Add MrGameEng.Pathfinding and MrGameEng.Collisions modules
CI / build-test (push) Failing after 1m5s

Pathfinding (depends on Core only): GridPathfinder with A* (octile/
Manhattan heuristic), Dijkstra and BFS over a game-implemented
IPathGrid; 4/8 connectivity, diagonals never cut corners. FlowField +
FlowFieldBuilder (multi-source Dijkstra) give crowds O(1) steering per
agent per frame. All buffers are grid-sized once and invalidated by a
generation stamp - repeated queries allocate nothing and clear nothing.

Collisions (Graphics exception: Transform2D, RectF): Collider component
(circle/AABB, offset, two-way layer masks), CollisionWorld - a uniform
spatial hash on flat arrays rebuilt from scratch each tick (O(n) for
movers, zero alloc after warm-up, deterministic pair order), pair
collection, QueryAabb and closest-hit Raycast. scene.UseCollisions()
registers CollisionSystem after movement systems.

30 new tests (string-map mazes, cost weighting, corner cutting, flow
descent; pair/mask/query/raycast). Sample gains a PathfindingScene
('path' console command): click to set the goal, 250 agents follow the
flow field, the A* path is highlighted, colliding agents flash red.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-11 13:39:28 +03:00
co-authored by Claude Fable 5
parent b3415120c3
commit a395e58458
20 changed files with 2053 additions and 2 deletions
+388
View File
@@ -0,0 +1,388 @@
using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
using MrGameEng.Graphics;
namespace MrGameEng.Collisions;
/// <summary>A pair of entities whose colliders overlap this frame.</summary>
public readonly record struct CollisionPair(Entity A, Entity B);
/// <summary>Result of a <see cref="CollisionWorld.Raycast"/>.</summary>
public readonly record struct RaycastHit(Entity Entity, Vector2 Point, float Fraction);
/// <summary>
/// Broad + narrow phase collision detection over a uniform spatial hash, rebuilt from
/// scratch every tick by <see cref="CollisionSystem"/> — O(n) for moving entities, flat
/// arrays only, no allocations after warm-up. Overlapping pairs are collected into
/// <see cref="Pairs"/> (deterministic order); ad-hoc area/ray queries are available to
/// game systems at any point after the rebuild.
/// </summary>
public sealed class CollisionWorld
{
private struct Entry
{
public Entity Entity;
public Vector2 Center;
public RectF Aabb;
public float Radius;
public Vector2 HalfExtents;
public uint Layer;
public uint CollidesWith;
public ColliderShape Shape;
}
private readonly float _cellSize;
private Entry[] _entries = new Entry[256];
private int _count;
// Spatial hash: головы бакетов + связные списки вставок (по индексу записи на ячейку).
private int[] _bucketHeads = new int[512];
private int[] _cellNext = new int[1024];
private int[] _cellEntry = new int[1024];
private int _cellCount;
private int[] _testedStamp = new int[256];
private CollisionPair[] _pairs = new CollisionPair[256];
private int _pairCount;
/// <summary>Creates a world. <paramref name="cellSize"/> should match typical collider size.</summary>
public CollisionWorld(float cellSize = 64f)
{
if (cellSize <= 0f)
{
throw new ArgumentOutOfRangeException(nameof(cellSize));
}
_cellSize = cellSize;
}
/// <summary>Pairs found by the last rebuild.</summary>
public ReadOnlySpan<CollisionPair> Pairs => _pairs.AsSpan(0, _pairCount);
/// <summary>Colliders registered in the last rebuild.</summary>
public int Count => _count;
/// <summary>Starts a rebuild. Called by <see cref="CollisionSystem"/> once per tick.</summary>
public void BeginRebuild()
{
_count = 0;
_cellCount = 0;
_pairCount = 0;
}
/// <summary>Registers one collider. Order of registration defines pair order (keep it deterministic).</summary>
public void Add(Entity entity, in Transform2D transform, in Collider collider)
{
if (_count == _entries.Length)
{
Array.Resize(ref _entries, _entries.Length * 2);
Array.Resize(ref _testedStamp, _entries.Length);
}
var center = transform.Position + collider.Offset;
var half = collider.Shape == ColliderShape.Circle
? new Vector2(collider.Radius)
: collider.HalfExtents;
_entries[_count++] = new Entry
{
Entity = entity,
Center = center,
Aabb = new RectF(center.X - half.X, center.Y - half.Y, half.X * 2f, half.Y * 2f),
Radius = collider.Radius,
HalfExtents = collider.HalfExtents,
Layer = collider.Layer,
CollidesWith = collider.CollidesWith,
Shape = collider.Shape,
};
}
/// <summary>Builds the hash and collects all overlapping pairs.</summary>
public void EndRebuild()
{
BuildHash();
CollectPairs();
}
/// <summary>
/// Writes entities whose colliders overlap <paramref name="area"/> into
/// <paramref name="results"/>; returns the count (truncated to the span length).
