Optimize collision queries with spatial grid and improve movement CCD

This commit is contained in:
Kelsi 2026-02-03 16:21:48 -08:00
parent a3f351f395
commit baca09828e
9 changed files with 627 additions and 15 deletions

View file

@ -5,6 +5,7 @@
#include <glm/glm.hpp>
#include <memory>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include <string>
#include <optional>
@ -58,6 +59,8 @@ struct M2Instance {
float scale;
glm::mat4 modelMatrix;
glm::mat4 invModelMatrix;
glm::vec3 worldBoundsMin;
glm::vec3 worldBoundsMax;
// Animation state
float animTime = 0.0f; // Current animation time
@ -163,6 +166,16 @@ public:
*/
float raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const;
/**
* Limit expensive collision/raycast queries to objects near a focus point.
*/
void setCollisionFocus(const glm::vec3& worldPos, float radius);
void clearCollisionFocus();
void resetQueryStats();
double getQueryTimeMs() const { return queryTimeMs; }
uint32_t getQueryCallCount() const { return queryCallCount; }
// Stats
uint32_t getModelCount() const { return static_cast<uint32_t>(models.size()); }
uint32_t getInstanceCount() const { return static_cast<uint32_t>(instances.size()); }
@ -186,6 +199,42 @@ private:
// Lighting uniforms
glm::vec3 lightDir = glm::vec3(0.5f, 0.5f, 1.0f);
glm::vec3 ambientColor = glm::vec3(0.4f, 0.4f, 0.45f);
// Optional query-space culling for collision/raycast hot paths.
bool collisionFocusEnabled = false;
glm::vec3 collisionFocusPos = glm::vec3(0.0f);
float collisionFocusRadius = 0.0f;
float collisionFocusRadiusSq = 0.0f;
struct GridCell {
int x;
int y;
int z;
bool operator==(const GridCell& other) const {
return x == other.x && y == other.y && z == other.z;
}
};
struct GridCellHash {
size_t operator()(const GridCell& c) const {
size_t h1 = std::hash<int>()(c.x);
size_t h2 = std::hash<int>()(c.y);
size_t h3 = std::hash<int>()(c.z);
return h1 ^ (h2 * 0x9e3779b9u) ^ (h3 * 0x85ebca6bu);
}
};
GridCell toCell(const glm::vec3& p) const;
void rebuildSpatialIndex();
void gatherCandidates(const glm::vec3& queryMin, const glm::vec3& queryMax, std::vector<size_t>& outIndices) const;
static constexpr float SPATIAL_CELL_SIZE = 64.0f;
std::unordered_map<GridCell, std::vector<uint32_t>, GridCellHash> spatialGrid;
std::unordered_map<uint32_t, size_t> instanceIndexById;
mutable std::vector<size_t> candidateScratch;
mutable std::unordered_set<uint32_t> candidateIdScratch;
// Collision query profiling (per frame).
mutable double queryTimeMs = 0.0;
mutable uint32_t queryCallCount = 0;
};
} // namespace rendering