optimize physics

This commit is contained in:
mat 2024-02-25 16:53:08 -06:00
parent 13426b035e
commit 018ab55bdb
10 changed files with 201 additions and 23 deletions

3
Cargo.lock generated
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@ -457,6 +457,7 @@ dependencies = [
"bevy_app",
"bevy_ecs",
"bevy_time",
"nohash-hasher",
"once_cell",
"parking_lot",
"tracing",
@ -543,10 +544,10 @@ dependencies = [
"bevy_ecs",
"criterion",
"derive_more",
"enum-as-inner",
"nohash-hasher",
"once_cell",
"parking_lot",
"rustc-hash",
"serde",
"serde_json",
"simdnbt",

0
Cargo.toml Executable file → Normal file
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@ -397,9 +397,7 @@ impl simdnbt::FromNbtTag for FormattedText {
trace!("keybind text components aren't yet supported");
return None;
} else {
let Some(_nbt) = compound.get("nbt") else {
return None;
};
let _nbt = compound.get("nbt")?;
let _separator = FormattedText::parse_separator_nbt(compound)?;
let _interpret = match compound.get("interpret") {

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@ -20,6 +20,7 @@ bevy_ecs = "0.13.0"
tracing = "0.1.40"
once_cell = "1.19.0"
parking_lot = "^0.12.1"
nohash-hasher = "0.2.0"
[dev-dependencies]
bevy_time = "0.13.0"

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@ -4,11 +4,11 @@ use azalea_block::BlockState;
use azalea_core::{
cursor3d::{Cursor3d, CursorIterationType},
math::EPSILON,
position::{ChunkPos, ChunkSectionPos},
position::{BlockPos, ChunkPos, ChunkSectionBlockPos, ChunkSectionPos},
};
use azalea_world::{Chunk, Instance};
use parking_lot::RwLock;
use std::{ops::Deref, sync::Arc};
use std::sync::Arc;
pub fn get_block_collisions(world: &Instance, aabb: AABB) -> BlockCollisions<'_> {
BlockCollisions::new(world, aabb)
@ -20,6 +20,8 @@ pub struct BlockCollisions<'a> {
pub entity_shape: VoxelShape,
pub cursor: Cursor3d,
pub only_suffocating_blocks: bool,
cached_sections: Vec<(ChunkSectionPos, azalea_world::Section)>,
}
impl<'a> BlockCollisions<'a> {
@ -40,6 +42,8 @@ impl<'a> BlockCollisions<'a> {
entity_shape: VoxelShape::from(aabb),
cursor,
only_suffocating_blocks: false,
cached_sections: Vec::new(),
}
}
@ -63,6 +67,36 @@ impl<'a> BlockCollisions<'a> {
self.world.chunks.get(&chunk_pos)
}
fn get_block_state(&mut self, block_pos: BlockPos) -> BlockState {
let section_pos = ChunkSectionPos::from(block_pos);
let section_block_pos = ChunkSectionBlockPos::from(block_pos);
for (cached_section_pos, cached_section) in &self.cached_sections {
if section_pos == *cached_section_pos {
return cached_section.get(section_block_pos);
}
}
let chunk = self.get_chunk(block_pos.x, block_pos.z);
let Some(chunk) = chunk else {
return BlockState::AIR;
};
let chunk = chunk.read();
let sections = &chunk.sections;
let section_index =
azalea_world::chunk_storage::section_index(block_pos.y, self.world.chunks.min_y)
as usize;
let Some(section) = sections.get(section_index) else {
return BlockState::AIR;
};
self.cached_sections.push((section_pos, section.clone()));
section.get(section_block_pos)
}
}
impl<'a> Iterator for BlockCollisions<'a> {
@ -74,24 +108,18 @@ impl<'a> Iterator for BlockCollisions<'a> {
continue;
}
let chunk = self.get_chunk(item.pos.x, item.pos.z);
let Some(chunk) = chunk else {
continue;
};
let block_state = self.get_block_state(item.pos);
let pos = item.pos;
let block_state: BlockState = chunk
.read()
.get(&(&pos).into(), self.world.chunks.min_y)
.unwrap_or(BlockState::AIR);
if block_state.is_air() {
// fast path since we can't collide with air
continue;
}
// TODO: continue if self.only_suffocating_blocks and the block is not
// suffocating
let block_shape = block_state.shape();
// if it's a full block do a faster collision check
if block_shape == BLOCK_SHAPE.deref() {
if block_state.is_shape_full() {
if !self.aabb.intersects_aabb(&AABB {
min_x: item.pos.x as f64,
min_y: item.pos.y as f64,
@ -103,13 +131,15 @@ impl<'a> Iterator for BlockCollisions<'a> {
continue;
}
return Some(block_shape.move_relative(
return Some(BLOCK_SHAPE.move_relative(
item.pos.x as f64,
item.pos.y as f64,
item.pos.z as f64,
));
}
let block_shape = block_state.shape();
let block_shape =
block_shape.move_relative(item.pos.x as f64, item.pos.y as f64, item.pos.z as f64);
// if the entity shape and block shape don't collide, continue

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@ -19,7 +19,6 @@ azalea-inventory = { version = "0.9.0", path = "../azalea-inventory" }
azalea-registry = { path = "../azalea-registry", version = "0.9.0" }
bevy_ecs = "0.13.0"
derive_more = { version = "0.99.17", features = ["deref", "deref_mut"] }
enum-as-inner = "0.6.0"
tracing = "0.1.40"
nohash-hasher = "0.2.0"
once_cell = "1.19.0"
@ -28,6 +27,7 @@ thiserror = "1.0.57"
uuid = "1.7.0"
serde_json = "1.0.113"
serde = "1.0.196"
rustc-hash = "1.1.0"
[dev-dependencies]
azalea-client = { path = "../azalea-client" }

