mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-19 02:47:18 +01:00
Fixed view distance + dynamic load/unload around viewer
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488ca3e6fd
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62
rect3i.h
Normal file
62
rect3i.h
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@ -0,0 +1,62 @@
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#ifndef RECT3I_H
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#define RECT3I_H
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#include "vector3i.h"
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//#include <math_funcs.h>
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class Rect3i {
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public:
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Vector3i pos;
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Vector3i size;
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Rect3i() {}
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Rect3i(Vector3i p_pos, Vector3i p_size) : pos(p_pos), size(p_size) {}
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Rect3i(const Rect3i &other) : pos(other.pos), size(other.size) {}
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static inline Rect3i from_center_extents(Vector3i center, Vector3i extents) {
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return Rect3i(center - extents, 2*extents);
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}
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static inline Rect3i get_bounding_box(Rect3i a, Rect3i b) {
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Rect3i box;
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box.pos.x = MIN(a.pos.x, b.pos.x);
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box.pos.y = MIN(a.pos.y, b.pos.y);
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box.pos.z = MIN(a.pos.z, b.pos.z);
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Vector3i max_a = a.pos + a.size;
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Vector3i max_b = b.pos + b.size;
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box.size.x = MAX(max_a.x, max_b.x) - box.pos.x;
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box.size.y = MAX(max_a.y, max_b.y) - box.pos.y;
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box.size.z = MAX(max_a.z, max_b.z) - box.pos.z;
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return box;
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}
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bool inline contains(Vector3i p_pos) const {
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Vector3i end = pos + size;
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return p_pos.x >= pos.x
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&& p_pos.y >= pos.y
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&& p_pos.z >= pos.z
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&& p_pos.x < end.x
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&& p_pos.y < end.y
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&& p_pos.z < end.z;
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}
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String to_string() const {
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return String("(o:{0}, s:{1})").format(varray(pos.to_vec3(), size.to_vec3()));
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}
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};
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inline bool operator!=(const Rect3i & a, const Rect3i & b) {
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return a.pos != b.pos || a.size != b.size;
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}
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#endif // RECT3I_H
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@ -18,6 +18,9 @@ struct Vector3i {
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_FORCE_INLINE_ Vector3i()
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: x(0), y(0), z(0) {}
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_FORCE_INLINE_ Vector3i(int xyz)
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: x(xyz), y(xyz), z(xyz) {}
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_FORCE_INLINE_ Vector3i(int px, int py, int pz)
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: x(px), y(py), z(pz) {}
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@ -125,8 +125,10 @@ bool VoxelBuffer::is_uniform(unsigned int channel_index) const {
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const Channel &channel = _channels[channel_index];
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if (channel.data == NULL)
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// Channel has been optimized
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return true;
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// Channel isn't optimized, so must look at each voxel
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uint8_t voxel = channel.data[0];
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unsigned int volume = get_volume();
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for (unsigned int i = 0; i < volume; ++i) {
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@ -153,43 +153,14 @@ void VoxelMap::get_buffer_copy(Vector3i min_pos, VoxelBuffer &dst_buffer, unsign
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}
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}
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void VoxelMap::remove_blocks_not_in_area(Vector3i min, Vector3i max) {
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Vector3i::sort_min_max(min, max);
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Vector<Vector3i> to_remove;
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const Vector3i *key = NULL;
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while (key = _blocks.next(key)) {
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VoxelBlock *block_ref = _blocks.get(*key);
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ERR_FAIL_COND(block_ref == NULL); // Should never trigger
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if (block_ref->pos.is_contained_in(min, max)) {
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//if (_observer)
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// _observer->block_removed(block);
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to_remove.push_back(*key);
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if (block_ref == _last_accessed_block)
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_last_accessed_block = NULL;
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}
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}
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for (unsigned int i = 0; i < to_remove.size(); ++i) {
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_blocks.erase(to_remove[i]);
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}
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}
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void VoxelMap::clear() {
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const Vector3i *key = NULL;
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while (key = _blocks.next(key)) {
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VoxelBlock *block_ref = _blocks.get(*key);
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if (block_ref == NULL) {
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VoxelBlock *block_ptr = _blocks.get(*key);
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if (block_ptr == NULL) {
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OS::get_singleton()->printerr("Unexpected NULL in VoxelMap::clear()");
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}
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memdelete(block_ref);
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memdelete(block_ptr);
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}
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_blocks.clear();
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_last_accessed_block = NULL;
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48
voxel_map.h
48
voxel_map.h
@ -50,7 +50,53 @@ public:
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// Moves the given buffer into a block of the map. The buffer is referenced, no copy is made.