/// </summary>
public int QueryAabb(in RectF area, Span<Entity> results)
{
var found = 0;
var minX = CellOf(area.Left);
var maxX = CellOf(area.Right);
var minY = CellOf(area.Top);
var maxY = CellOf(area.Bottom);
var stamp = -1; // запросы используют отрицательные штампы, чтобы не портить пары
for (var cy = minY; cy <= maxY; cy++)
{
for (var cx = minX; cx <= maxX; cx++)
{
for (var i = _bucketHeads[Bucket(cx, cy)]; i >= 0; i = _cellNext[i])
{
var entryIndex = _cellEntry[i];
if (_testedStamp[entryIndex] == stamp)
{
continue;
}
_testedStamp[entryIndex] = stamp;
if (_entries[entryIndex].Aabb.Intersects(area))
{
if (found == results.Length)
{
return found;
}
results[found++] = _entries[entryIndex].Entity;
}
}
}
}
ResetQueryStamps();
return found;
}
/// <summary>
/// Casts a segment and returns the closest hit among colliders whose
/// <see cref="Collider.Layer"/> intersects <paramref name="mask"/>.
/// </summary>
public bool Raycast(Vector2 from, Vector2 to, out RaycastHit hit, uint mask = uint.MaxValue)
{
hit = default;
var bestFraction = float.MaxValue;
for (var i = 0; i < _count; i++)
{
ref readonly var entry = ref _entries[i];
if ((entry.Layer & mask) == 0)
{
continue;
}
float fraction;
var found = entry.Shape == ColliderShape.Circle
? RaySegmentCircle(from, to, entry.Center, entry.Radius, out fraction)
: RaySegmentAabb(from, to, entry.Aabb, out fraction);
if (found && fraction < bestFraction)
{
bestFraction = fraction;
hit = new RaycastHit(entry.Entity, Vector2.Lerp(from, to, fraction), fraction);
}
}
return bestFraction <= 1f;
}
private void BuildHash()
{
var buckets = _bucketHeads.Length;
while (buckets < _count * 2)
{
buckets *= 2;
}
if (buckets != _bucketHeads.Length)
{
_bucketHeads = new int[buckets];
}
Array.Fill(_bucketHeads, -1);
for (var i = 0; i < _count; i++)
{
ref readonly var aabb = ref _entries[i].Aabb;
var minX = CellOf(aabb.Left);
var maxX = CellOf(aabb.Right);
var minY = CellOf(aabb.Top);
var maxY = CellOf(aabb.Bottom);
for (var cy = minY; cy <= maxY; cy++)
{
for (var cx = minX; cx <= maxX; cx++)
{
if (_cellCount == _cellNext.Length)
{
Array.Resize(ref _cellNext, _cellNext.Length * 2);
Array.Resize(ref _cellEntry, _cellEntry.Length * 2);
}
var bucket = Bucket(cx, cy);
_cellEntry[_cellCount] = i;
_cellNext[_cellCount] = _bucketHeads[bucket];
_bucketHeads[bucket] = _cellCount;
_cellCount++;
}
}
}
for (var i = 0; i < _count; i++)
{
_testedStamp[i] = int.MinValue;
}
}
private void CollectPairs()
{
for (var i = 0; i < _count; i++)
{
ref readonly var a = ref _entries[i];
var minX = CellOf(a.Aabb.Left);
var maxX = CellOf(a.Aabb.Right);
var minY = CellOf(a.Aabb.Top);
var maxY = CellOf(a.Aabb.Bottom);
for (var cy = minY; cy <= maxY; cy++)
{
for (var cx = minX; cx <= maxX; cx++)
{
for (var c = _bucketHeads[Bucket(cx, cy)]; c >= 0; c = _cellNext[c])
{
var j = _cellEntry[c];
