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Dynamic AABB Tree native extension with Branch and Bound Algorithm for Defold Engine

Home Page: https://selimanac.github.io/

C++ 88.70% Go 1.20% Lua 4.06% C 6.05%
aabb defold-game-engine defold collision collision-detection native-extension defold-library

daabbcc's Introduction

DAABBCC

This is a Dynamic AABB Tree native extension with Branch and Bound Algorithm for Defold Engine.
DAABBCC build by using Box2D’s Dynamic Tree.

Branch and Bound implementation by Randy Gaul
Radix sort by Mathias Westerdahl
Box2D Copyright (c) 2009 Erin Catto http://www.box2d.org

What is DAABBCC?

A Dynamic AABB Tree is a binary search algorithm for fast overlap testing. Dynamic AABB trees are good for general purpose use, and can handle moving objects very well. The data structure provides an efficient way of detecting potential overlap between objects. DAABBCC does not contain narrow-phase collision detection.

You can use it whenever precise collision manifold(narrow-phase) is not required.

Installation

You can use the DAABBCC in your own project by adding this project as a Defold library dependency.
Open your game.project file and in the dependencies field under project add:

https://github.com/selimanac/DAABBCC/archive/refs/tags/v2.1.2.zip

Example

https://github.com/selimanac/space-shooter-daabbcc

Release Notes

2.1.2

  • Internal Update Frequency added. Default value is set from game.project file (display.frequency).
    It is now possible to set a new internal(independent from Defold game loop) update frequency by using aabb.update_frequency().
  • Fixed #9

2.1.1

  • Table count added to query results.
  • Documentation update

2.1

  • It is now possible to sort results by distance. Use raycast_sort, query_id_sort, query_sort according to your needs #5.
  • Automated position updates for Defold Gameobjects #6.
  • External Array and HashTable libs are removed.
  • Group limit removed (previously the number of groups was limited to 20)
  • Remove Gameobject when AABB or Group removed
  • Clear function added for removing and resetting everything.
  • Stop/Resume for automated Gameobject position updates.
  • All query results return nil when they are empty. No need to check #count anymore.

2.0

This is a complete rewritten version by using Box2D’s Dynamic Tree.

  • API revised and simplified
  • Nearly 6x performance increment according to v1.x (4800 sprites vs 500 sprites)
  • Low cpu usage
  • Experimental narrow phase collision detections removed

1.1

Final 1.x release.

  • Updated cute_c2 version to 1.05

1.0

Initial release.

API

aabb.new_group()

New empty group for AABBs.

RETURN

  • group_id (int) - New group ID.

EXAMPLE

   local group_id = aabb.new_group()

aabb.insert(group_id, x, y, width, height)

Insert AABB into the group.

PARAMETERS

  • group_id (int) - Group ID.
  • x (number) - X position of AABB.
  • y (number) - Y position of AABB.
  • width (int) - Width of AABB.
  • height (int) - Height of AABB.

RETURN

  • aabb_id (int) - New AABB ID.

EXAMPLE

	
    local x = 0
    local y = 0
    local width = 50
    local height = 50
    local group_id = aabb.new_group()

    local aabb_id = aabb.insert(group_id, x, y, width, height)

    -- OR --

    self.pos = go.get_position(".")
    self.size = go.get("#sprite", "size")
    self.group_id = aabb.new_group()

    self.aabb_id = aabb.insert(self.group_id, self.pos.x , self.pos.y, self.size.x, self.size.y)

aabb.insert_gameobject(group_id, url, width, height)

Insert Gameobject and the associated AABB into a group.
Most suitable for moving gameobjects. If your gameobject is static then use aabb.insert instead.

PARAMETERS

  • group_id (int) - Group ID.
  • url (msg.url) - URL of Gameobject.
  • width (int) - Width of AABB.
  • height (int) - Height of AABB.

RETURN

  • aabb_id (int) - New AABB ID.

EXAMPLE

	
    local go_url = msg.url("/go")
    local width = 50
    local height = 50
    local group_id = aabb.new_group()

    local aabb_id = aabb.insert_gameobject(group_id, go_url, width, height)
    

aabb.update(group_id, aabb_id, x, y, width, height)

Updates the AABB position and size when you change its position or size.
Gameobject AABB positions will be overwritten.

PARAMETERS

  • group_id (int) - Group ID.
  • aabb_id (int) - AABB ID.
  • x (number) - X position of AABB.
  • y (number) - Y position of AABB.
  • width (int) - Width of AABB.
  • height (int) - Height of AABB.