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void set_block_buffer(Vector3i bpos, Ref<VoxelBuffer> buffer);
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void remove_blocks_not_in_area(Vector3i min, Vector3i max);
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struct NoAction {
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inline void operator()(VoxelBlock *block) {}
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};
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template <typename Action_T>
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void remove_block(Vector3i bpos, Action_T pre_delete) {
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if(_last_accessed_block && _last_accessed_block->pos == bpos)
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_last_accessed_block = NULL;
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VoxelBlock **pptr = _blocks.getptr(bpos);
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if(pptr) {
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VoxelBlock *block = *pptr;
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ERR_FAIL_COND(block == NULL);
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pre_delete(block);
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memdelete(block);
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_blocks.erase(bpos);
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}
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}
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/*template <typename Action_T>
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void remove_blocks_not_in_area(Vector3i min, Vector3i max, Action_T pre_delete = NoAction()) {
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Vector3i::sort_min_max(min, max);
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Vector<Vector3i> to_remove;
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const Vector3i *key = NULL;
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while (key = _blocks.next(key)) {
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VoxelBlock *block_ptr = _blocks.get(*key);
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ERR_FAIL_COND(block_ptr == NULL); // Should never trigger
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if (block_ptr->pos.is_contained_in(min, max)) {
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to_remove.push_back(*key);
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if (block_ptr == _last_accessed_block)
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_last_accessed_block = NULL;
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pre_delete(block_ptr);
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memdelete(block_ptr);
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}
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}
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for (unsigned int i = 0; i < to_remove.size(); ++i) {
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_blocks.erase(to_remove[i]);
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}
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}*/
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VoxelBlock *get_block(Vector3i bpos);
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@ -130,7 +130,7 @@ void VoxelMesherSmooth::build_mesh(const VoxelBuffer &voxels, unsigned int chann
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// Each 2x2 voxel group is a "cell"
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if(voxels.is_uniform(channel)) {
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// Nothing to extract, because constant isolevels never cross the surface
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// Nothing to extract, because constant isolevels never cross the threshold and describe no surface
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return;
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}
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@ -1,5 +1,6 @@
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#include "voxel_terrain.h"
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#include "voxel_raycast.h"
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#include "rect3i.h"
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#include <os/os.h>
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#include <scene/3d/mesh_instance.h>
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#include <engine.h>
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@ -13,9 +14,11 @@ VoxelTerrain::VoxelTerrain()
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_mesher_smooth = Ref<VoxelMesherSmooth>(memnew(VoxelMesherSmooth));
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_view_distance_blocks = 8;
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_last_view_distance_blocks = 0;
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}
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Vector3i g_viewer_block_pos; // TODO UGLY! Lambdas or pointers needed...
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// TODO UGLY! Lambdas or pointers needed... DO NOT use this outside of lambdas!
