Major collision refactor to correct AABB system

This commit is contained in:
max
2026-03-24 20:48:39 +01:00
parent 7429775fac
commit 94605acc3a
6 changed files with 149 additions and 521 deletions

231
AABB.cs
View File

@@ -1,9 +1,4 @@
using OpenTK.Mathematics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Voxel
{
@@ -18,12 +13,53 @@ namespace Voxel
Max = max;
}
public AABB Copy()
{
return new AABB(Min, Max);
}
public static AABB FromCenter(Vector3 center, float width, float height, float depth)
{
Vector3 half = new Vector3(width / 2f, 0, depth / 2f);
return new AABB(center - half, center + new Vector3(half.X, height, half.Z));
}
public AABB Expand(float x, float y, float z)
{
AABB returnValue = Copy();
if (x > 0)
returnValue.Max.X += x;
else
returnValue.Min.X += x;
if (y > 0)
returnValue.Max.Y += y;
else
returnValue.Min.Y += y;
if (z > 0)
returnValue.Max.Z += z;
else
returnValue.Min.Z += z;
return returnValue;
}
public AABB Grow(float x, float y, float z)
{
AABB returnValue = Copy();
returnValue.Min.X -= x;
returnValue.Min.Y -= y;
returnValue.Min.Z -= z;
returnValue.Max.X += x;
returnValue.Max.Y += y;
returnValue.Max.Z += z;
return returnValue;
}
public void Move(float x, float y, float z)
{
Min.X += x;
@@ -34,26 +70,6 @@ namespace Voxel
Max.Z += z;
}
public bool Intersects(AABB other)
{
return IntersectsX(other) && IntersectsY(other) && IntersectsZ(other);
}
public bool IntersectsX(AABB other)
{
return Min.X < other.Max.X && Max.X > other.Max.X;
}
public bool IntersectsY(AABB other)
{
return Min.Y < other.Max.Y && Max.Y > other.Max.Y;
}
public bool IntersectsZ(AABB other)
{
return Min.Z < other.Max.Z && Max.Z > other.Max.Z;
}
public bool Contains(Vector3 point)
{
return (point.X >= Min.X && point.X <= Max.X) &&
@@ -61,151 +77,90 @@ namespace Voxel
(point.Z >= Min.Z && point.Z <= Max.Z);
}
public float GetClipX(AABB other, float deltaX)
public bool IntersectsX(AABB against)
{
if (IntersectsY(other) && IntersectsZ(other))
return Min.X < against.Max.X && Max.X > against.Min.X;
}
public bool IntersectsY(AABB against)
{
return Min.Y < against.Max.Y && Max.Y > against.Min.Y;
}
public bool IntersectsZ(AABB against)
{
return Min.Z < against.Max.Z && Max.Z > against.Min.Z;
}
public bool Intersects(AABB against)
{
return IntersectsX(against) && IntersectsY(against) && IntersectsZ(against);
}
public float GetClipX(AABB against, float deltaX)
{
if (IntersectsY(against) && IntersectsZ(against))
{
if (deltaX > 0 && Max.X <= other.Min.X)
if (deltaX > 0 && Max.X <= against.Min.X)
{
float clip = other.Min.X - other.Min.X;
if (deltaX > clip)
deltaX = clip;
float clip = against.Min.X - Max.X;
if (deltaX > clip) deltaX = clip;
}
if (deltaX < 0 && Min.X >= other.Max.X)
if (deltaX < 0 && Min.X >= against.Max.X)
{
float clip = other.Max.X - Max.X;
if (deltaX < clip)
deltaX = clip;
float clip = against.Max.X - Min.X;
if (deltaX < clip) deltaX = clip;
}
return deltaX;
}
return deltaX;
}
public float GetClipY(AABB other, float deltaY)
public float GetClipY(AABB against, float deltaY)
{
if (IntersectsX(other) && IntersectsZ(other))
if (IntersectsX(against) && IntersectsZ(against))
{
if (deltaY > 0 && Max.Y <= other.Min.Y)
if (deltaY > 0 && Max.Y <= against.Min.Y)