EXAMPLE

    local x = 0
    local y = 0
    local width = 50
    local height = 50
    local group_id = aabb.new_group()
    local aabb_id = aabb.insert(group_id, x, y, width, height)
 
    local new_x = 10
    local new_y = 10
    local new_w = 60
    local new_h = 60

    aabb.update(group_id, aabb_id, new_x, new_y, new_w, new_h)
    

aabb.update_gameobject(group_id, aabb_id, w, h)

Updates the AABB size related to the Gameobject.

PARAMETERS

  • group_id (int) - Group ID.
  • aabb_id (int) - AABB ID.
  • width (int) - Width of AABB.
  • height (int) - Height of AABB.

EXAMPLE

    local go_url = msg.url("/go")
    local width = 50
    local height = 50
    local group_id = aabb.new_group()
    local aabb_id = aabb.insert_gameobject(group_id, go_url, width, height)
	
    local new_w = 60
    local new_h = 60

    aabb.update_gameobject(group_id, aabb_id,  new_w, new_h)
    

aabb.query_id(group_id, aabb_id)

Query the possible overlaps using AABB ID.

PARAMETERS

  • group_id (int) - Group ID.
  • aabb_id (int) - AABB ID.

RETURN

  • result (table) - Table of possible overlapping AABBs.
  • count (int) - Count of result table.

EXAMPLE

    local go_url = msg.url("/go")
    local width = 50
    local height = 50
    local group_id = aabb.new_group()
    local aabb_id = aabb.insert_gameobject(group_id, go_url, width, height)

    local result, count = aabb.query_id(group_id, aabb_id)

    if result then
        for i = 1, count do
            print(result[i])
        end
    end
    

aabb.query(group_id, x, y, width, height)

Query the possible overlaps without AABB ID.

PARAMETERS

  • group_id (int) - Group ID.
  • x (number) - X position.
  • y (number) - Y position.
  • width (int) - Width.
  • height (int) - Height.

RETURN

  • result (table) - Table of possible overlapping AABBs.
  • count (int) - Count of result table.

EXAMPLE

    local x = 0
    local y = 0
    local width = 50
    local height = 50
    local group_id = aabb.new_group()
   

   local result, count = aabb.query(group_id, x, y, width, height)
    
    if result then
        for i = 1, count do
            print(result[i])
        end
    end
    

aabb.query_id_sort(group_id, aabb_id)

Query the possible overlaps using AABB ID.
Returns result table with ids and distance, ordered by closest first.

PARAMETERS

  • group_id (int) - Group ID.
  • aabb_id (int) - AABB ID.

RETURN

  • result (table) - Table of possible overlapping AABBs. Result table contains aabb_id and distance.
  • count (int) - Count of result table.

EXAMPLE

    local go_url = msg.url("/go")
    local width = 50
    local height = 50
    local group_id = aabb.new_group()
    local aabb_id = aabb.insert_gameobject(group_id, go_url, width, height)

    local result, count = aabb.query_id_sort(group_id, aabb_id)

    if result then
        for i = 1, count do
            print(result[i])
        end
    end
    

aabb.query_sort(group_id, x, y, width, height)

Query the possible overlaps without AABB ID.
Returns result table with ids and distance, ordered by closest first.

PARAMETERS

  • group_id (int) - Group ID.
  • x (number) - X position.
  • y (number) - Y position.
  • width (int) - Width.
  • height (int) - Height.

RETURN

  • result (table) - Table of possible overlapping AABBs. Result table contains aabb_id and distance.
  • count (int) - Count of result table.

EXAMPLE

    local x = 0
    local y = 0
    local width = 50
    local height = 50
    local group_id = aabb.new_group()

    local result, count = aabb.query_sort(group_id, x, y, width, height)
    
    if result then
        for i = 1, count do
            print(result[i])
        end
    end
    
    

aabb.raycast(group_id, start_x, start_y, end_x, end_y)

Query the possible overlaps using RAYCAST.

PARAMETERS

  • group_id (int) - Group ID.
  • start_x (number) - Ray start position X.
  • start_y (number) - Ray start position Y.
  • end_x (number) - Ray end position X.
  • end_y (number) - Ray end position Y.

RETURN

  • result (table) - Table of possible overlapping AABBs.
  • count (int) - Count of result table.

EXAMPLE

    local group_id = aabb.new_group()

    local ray_start = vmath.vector3(0, 0, 0)
    local ray_end = vmath.vector3(365, 370, 0)

    local result, count = aabb.raycast(group_id, ray_start.x, ray_start.y, ray_end.x, ray_end.y)
    
    if result then
        for i = 1, count do
            print(result[i])
        end
    end
    
    

aabb.raycast_sort(group_id, start_x, start_y, end_x, end_y)

Query the possible overlaps using RAYCAST.
Returns result table with ids and distance, ordered by closest first.