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Vector3i g_viewer_block_pos;
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// Sorts distance to viewer
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struct BlockUpdateComparator {
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@ -62,7 +65,8 @@ void VoxelTerrain::_get_property_list(List<PropertyInfo> *p_list) const {
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void VoxelTerrain::set_provider(Ref<VoxelProvider> provider) {
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if(provider != _provider) {
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_provider = provider;
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make_all_view_dirty();
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// The whole map might change, so make all area dirty
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make_all_view_dirty_deferred();
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}
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}
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@ -83,7 +87,9 @@ void VoxelTerrain::set_voxel_library(Ref<VoxelLibrary> library) {
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}
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#endif
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_mesher->set_library(library);
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make_all_view_dirty();
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// Voxel appearance might completely change
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make_all_view_dirty_deferred();
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}
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}
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@ -99,16 +105,13 @@ void VoxelTerrain::set_view_distance(int distance_in_voxels) {
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ERR_FAIL_COND(distance_in_voxels < 0)
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int d = distance_in_voxels / _map->get_block_size();
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if(d != _view_distance_blocks) {
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print_line(String("View distance changed from ") + String::num(_view_distance_blocks) + String(" blocks to ") + String::num(d));
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_view_distance_blocks = d;
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make_all_view_dirty();
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// TODO Immerge blocks too far away
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// TODO Cancel updates that are scheduled too far away
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// Blocks too far away will be removed in _process, same for blocks to load
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}
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}
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void VoxelTerrain::set_viewer_path(NodePath path) {
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if (!path.is_empty())
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ERR_FAIL_COND(get_viewer(path) == NULL);
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_viewer_path = path;
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}
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@ -148,6 +151,18 @@ void VoxelTerrain::make_block_dirty(Vector3i bpos) {
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}
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}
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void VoxelTerrain::immerge_block(Vector3i bpos) {
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ERR_FAIL_COND(_map.is_null());
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// TODO Schedule block saving when supported
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_map->remove_block(bpos, VoxelMap::NoAction());
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_dirty_blocks.erase(bpos);
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// Blocks in the update queue will be cancelled in _process,
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// because it's too expensive to linear-search all blocks for each block
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}
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bool VoxelTerrain::is_block_dirty(Vector3i bpos) {
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return _dirty_blocks.has(bpos);
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}
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@ -164,10 +179,14 @@ void VoxelTerrain::make_blocks_dirty(Vector3i min, Vector3i size) {
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}
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}
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void VoxelTerrain::make_all_view_dirty() {
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Vector3i radius(_view_distance_blocks, _view_distance_blocks, _view_distance_blocks);
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// TODO Take viewer and fixed range into account
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make_blocks_dirty(-radius, 2*radius);
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void VoxelTerrain::make_all_view_dirty_deferred() {
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// This trick will regenerate all chunks in view, according to the view distance found during block updates.
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// The point of doing this instead of immediately scheduling updates is that it will
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// always use an up-to-date view distance, which is not necessarily loaded yet on initialization.
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_last_view_distance_blocks = 0;
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// Vector3i radius(_view_distance_blocks, _view_distance_blocks, _view_distance_blocks);
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// make_blocks_dirty(-radius, 2*radius);
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}
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inline int get_border_index(int x, int max) {
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@ -302,12 +321,13 @@ void VoxelTerrain::_notification(int p_what) {
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case NOTIFICATION_EXIT_TREE:
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break;
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case NOTIFICATION_READY:
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// TODO This should also react to viewer movement
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make_all_view_dirty();
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break;
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// case NOTIFICATION_READY:
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// break;
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// TODO Listen for transform changes
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// TODO Listen for NOTIFICATION_VISIBILITY_CHANGED
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// TODO Listen for NOTIFICATION_ENTER_WORLD
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// TODO Listen for NOTIFICATION_EXIT_WORLD
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default:
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break;
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@ -319,19 +339,79 @@ void VoxelTerrain::_process() {
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}
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void VoxelTerrain::update_blocks() {
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OS &os = *OS::get_singleton();