{
float clip = other.Min.Y - other.Min.Y;
if (deltaY > clip)
deltaY = clip;
float clip = against.Min.Y - Max.Y;
if (deltaY > clip) deltaY = clip;
}
if (deltaY < 0 && Min.X >= other.Max.X)
if (deltaY < 0 && Min.Y >= against.Max.Y)
{
float clip = other.Max.X - Max.X;
if (deltaY < clip)
deltaY = clip;
float clip = against.Max.Y - Min.Y;
if (deltaY < clip) deltaY = clip;
}
return deltaY;
}
return deltaY;
}
public float GetClipZ(AABB other, float deltaZ)
public float GetClipZ(AABB against, float deltaZ)
{
if (IntersectsX(other) && IntersectsY(other))
if (IntersectsX(against) && IntersectsY(against))
{
if (deltaZ > 0 && Max.Z <= other.Min.Z)
if (deltaZ > 0 && Max.Z <= against.Min.Z)
{
float clip = other.Min.Z - other.Min.Z;
if (deltaZ > clip)
deltaZ = clip;
float clip = against.Min.Z - Max.Z;
if (deltaZ > clip) deltaZ = clip;
}
if (deltaZ < 0 && Min.Z >= other.Max.Z)
if (deltaZ < 0 && Min.Z >= against.Max.Z)
{
float clip = other.Max.Z - Max.Z;
if (deltaZ < clip)
deltaZ = clip;
float clip = against.Max.Z - Min.Z;
if (deltaZ < clip) deltaZ = clip;
}
return deltaZ;
}
return deltaZ;
}
public float GetBlockClipX(int blockX, int blockY, int blockZ, float deltaX)
public Vector3 GetCenter()
{
// Use the current AABB as the collider (no new allocation)
AABB collider = this;
// Block bounds
float blockMinX = blockX;
float blockMaxX = blockX + 1;
// Quick reject: if player is not overlapping the block in Y and Z, no collision.
if (!(collider.Min.Y < blockY + 1 && collider.Max.Y > blockY) ||
!(collider.Min.Z < blockZ + 1 && collider.Max.Z > blockZ))
return deltaX;
// Moving right (positive delta)
if (deltaX > 0 && collider.Max.X <= blockMinX)
{
float clip = blockMinX - collider.Max.X;
if (deltaX > clip) deltaX = clip;
}
// Moving left (negative delta)
else if (deltaX < 0 && collider.Min.X >= blockMaxX)
{
float clip = blockMaxX - collider.Min.X; // negative distance
if (deltaX < clip) deltaX = clip;
}
return deltaX;
}
public float GetBlockClipY(int blockX, int blockY, int blockZ, float deltaY)
{
AABB collider = this;
float blockMinY = blockY;
float blockMaxY = blockY + 1;
if (!(collider.Min.X < blockX + 1 && collider.Max.X > blockX) ||
!(collider.Min.Z < blockZ + 1 && collider.Max.Z > blockZ))
return deltaY;
if (deltaY > 0 && collider.Max.Y <= blockMinY)
{
float clip = blockMinY - collider.Max.Y;
if (deltaY > clip) deltaY = clip;
}
else if (deltaY < 0 && collider.Min.Y >= blockMaxY)
{
float clip = blockMaxY - collider.Min.Y;
if (deltaY < clip) deltaY = clip;
}
return deltaY;
}
public float GetBlockClipZ(int blockX, int blockY, int blockZ, float deltaZ)
{
AABB collider = this;
float blockMinZ = blockZ;
float blockMaxZ = blockZ + 1;
if (!(collider.Min.X < blockX + 1 && collider.Max.X > blockX) ||
!(collider.Min.Y < blockY + 1 && collider.Max.Y > blockY))
return deltaZ;
if (deltaZ > 0 && collider.Max.Z <= blockMinZ)
{
float clip = blockMinZ - collider.Max.Z;
if (deltaZ > clip) deltaZ = clip;
}
else if (deltaZ < 0 && collider.Min.Z >= blockMaxZ)
{
float clip = blockMaxZ - collider.Min.Z;
if (deltaZ < clip) deltaZ = clip;
}
return deltaZ;
return new Vector3(
(Min.X + Max.X) / 2,
(Min.Y + Max.Y) / 2,
(Min.Z + Max.Z) / 2
);
}
}
}