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@ -3,6 +3,7 @@ use bevy_ecs::{component::Component, system::Resource};
use derive_more::{Deref, DerefMut};
use nohash_hasher::IntMap;
use parking_lot::RwLock;
use rustc_hash::FxHashMap;
use std::{
collections::HashMap,
sync::{Arc, Weak},
@ -27,7 +28,7 @@ pub struct InstanceContainer {
// telling them apart. We hope most servers are nice and don't do that though. It's only an
// issue when there's multiple clients with the same WorldContainer in different worlds
// anyways.
pub instances: HashMap<ResourceLocation, Weak<RwLock<Instance>>>,
pub instances: FxHashMap<ResourceLocation, Weak<RwLock<Instance>>>,
}
impl InstanceContainer {

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@ -57,3 +57,7 @@ log = ["azalea-client/log"]
[[bench]]
name = "pathfinder"
harness = false
[[bench]]
name = "physics"
harness = false

144
azalea/benches/physics.rs Normal file
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@ -0,0 +1,144 @@
use std::{hint::black_box, sync::Arc, time::Duration};
use azalea::{
pathfinder::{
astar::{self, a_star},
goals::{BlockPosGoal, Goal},
mining::MiningCache,
simulation::{SimulatedPlayerBundle, Simulation, SimulationSet},
world::CachedWorld,
},
BlockPos, Vec3,
};
use azalea_core::position::{ChunkBlockPos, ChunkPos};
use azalea_inventory::Menu;
use azalea_world::{Chunk, ChunkStorage, PartialChunkStorage};
use criterion::{criterion_group, criterion_main, Bencher, Criterion};
use parking_lot::RwLock;
#[allow(dead_code)]
fn generate_world(partial_chunks: &mut PartialChunkStorage, size: u32) -> ChunkStorage {
let size = size as i32;
let mut chunks = ChunkStorage::default();
for chunk_x in -size..size {
for chunk_z in -size..size {
let chunk_pos = ChunkPos::new(chunk_x, chunk_z);
partial_chunks.set(&chunk_pos, Some(Chunk::default()), &mut chunks);
}
}
// for chunk_x in -size..size {
// for chunk_z in -size..size {
// let chunk_pos = ChunkPos::new(chunk_x, chunk_z);
// let chunk = chunks.get(&chunk_pos).unwrap();
// let mut chunk = chunk.write();
// for x in 0..16_u8 {
// for z in 0..16_u8 {
// chunk.set(
// &ChunkBlockPos::new(x, 1, z),
// azalea_registry::Block::Bedrock.into(),
// chunks.min_y,
// );
// if rng.gen_bool(0.5) {
// chunk.set(
// &ChunkBlockPos::new(x, 2, z),
// azalea_registry::Block::Bedrock.into(),
// chunks.min_y,
// );
// }
// }
// }
// }
// }
// let mut start = BlockPos::new(-64, 4, -64);
// // move start down until it's on a solid block
// while chunks.get_block_state(&start).unwrap().is_air() {
// start = start.down(1);
// }
// start = start.up(1);
// let mut end = BlockPos::new(63, 4, 63);
// // move end down until it's on a solid block
// while chunks.get_block_state(&end).unwrap().is_air() {
// end = end.down(1);
// }
// end = end.up(1);
chunks
}
fn generate_mining_world(
partial_chunks: &mut PartialChunkStorage,
size: u32,
) -> (ChunkStorage, BlockPos, BlockPos) {
let size = size as i32;
let mut chunks = ChunkStorage::default();
for chunk_x in -size..size {
for chunk_z in -size..size {
let chunk_pos = ChunkPos::new(chunk_x, chunk_z);
partial_chunks.set(&chunk_pos, Some(Chunk::default()), &mut chunks);
}
}
// let mut rng = StdRng::seed_from_u64(0);
for chunk_x in -size..size {
for chunk_z in -size..size {
let chunk_pos = ChunkPos::new(chunk_x, chunk_z);
let chunk = chunks.get(&chunk_pos).unwrap();
let mut chunk = chunk.write();
for y in chunks.min_y..(chunks.min_y + chunks.height as i32) {
for x in 0..16_u8 {
for z in 0..16_u8 {
chunk.set(
&ChunkBlockPos::new(x, y, z),
azalea_registry::Block::Stone.into(),
chunks.min_y,
);
}
}
}
}
}
let start = BlockPos::new(-64, 4, -64);
let end = BlockPos::new(0, 4, 0);
(chunks, start, end)
}
fn run_physics_benchmark(b: &mut Bencher<'_>) {
let mut partial_chunks = PartialChunkStorage::new(32);
let world = generate_world(&mut partial_chunks, 4);
let mut simulation_set = SimulationSet::new(world);
// let entity = simulation_set.spawn(SimulatedPlayerBundle::new(Vec3::new(0.0,
// 4.0, 0.0))); for _ in 0..20 {
// simulation_set.tick();
// println!("tick over");
// }
// simulation_set.despawn(entity);
// std::process::exit(0);
b.iter(|| {
let entity = simulation_set.spawn(SimulatedPlayerBundle::new(Vec3::new(0.0, 4.0, 0.0)));
for _ in 0..20 {
simulation_set.tick();
}
simulation_set.despawn(entity);
})
}
fn bench_pathfinder(c: &mut Criterion) {
c.bench_function("physics", |b| {
run_physics_benchmark(b);
});
}
criterion_group!(benches, bench_pathfinder);
criterion_main!(benches);

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@ -113,8 +113,7 @@ fn create_simulation_player(
));
entity.insert(player);
let entity_id = entity.id();
entity_id
entity.id()
}
/// Simulate the Minecraft world to see if certain movements would be possible.