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Engine &engine = *Engine::get_singleton();
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ERR_FAIL_COND(_map.is_null());
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// Get viewer location
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Spatial *viewer = get_viewer(_viewer_path);
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if (viewer)
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g_viewer_block_pos = _map->voxel_to_block(viewer->get_translation());
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else
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g_viewer_block_pos = Vector3i();
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// TODO Transform to local (Spatial Transform)
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Vector3i viewer_block_pos;
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if(engine.is_editor_hint()) {
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// TODO Use editor's camera here
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viewer_block_pos = Vector3i();
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} else {
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Spatial *viewer = get_viewer(_viewer_path);
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if (viewer)
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viewer_block_pos = _map->voxel_to_block(viewer->get_translation());
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else
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viewer_block_pos = Vector3i();
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}
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{
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// Find out which blocks need to appear and which need to be unloaded
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//Vector3i viewer_block_pos_delta = _last_viewer_block_pos - viewer_block_pos;
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Rect3i new_box = Rect3i::from_center_extents(viewer_block_pos, Vector3i(_view_distance_blocks));
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Rect3i prev_box = Rect3i::from_center_extents(_last_viewer_block_pos, Vector3i(_last_view_distance_blocks));
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if(prev_box != new_box) {
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//print_line(String("Loaded area changed: from ") + prev_box.to_string() + String(" to ") + new_box.to_string());
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Rect3i bounds = Rect3i::get_bounding_box(prev_box, new_box);
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Vector3i max = bounds.pos + bounds.size;
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// TODO There should be a way to only iterate relevant blocks
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Vector3i pos;
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for(pos.z = bounds.pos.z; pos.z < max.z; ++pos.z) {
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for(pos.y = bounds.pos.y; pos.y < max.y; ++pos.y) {
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for(pos.x = bounds.pos.x; pos.x < max.x; ++pos.x) {
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bool prev_contains = prev_box.contains(pos);
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bool new_contains = new_box.contains(pos);
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if(prev_contains && !new_contains) {
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// Unload block
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immerge_block(pos);
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} else if(!prev_contains && new_contains) {
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// Load or update block
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make_block_dirty(pos);
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}
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}
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}
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}
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}
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// Eliminate blocks in queue that aren't needed
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for(int i = 0; i < _block_update_queue.size(); ++i) {
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const Vector3i bpos = _block_update_queue[i];
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if(!new_box.contains(bpos)) {
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int last = _block_update_queue.size() - 1;
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_block_update_queue[i] = _block_update_queue[last];
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_block_update_queue.resize(last);
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--i;
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}
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}
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}
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_last_view_distance_blocks = _view_distance_blocks;
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_last_viewer_block_pos = viewer_block_pos;
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// Sort updates so nearest blocks are done first
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VOXEL_PROFILE_BEGIN("block_update_sorting")
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g_viewer_block_pos = viewer_block_pos;
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_block_update_queue.sort_custom<BlockUpdateComparator>();
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VOXEL_PROFILE_END("block_update_sorting")
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@ -409,6 +489,8 @@ void VoxelTerrain::update_blocks() {
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_block_update_queue.resize(_block_update_queue.size() - 1);
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_dirty_blocks.erase(block_pos);
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}
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//print_line(String("d:") + String::num(_dirty_blocks.size()) + String(", q:") + String::num(_block_update_queue.size()));
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}
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static inline bool is_mesh_empty(Ref<Mesh> mesh_ref) {
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@ -57,10 +57,12 @@ private:
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void update_blocks();
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void update_block_mesh(Vector3i block_pos);
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void make_all_view_dirty();
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void make_all_view_dirty_deferred();
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Spatial *get_viewer(NodePath path) const;
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void immerge_block(Vector3i bpos);
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// Observer events
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//void block_removed(VoxelBlock & block);
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@ -99,6 +101,8 @@ private:
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Ref<VoxelProvider> _provider;
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NodePath _viewer_path;
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Vector3i _last_viewer_block_pos;
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int _last_view_distance_blocks;
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bool _generate_collisions;
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