View File

@@ -93,12 +93,12 @@
{ Voxel.Blocks.TNT, new BlockDefinition(
Voxel.Blocks.TNT,
Voxel.Textures.TntSide, // West
Voxel.Textures.TntSide, // East
Voxel.Textures.TntTop, // Top
Voxel.Textures.TntBottom, // Bottom
Voxel.Textures.TntSide, // North
Voxel.Textures.TntSide // South
Voxel.Textures.TntSide, // West
Voxel.Textures.TntSide, // East
Voxel.Textures.TntTop, // Top
Voxel.Textures.TntBottom, // Bottom
Voxel.Textures.TntSide, // North
Voxel.Textures.TntSide // South
)},
};
}

389
Entity.cs
View File

@@ -24,11 +24,6 @@ namespace Voxel
private float _yMultiplier = 0.98f;
private float _groundMultiplier = 0.6f;
private const float COLLISION_EPSILON = 0.1f;
private static int BlockCoordMin(float coord) => (int)MathF.Floor(coord - 1e-2f);
private static int BlockCoordMax(float coord) => (int)MathF.Floor(coord + 1e-2f);
protected World _world;
public Entity(Vector3 position, float width, float height, World world)
@@ -41,12 +36,7 @@ namespace Voxel
public void Tick()
{
var newPosition = Position;
var desiredMovement = Velocity;
CheckAndResolveCollisions(ref newPosition, desiredMovement);
Position = newPosition;
//Move();
Move();
if (!OnGround)
{
@@ -66,398 +56,61 @@ namespace Voxel
{
Velocity = new Vector3(Velocity.X * _groundMultiplier, 0f, Velocity.Z * _groundMultiplier);
}
UpdateOnGround();
Console.WriteLine(Position.Y);
}
public void Move()
{
Vector3 moveVector = Velocity;
Vector3 original = moveVector;
Vector3 originalVector = moveVector;
AABB collider = new AABB(
Position - new Vector3(Position.X - Width / 2, 0, Position.Z - Width / 2),
Position - new Vector3(Position.X + Width / 2, Height, Position.Z + Width / 2)
);
}
AABB body = AABB.FromCenter(Position, Width, Height, Width);
public void CheckAndResolveCollisions(ref Vector3 position, Vector3 movement)
{
Vector3 originalPosition = position;
AABB futureBox = GetBoundingBoxAt(originalPosition + movement);
List<AABB> collisionChecks = _world.GetColliders(body.Expand(Velocity.X, Velocity.Y, Velocity.Z).Grow(1,1,1));
if (!HasCollision(futureBox))
foreach (AABB collider in collisionChecks)
{
position = originalPosition + movement;
return;
moveVector.X = body.GetClipX(collider, moveVector.X);
}
position = originalPosition;
body.Move(moveVector.X, 0, 0);
ResolveYCollisionIndependent(ref position, movement.Y);
Vector3 tempPosX = new Vector3(position.X + movement.X, position.Y, position.Z);
if (!HasCollision(GetBoundingBoxAt(tempPosX)))
foreach (AABB collider in collisionChecks)
{
position.X = tempPosX.X;
}
else
{
ResolveXCollisionIndependent(ref position, movement.X);
moveVector.Y = body.GetClipY(collider, moveVector.Y);
}
Vector3 tempPosZ = new Vector3(position.X, position.Y, position.Z + movement.Z);
if (!HasCollision(GetBoundingBoxAt(tempPosZ)))
{
position.Z = tempPosZ.Z;
}
else
{
ResolveZCollisionIndependent(ref position, movement.Z);
}
}
body.Move(0, moveVector.Y, 0);
private void ResolveYCollisionIndependent(ref Vector3 position, float velocityY)
{
if (velocityY == 0) return;
Vector3 testPos = new Vector3(position.X, position.Y + velocityY, position.Z);
AABB testBox = GetBoundingBoxAt(testPos);
if (HasCollision(testBox))
foreach (AABB collider in collisionChecks)
{
if (velocityY > 0)
{
float ceilingY = GetCeilingHeight(testBox);
position.Y = ceilingY - (Height / 2);
Velocity.Y = 0;
}
else // Hitting floor
{
float floorY = GetFloorHeight(testBox);
position.Y = floorY + (Height / 2);
Velocity.Y = 0;
OnGround = true;
}
}
else
{
position.Y += velocityY;
}
}
private void ResolveXCollisionIndependent(ref Vector3 position, float velocityX)
