================
# 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 }
}