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https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
Blocks updates can be sorted by distance to viewer
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ef4d07ca03
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@ -45,6 +45,8 @@ struct Vector3i {
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return Math::sqrt((real_t)length_sq());
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}
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_FORCE_INLINE_ int distance_sq(const Vector3i & other) const;
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_FORCE_INLINE_ Vector3i & operator=(const Vector3i & other) {
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x = other.x;
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y = other.y;
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@ -136,6 +138,10 @@ _FORCE_INLINE_ bool operator!=(const Vector3i & a, const Vector3i & b) {
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return a.x != b.x && a.y != b.y && a.z != b.z;
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}
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_FORCE_INLINE_ int Vector3i::distance_sq(const Vector3i & other) const {
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return (other - *this).length_sq();
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}
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struct Vector3iHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vector3i & v) {
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uint32_t hash = hash_djb2_one_32(v.x);
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@ -9,11 +9,12 @@ VoxelTerrain::VoxelTerrain(): Node(), _min_y(-4), _max_y(4), _generate_collision
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_mesher = Ref<VoxelMesher>(memnew(VoxelMesher));
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}
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// Sorts distance to world origin
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// TODO Use distance to camera
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struct BlockUpdateComparator0 {
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Vector3i g_viewer_block_pos; // TODO UGLY! Lambdas or pointers needed...
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// Sorts distance to viewer
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struct BlockUpdateComparator {
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inline bool operator()(const Vector3i & a, const Vector3i & b) const {
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return a.length_sq() > b.length_sq();
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return a.distance_sq(g_viewer_block_pos) > b.distance_sq(g_viewer_block_pos);
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}
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};
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@ -33,24 +34,47 @@ void VoxelTerrain::set_generate_collisions(bool enabled) {
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_generate_collisions = enabled;
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}
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void VoxelTerrain::force_load_blocks(Vector3i center, Vector3i extents) {
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//Vector3i min = center - extents;
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//Vector3i max = center + extents + Vector3i(1,1,1);
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//Vector3i size = max - min;
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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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_block_update_queue.clear();
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NodePath VoxelTerrain::get_viewer_path() {
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return _viewer_path;
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}
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Spatial * VoxelTerrain::get_viewer(NodePath path) {
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if(path.is_empty())
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return NULL;
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Node * node = get_node(path);
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if(node == NULL)
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return NULL;
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return node->cast_to<Spatial>();
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}
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//void VoxelTerrain::clear_update_queue() {
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// _block_update_queue.clear();
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// _dirty_blocks.clear();
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//}
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void VoxelTerrain::make_block_dirty(Vector3i bpos) {
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if(_dirty_blocks.has(bpos) == false) {
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_block_update_queue.push_back(bpos);
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_dirty_blocks[bpos] = true;
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}
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}
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void VoxelTerrain::make_blocks_dirty(Vector3i min, Vector3i size) {
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Vector3i max = min + size;
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Vector3i pos;
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for (pos.z = -extents.z; pos.z <= extents.z; ++pos.z) {
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for (pos.x = -extents.x; pos.x <= extents.x; ++pos.x) {
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for (pos.y = -extents.y; pos.y <= extents.y; ++pos.y) {
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_block_update_queue.push_back(pos);
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for(pos.z = min.z; pos.z < max.z; ++pos.z) {
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for(pos.y = min.y; pos.y < max.y; ++pos.y) {
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for(pos.x = min.x; pos.x < max.x; ++pos.x) {
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make_block_dirty(pos);
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}
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}
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}
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_block_update_queue.sort_custom<BlockUpdateComparator0>();
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}
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int VoxelTerrain::get_block_update_count() {
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@ -87,12 +111,23 @@ void VoxelTerrain::update_blocks() {
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uint32_t time_before = os.get_ticks_msec();
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uint32_t max_time = 1000 / 60;
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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 = VoxelMap::voxel_to_block(viewer->get_translation());
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else
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g_viewer_block_pos = Vector3i();
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// Sort updates so nearest blocks are done first
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_block_update_queue.sort_custom<BlockUpdateComparator>();
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// Update a bunch of blocks until none are left or too much time elapsed
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while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) {
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//printf("Remaining: %i\n", _block_update_queue.size());
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// TODO Move this to a thread
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// TODO Have VoxelTerrainGenerator in C++
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// TODO Keep track of MeshInstances!