{
if (velocityX == 0) return;
// Check if we're already inside a block at current position
AABB currentBox = GetBoundingBoxAt(new Vector3(position.X, position.Y, position.Z));
if (HasCollision(currentBox))
{
// Already inside a block, allow movement to escape
position.X += velocityX;
return;
moveVector.Z = body.GetClipZ(collider, moveVector.Z);
}
float direction = Math.Sign(velocityX);
float checkDistance = Math.Abs(velocityX) + COLLISION_EPSILON;
body.Move(0, 0, moveVector.Z);
for (float offset = 0; offset <= checkDistance; offset += 0.1f)
if (moveVector.X != originalVector.X)
{
float testX = position.X + (offset * direction);
AABB testBox = GetBoundingBoxAt(new Vector3(testX, position.Y, position.Z));
if (HasCollision(testBox))
{
if (direction > 0)
{
position.X = GetRightWallPosition(testBox) - (Width / 2) - COLLISION_EPSILON;
}
else
{
position.X = GetLeftWallPosition(testBox) + (Width / 2) + COLLISION_EPSILON;
}
Velocity.X = 0;
return;
}
Velocity.X = 0; Console.WriteLine("Collided X");
}
// No collision found, apply full movement
position.X += velocityX;
}
private void ResolveZCollisionIndependent(ref Vector3 position, float velocityZ)
{
if (velocityZ == 0) return;
// Check if we're already inside a block at current position
AABB currentBox = GetBoundingBoxAt(new Vector3(position.X, position.Y, position.Z));
if (HasCollision(currentBox))
if (moveVector.Y != originalVector.Y)
{
// Already inside a block, allow movement to escape
position.Z += velocityZ;
return;
Velocity.Y = 0;
}
float direction = Math.Sign(velocityZ);
float checkDistance = Math.Abs(velocityZ) + COLLISION_EPSILON;
for (float offset = 0; offset <= checkDistance; offset += 0.01f)
if (moveVector.Z != originalVector.Z)
{
float testZ = position.Z + (offset * direction);
AABB testBox = GetBoundingBoxAt(new Vector3(position.X, position.Y, testZ));
if (HasCollision(testBox))
{
if (direction > 0) // Moving forward
{
position.Z = GetFrontWallPosition(testBox) - (Width / 2);
}
else // Moving backward
{
position.Z = GetBackWallPosition(testBox) + (Width / 2);
}
Velocity.Z = 0;
return;
}
Velocity.Z = 0; Console.WriteLine("Collided Z");
}
// No collision found, apply full movement
position.Z += velocityZ;
}
OnGround = moveVector.Y != originalVector.Y && originalVector.Y < 0;
private float GetFloorHeight(AABB box)
{
int minX = BlockCoordMin(box.Min.X);
int maxX = BlockCoordMax(box.Max.X);
int minZ = BlockCoordMin(box.Min.Z);
int maxZ = BlockCoordMax(box.Max.Z);
int checkY = BlockCoordMin(box.Min.Y);
float highestFloor = float.MinValue;
for (int x = minX; x <= maxX; x++)
{
for (int z = minZ; z <= maxZ; z++)
{
Blocks block = _world.GetBlock(x, checkY, z);
if (block != Blocks.Air)
{
highestFloor = Math.Max(highestFloor, checkY + 1); // Top of the block
}
}
}
return highestFloor != float.MinValue ? highestFloor : box.Min.Y;
}
private float GetCeilingHeight(AABB box)
{
int minX = BlockCoordMin(box.Min.X);
int maxX = BlockCoordMax(box.Max.X);
int minZ = BlockCoordMin(box.Min.Z);
int maxZ = BlockCoordMax(box.Max.Z);
int checkY = BlockCoordMax(box.Max.Y);
float lowestCeiling = float.MaxValue;
for (int x = minX; x <= maxX; x++)
{
for (int z = minZ; z <= maxZ; z++)
{
Blocks block = _world.GetBlock(x, checkY, z);
if (block != Blocks.Air)
{
lowestCeiling = Math.Min(lowestCeiling, checkY); // Bottom of the block
}
}
}
return lowestCeiling != float.MaxValue ? lowestCeiling : box.Max.Y;
}
private float GetLeftWallPosition(AABB box)
{
int minY = BlockCoordMin(box.Min.Y);
int maxY = BlockCoordMax(box.Max.Y);
int minZ = BlockCoordMin(box.Min.Z);