if (j <= i || _testedStamp[j] == i)
{
continue; // только пары (i, j>i), каждая один раз
}
_testedStamp[j] = i;
ref readonly var b = ref _entries[j];
if ((a.Layer & b.CollidesWith) == 0 || (b.Layer & a.CollidesWith) == 0)
{
continue;
}
if (Overlaps(in a, in b))
{
if (_pairCount == _pairs.Length)
{
Array.Resize(ref _pairs, _pairs.Length * 2);
}
_pairs[_pairCount++] = new CollisionPair(a.Entity, b.Entity);
}
}
}
}
}
}
private static bool Overlaps(in Entry a, in Entry b)
{
if (a.Shape == ColliderShape.Circle && b.Shape == ColliderShape.Circle)
{
var sum = a.Radius + b.Radius;
return Vector2.DistanceSquared(a.Center, b.Center) <= sum * sum;
}
if (a.Shape == ColliderShape.Box && b.Shape == ColliderShape.Box)
{
return a.Aabb.Intersects(b.Aabb);
}
// circle vs box
ref readonly var circle = ref a.Shape == ColliderShape.Circle ? ref a : ref b;
ref readonly var box = ref a.Shape == ColliderShape.Circle ? ref b : ref a;
var nearest = new Vector2(
Math.Clamp(circle.Center.X, box.Aabb.Left, box.Aabb.Right),
Math.Clamp(circle.Center.Y, box.Aabb.Top, box.Aabb.Bottom));
return Vector2.DistanceSquared(circle.Center, nearest) <= circle.Radius * circle.Radius;
}
private static bool RaySegmentCircle(Vector2 from, Vector2 to, Vector2 center, float radius, out float fraction)
{
fraction = 0f;
var d = to - from;
var f = from - center;
var a = Vector2.Dot(d, d);
if (a <= float.Epsilon)
{
return f.LengthSquared() <= radius * radius;
}
var b = 2f * Vector2.Dot(f, d);
var c = Vector2.Dot(f, f) - radius * radius;
var discriminant = b * b - 4f * a * c;
if (discriminant < 0f)
{
return false;
}
var sqrt = MathF.Sqrt(discriminant);
var t = (-b - sqrt) / (2f * a);
if (t < 0f)
{
t = (-b + sqrt) / (2f * a); // старт внутри круга
}
if (t < 0f || t > 1f)
{
return false;
}
fraction = t;
return true;
}
private static bool RaySegmentAabb(Vector2 from, Vector2 to, in RectF aabb, out float fraction)
{
fraction = 0f;
var d = to - from;
var tMin = 0f;
var tMax = 1f;
for (var axis = 0; axis < 2; axis++)
{
var origin = axis == 0 ? from.X : from.Y;
var direction = axis == 0 ? d.X : d.Y;
var min = axis == 0 ? aabb.Left : aabb.Top;
var max = axis == 0 ? aabb.Right : aabb.Bottom;
if (Math.Abs(direction) < float.Epsilon)
{
if (origin < min || origin > max)
{
return false;
}
}
else
{
var t1 = (min - origin) / direction;
var t2 = (max - origin) / direction;
if (t1 > t2)
{
(t1, t2) = (t2, t1);
}
tMin = Math.Max(tMin, t1);
tMax = Math.Min(tMax, t2);
if (tMin > tMax)
{
return false;
}
}
}
fraction = tMin;
return true;
}
private void ResetQueryStamps()
{
for (var i = 0; i < _count; i++)
{
if (_testedStamp[i] < 0)
{
_testedStamp[i] = int.MinValue;
}
}
}
private int CellOf(float coordinate) => (int)MathF.Floor(coordinate / _cellSize);
private int Bucket(int cellX, int cellY) =>
(int)(((uint)(cellX * 73856093 ^ cellY * 19349663)) & (uint)(_bucketHeads.Length - 1));
}