#include "voxel_box_mover.h" #include "../meshers/blocky/voxel_mesher_blocky.h" #include "../meshers/cubes/voxel_mesher_cubes.h" #include "../util/godot/funcs.h" namespace zylann::voxel { static AABB expand_with_vector(AABB box, Vector3 v) { if (v.x > 0) { box.size.x += v.x; } else if (v.x < 0) { box.position.x += v.x; box.size.x -= v.x; } if (v.y > 0) { box.size.y += v.y; } else if (v.y < 0) { box.position.y += v.y; box.size.y -= v.y; } if (v.z > 0) { box.size.z += v.z; } else if (v.z < 0) { box.position.z += v.z; box.size.z -= v.z; } return box; } static float calculate_i_offset(AABB box, AABB other, float motion, int i, int j, int k) { const float EPSILON = 0.001; Vector3 other_end = other.position + other.size; Vector3 box_end = box.position + box.size; if (other_end[k] <= box.position[k] || other.position[k] >= box_end[k]) { return motion; } if (other_end[j] <= box.position[j] || other.position[j] >= box_end[j]) { return motion; } if (motion > 0.0 && other_end[i] <= box.position[i]) { float off = box.position[i] - other_end[i] - EPSILON; if (off < motion) { motion = off; } } if (motion < 0.0 && other.position[i] >= box_end[i]) { float off = box_end[i] - other.position[i] + EPSILON; if (off > motion) { motion = off; } } return motion; } // Gets the transformed vector for moving a box and slide. // This algorithm is free from tunnelling for axis-aligned movement, // except in some high-speed diagonal cases or huge size differences: // For example, if a box is fast enough to have a diagonal motion jumping from A to B, // it will pass through C if that other box is the only other one: // // o---o // | A | // o---o // o---o // | C | // o---o // o---o // | B | // o---o // // TODO one way to fix this would be to try a "hot side" projection instead // static Vector3 get_motion(AABB box, Vector3 motion, const std::vector &environment_boxes) { // The bounding box is expanded to include it's estimated version at next update. // This also makes the algorithm tunnelling-free AABB expanded_box = expand_with_vector(box, motion); Vector colliding_boxes; for (size_t i = 0; i < environment_boxes.size(); ++i) { const AABB &other = environment_boxes[i]; if (expanded_box.intersects(other)) { colliding_boxes.push_back(other); } } if (colliding_boxes.size() == 0) { return motion; } //print("Colliding: ", colliding_boxes.size()) Vector3 new_motion = motion; for (int i = 0; i < colliding_boxes.size(); ++i) { new_motion.y = calculate_i_offset(colliding_boxes[i], box, new_motion.y, 1, 0, 2); } box.position.y += new_motion.y; for (int i = 0; i < colliding_boxes.size(); ++i) { new_motion.x = calculate_i_offset(colliding_boxes[i], box, new_motion.x, 0, 1, 2); } box.position.x += new_motion.x; for (int i = 0; i < colliding_boxes.size(); ++i) { new_motion.z = calculate_i_offset(colliding_boxes[i], box, new_motion.z, 2, 1, 0); } box.position.z += new_motion.z; return new_motion; } Vector3 VoxelBoxMover::get_motion(Vector3 p_pos, Vector3 p_motion, AABB p_aabb, VoxelTerrain *p_terrain) { ERR_FAIL_COND_V(p_terrain == nullptr, Vector3()); // The mesher is required to know how collisions should be processed ERR_FAIL_COND_V(p_terrain->get_mesher().is_null(), Vector3()); // Transform to local in case the volume is transformed const Transform3D to_world = p_terrain->get_global_transform(); const Transform3D to_local = to_world.affine_inverse(); const Vector3 pos = to_local.xform(p_pos); const Vector3 motion = to_local.basis.xform(p_motion); const AABB aabb = Transform3D(to_local.basis, Vector3()).xform(p_aabb); const AABB box(aabb.position + pos, aabb.size); const AABB expanded_box = expand_with_vector(box, motion); static thread_local std::vector s_colliding_boxes; std::vector &potential_boxes = s_colliding_boxes; potential_boxes.clear(); // Collect potential collisions with the terrain (broad phase) const VoxelDataMap &voxels = p_terrain->get_storage(); const int min_x = int(Math::floor(expanded_box.position.x)); const int min_y = int(Math::floor(expanded_box.position.y)); const int min_z = int(Math::floor(expanded_box.position.z)); const Vector3 expanded_box_end = expanded_box.position + expanded_box.size; const int max_x = int(Math::ceil(expanded_box_end.x)); const int max_y = int(Math::ceil(expanded_box_end.y)); const int max_z = int(Math::ceil(expanded_box_end.z)); Vector3i i(min_x, min_y, min_z); Ref mesher_blocky; Ref mesher_cubes; if (try_get_as(p_terrain->get_mesher(), mesher_blocky)) { Ref library_ref = mesher_blocky->get_library(); ERR_FAIL_COND_V_MSG(library_ref.is_null(), Vector3(), "VoxelMesherBlocky has no library assigned"); VoxelBlockyLibrary &library = **library_ref; const int channel = VoxelBufferInternal::CHANNEL_TYPE; for (i.z = min_z; i.z < max_z; ++i.z) { for (i.y = min_y; i.y < max_y; ++i.y) { for (i.x = min_x; i.x < max_x; ++i.x) { const int type_id = voxels.get_voxel(i, channel); if (library.has_voxel(type_id)) { const VoxelBlockyModel &voxel_type = library.get_voxel_const(type_id); if ((voxel_type.get_collision_mask() & _collision_mask) == 0) { continue; } const std::vector &local_boxes = voxel_type.get_collision_aabbs(); for (auto it = local_boxes.begin(); it != local_boxes.end(); ++it) { AABB world_box = *it; world_box.position += i; potential_boxes.push_back(world_box); } } } } } } else if (try_get_as(p_terrain->get_mesher(), mesher_cubes)) { const int channel = VoxelBufferInternal::CHANNEL_COLOR; for (i.z = min_z; i.z < max_z; ++i.z) { for (i.y = min_y; i.y < max_y; ++i.y) { for (i.x = min_x; i.x < max_x; ++i.x) { const int color_data = voxels.get_voxel(i, channel); if (color_data != 0) { potential_boxes.push_back(AABB(i, Vector3(1, 1, 1))); } } } } } // Calculate collisions (narrow phase) const Vector3 slided_motion = zylann::voxel::get_motion(box, motion, potential_boxes); // Switch back to world const Vector3 world_slided_motion = to_world.basis.xform(slided_motion); return world_slided_motion; } void VoxelBoxMover::set_collision_mask(uint32_t mask) { _collision_mask = mask; } void VoxelBoxMover::_bind_methods() { ClassDB::bind_method(D_METHOD("get_motion", "pos", "motion", "aabb", "terrain"), &VoxelBoxMover::_b_get_motion); ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &VoxelBoxMover::set_collision_mask); ClassDB::bind_method(D_METHOD("get_collision_mask"), &VoxelBoxMover::get_collision_mask); } Vector3 VoxelBoxMover::_b_get_motion(Vector3 pos, Vector3 motion, AABB aabb, Node *terrain_node) { ERR_FAIL_COND_V(terrain_node == nullptr, Vector3()); VoxelTerrain *terrain = Object::cast_to(terrain_node); ERR_FAIL_COND_V(terrain == nullptr, Vector3()); return get_motion(pos, motion, aabb, terrain); } } // namespace zylann::voxel