int maxZ = BlockCoordMax(box.Max.Z);
int checkX = BlockCoordMin(box.Min.X);
float rightmostWall = float.MinValue;
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
Blocks block = _world.GetBlock(checkX, y, z);
if (block != Blocks.Air)
{
rightmostWall = Math.Max(rightmostWall, checkX + 1); // Right side of the block
}
}
}
return rightmostWall != float.MinValue ? rightmostWall : box.Min.X;
}
private float GetRightWallPosition(AABB box)
{
int minY = BlockCoordMin(box.Min.Y);
int maxY = BlockCoordMax(box.Max.Y);
int minZ = BlockCoordMin(box.Min.Z);
int maxZ = BlockCoordMax(box.Max.Z);
int checkX = BlockCoordMax(box.Max.X);
float leftmostWall = float.MaxValue;
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
Blocks block = _world.GetBlock(checkX, y, z);
if (block != Blocks.Air)
{
leftmostWall = Math.Min(leftmostWall, checkX); // Left side of the block
}
}
}
return leftmostWall != float.MaxValue ? leftmostWall : box.Max.X;
}
private float GetBackWallPosition(AABB box)
{
int minX = BlockCoordMin(box.Min.X);
int maxX = BlockCoordMax(box.Max.X);
int minY = BlockCoordMin(box.Min.Y);
int maxY = BlockCoordMax(box.Max.Y);
int checkZ = BlockCoordMin(box.Min.Z);
float frontmostWall = float.MinValue;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
Blocks block = _world.GetBlock(x, y, checkZ);
if (block != Blocks.Air)
{
frontmostWall = Math.Max(frontmostWall, checkZ + 1); // Front side of the block
}
}
}
return frontmostWall != float.MinValue ? frontmostWall : box.Min.Z;
}
private float GetFrontWallPosition(AABB box)
{
int minX = BlockCoordMin(box.Min.X);
int maxX = BlockCoordMax(box.Max.X);
int minY = BlockCoordMin(box.Min.Y);
int maxY = BlockCoordMax(box.Max.Y);
int checkZ = BlockCoordMax(box.Max.Z);
float backmostWall = float.MaxValue;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
Blocks block = _world.GetBlock(x, y, checkZ);
if (block != Blocks.Air)
{
backmostWall = Math.Min(backmostWall, checkZ); // Back side of the block
}
}
}
return backmostWall != float.MaxValue ? backmostWall : box.Max.Z;
}
public bool HasCollision(AABB box)
{
int minX = BlockCoordMin(box.Min.X);
int maxX = BlockCoordMax(box.Max.X);
int minY = BlockCoordMin(box.Min.Y);
int maxY = BlockCoordMax(box.Max.Y);
int minZ = BlockCoordMin(box.Min.Z);
int maxZ = BlockCoordMax(box.Max.Z);
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
Blocks block = _world.GetBlock(x, y, z);
if (block != Blocks.Air)
{
return true;
}
}
}
}
return false;
Position = new Vector3(body.GetCenter().X, body.Min.Y, body.GetCenter().Z);
}
public void ApplyImpulse(Vector3 force)
{
Velocity += force;
}
public AABB GetBoundingBox()
{
return GetBoundingBoxAt(Position);
}
public AABB GetBoundingBoxAt(Vector3 position)
{
float halfWidth = Width / 2;
float halfHeight = Height / 2;
Vector3 min = new Vector3(
position.X - halfWidth,
position.Y - halfHeight, // Center Y minus half height
position.Z - halfWidth
);
Vector3 max = new Vector3(
position.X + halfWidth,
position.Y + halfHeight, // Center Y plus half height
position.Z + halfWidth
);
return new AABB(min, max);
}
public void UpdateOnGround()
{
AABB box = GetBoundingBox();
float yCheck = box.Min.Y - COLLISION_EPSILON;
int minX = (int)MathF.Floor(box.Min.X);
int maxX = (int)MathF.Floor(box.Max.X);
int minZ = (int)MathF.Floor(box.Min.Z);
int maxZ = (int)MathF.Floor(box.Max.Z);
OnGround = false;
for (int x = minX; x <= maxX; x++)
{
for (int z = minZ; z <= maxZ; z++)
{
Blocks block = _world.GetBlock(x, (int)MathF.Floor(yCheck), z);
if (block != Blocks.Air)
{
OnGround = true;
return;
}
}
}
}
}
}