PARAMETERS

  • group_id (int) - Group ID.
  • start_x (number) - Ray start position X.
  • start_y (number) - Ray start position Y.
  • end_x (number) - Ray end position X.
  • end_y (number) - Ray end position Y.

RETURN

  • result (table) - Table of possible overlapping AABBs. Result table contains aabb_id and distance.
  • count (int) - Count of result table.

EXAMPLE

    local group_id = aabb.new_group()

    local ray_start = vmath.vector3(0, 0, 0)
    local ray_end = vmath.vector3(365, 370, 0)

    local result, count = aabb.raycast_sort(group_id, ray_start.x, ray_start.y, ray_end.x, ray_end.y)
    
    if result then
        for i = 1, count do
            print(result[i])
        end
    end
    
    

aabb.remove_group(group_id)

Removes the group and all associated AABBs and Gameobjects.

PARAMETERS

  • group_id (int) - Group ID.

EXAMPLE

    local group_id = aabb.new_group()

    aabb.remove_group(group_id)

aabb.remove(group_id, aabb_id)

Removes the AABB and Gameobject from group.

PARAMETERS

  • group_id (int) - Group ID.
  • aabb_id (int) - AABB ID.

EXAMPLE

    local go_url = msg.url("/go")
    local width = 50
    local height = 50
    local group_id = aabb.new_group()
    local aabb_id = aabb.insert_gameobject(group_id, go_url, width, height)

    aabb.remove(group_id, aabb_id)

aabb.remove_gameobject(group_id, aabb_id)

Removes gameobject and the associated AABB.
You don't need to call aabb.remove again for removing AABB.

PARAMETERS

  • group_id (int) - Group ID.
  • aabb_id (int) - AABB ID.

EXAMPLE

    local go_url = msg.url("/go")
    local width = 50
    local height = 50
    local group_id = aabb.new_group()
    local aabb_id = aabb.insert_gameobject(group_id, go_url, width, height)

    aabb.remove_gameobject(group_id, aabb_id)

aabb.run(state)

Stop/resume Gameobject position update iteration. It is true by default, but does not iterate when when there are no Gameobjects registered.

PARAMETERS

  • state (boolean) - True/False

EXAMPLE

    aabb.run(true)

aabb.clear()

Clear everything (AABBs,groups, gameobjects) and reset to initial state.

EXAMPLE

    aabb.clear()

aabb.update_frequency(update_frequency)

It is possible to set a independent update frequency for gameobject loop. Default value is set from game.project file(display.frequency).

PARAMETERS

  • update_frequency (int) - Update Frequency.

EXAMPLE

    aabb.update_frequency(5)

Notes

  • Performance is heavily dependent on CPU load.
  • For objects that do not move, it is advised to use aabb.insert() instead of aabb.insert_gameobject() to avoid unnecessary calculations.

Games using DAABBCC

Void Scrappers

DAABBCC

Developer: 8BitSkull
Publisher: 8BitSkull
Release Date: 21 Oct, 2022
Steam: https://store.steampowered.com/app/2005210/Void_Scrappers/
Switch: https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Void-Scrappers-2344179.html.

Bore Blast

DAABBCC

Developer: 8BitSkull
Publisher: 8BitSkull
Release Date: 8 Mar, 2024
Steam: https://store.steampowered.com/app/2398170/BORE_BLASTERS/
Switch: TBA

daabbcc's People

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daabbcc's Issues

Automate position updates (track game object position automatically)

I use go.animate() to move a lot of objects in a performant way. However I need to constantly update the aabb position for these objects, which means go.get_position() followed by aabb.update(). In my test, doing lots of updates was worse than the collision checking queries.

Britzl on Defold forums:
"The dmGameObject namespace has getPosition() but it requires a dmGameObject::HInstance. Not sure if there is a way to pass ids from Lua and turn them into dmGameObject::HInstance. If there is then you could provide the extension with a bunch of ids to keep updated and in the extension update function you could get the positions and update the aabb’s. @JCash will know if this is possible or not."

raycast / raycast_query crash when length of raycast is 0

Noticed this when I was doing a raycast for a moving object. For some reason some of my frames had a dt of 0, meaning I would check the same starting and end position.

Assertion failed: r.LengthSquared() > 0.0f, file upload/daabbcc/include/DynamicTree/b2DynamicTree.h, line 209

Add fps limit

Currently it update positions as fast as it can. Limit by using fps.

Query functions ordered by distance

Would love to have either separate functions or a function option that returns hits ordered by distance.

Use case for example would be a unit seeking to target an enemy. It gets a list of enemies within its range using daabbcc.query(), and saves the first instance as a target because the table is ordered by distance.

Need more performance testing

This lib definitely need more testing on different device and platforms. Any help would be most welcome... I'll be glad if you can share your results

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