View File

@@ -102,7 +102,7 @@ namespace Voxel
public void Update(float deltaTime, float alpha)
{
Camera.Position = Vector3.Lerp(previousPosition, Position, alpha) + Vector3.UnitY * 0.62f;
Camera.Position = Vector3.Lerp(previousPosition, Position, alpha) + Vector3.UnitY * 1.62f;
Rotation = Camera.Yaw;
if (lastClick > 0)

View File

@@ -67,6 +67,7 @@ namespace Voxel
Renderer.Render();
SwapBuffers();
Thread.Sleep(5);
}
protected override void OnFramebufferResize(FramebufferResizeEventArgs e)

View File

@@ -1,6 +1,4 @@
using OpenTK.Mathematics;
using System.Collections.Generic;
using System.Drawing;
namespace Voxel
{
@@ -62,22 +60,17 @@ namespace Voxel
int centerX = (int)Math.Floor(playerPosition.X / Chunk.Size);
int centerZ = (int)Math.Floor(playerPosition.Z / Chunk.Size);
// Quick check - skip if still in same chunk
if ((centerX == _lastCenter.x && centerZ == _lastCenter.z) && chunkLoadingInitialized)
return;
_lastCenter = (centerX, centerZ);
// Calculate bounds
int minX = centerX - _loadDistance;
int maxX = centerX + _loadDistance;
int minZ = centerZ - _loadDistance;
int maxZ = centerZ + _loadDistance;
// Unload chunks outside range
UnloadDistantChunks(minX, maxX, minZ, maxZ);
// Load chunks inside range
LoadChunksInRange(minX, maxX, minZ, maxZ);
chunkLoadingInitialized = true;
@@ -347,9 +340,35 @@ namespace Voxel
return (false, Blocks.Air, 0, 0, 0, Vector3i.Zero);
}
public void Update()
public List<AABB> GetColliders(AABB body)
{
List<AABB> collisions = new List<AABB>();
int minX = (int)Math.Floor(body.Min.X);
int maxX = (int)Math.Ceiling(body.Max.X) - 1;
int minY = (int)Math.Floor(body.Min.Y);
int maxY = (int)Math.Ceiling(body.Max.Y) - 1;
int minZ = (int)Math.Floor(body.Min.Z);
int maxZ = (int)Math.Ceiling(body.Max.Z) - 1;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
if (GetBlock(x, y, z) != Blocks.Air)
{
collisions.Add(new AABB(
new Vector3(x, y, z),
new Vector3(x + 1, y + 1, z + 1)
));
}
}
}
}
return collisions;
}
}
}