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// Get request
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Vector3i block_pos = _block_update_queue[_block_update_queue.size() - 1];
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@ -132,6 +167,7 @@ void VoxelTerrain::update_blocks() {
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// Pop request
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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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}
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@ -149,30 +185,13 @@ void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
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nbuffer.create(VoxelBlock::SIZE + 2, VoxelBlock::SIZE + 2, VoxelBlock::SIZE + 2);
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_map->get_buffer_copy(VoxelMap::block_to_voxel(block_pos) - Vector3i(1, 1, 1), nbuffer);
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// TEST
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//if (block_pos == Vector3i(0, 0, 0)) {
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// printf(">>>\n");
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// String os;
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// for (unsigned int y = 0; y < nbuffer.get_size().y; ++y) {
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// for (unsigned int z = 0; z < nbuffer.get_size().z; ++z) {
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// for (unsigned int x = 0; x < nbuffer.get_size().x; ++x) {
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// if (nbuffer.get_voxel(x, y, z) == 0)
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// os += '-';
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// else
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// os += 'O';
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// }
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// os += '\n';
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// }
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// os += '\n';
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// }
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// wprintf(os.c_str());
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//}
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Vector3 block_node_pos = VoxelMap::block_to_voxel(block_pos).to_vec3();
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// Build mesh (that part is the most CPU-intensive)
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Ref<Mesh> mesh = _mesher->build(nbuffer);
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// TODO Don't use nodes! Use servers directly, it's faster
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MeshInstance * mesh_instance = block->get_mesh_instance(*this);
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if (mesh_instance == NULL) {
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// Create and spawn mesh
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@ -185,7 +204,6 @@ void VoxelTerrain::update_block_mesh(Vector3i block_pos) {
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else {
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// Update mesh
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mesh_instance->set_mesh(mesh);
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}
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if(get_tree()->is_editor_hint() == false && _generate_collisions) {
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@ -256,6 +274,18 @@ Variant VoxelTerrain::_raycast_binding(Vector3 origin, Vector3 direction, real_t
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}
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}
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//void VoxelTerrain::set_voxel_immediate(Vector3 pos, int value, int c) {
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// Vector3i vpos = pos;
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// _map->set_voxel(value, vpos, c);
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//}
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//int VoxelTerrain::get_voxel(Vector3 pos, int c) {
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// return _map->get_voxel(pos, c);
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//}
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void VoxelTerrain::_bind_methods() {
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@ -268,13 +298,17 @@ void VoxelTerrain::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_generate_collisions"), &VoxelTerrain::get_generate_collisions);
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ClassDB::bind_method(D_METHOD("set_generate_collisions", "enabled"), &VoxelTerrain::set_generate_collisions);
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ClassDB::bind_method(D_METHOD("get_viewer"), &VoxelTerrain::get_viewer_path);
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ClassDB::bind_method(D_METHOD("set_viewer", "path"), &VoxelTerrain::set_viewer_path);
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ClassDB::bind_method(D_METHOD("get_map:VoxelMap"), &VoxelTerrain::get_map);
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// TODO Make those two static in VoxelMap?
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ClassDB::bind_method(D_METHOD("voxel_to_block", "voxel_pos"), &VoxelTerrain::_voxel_to_block_binding);
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ClassDB::bind_method(D_METHOD("block_to_voxel", "block_pos"), &VoxelTerrain::_block_to_voxel_binding);
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ClassDB::bind_method(D_METHOD("force_load_blocks", "center", "extents"), &VoxelTerrain::_force_load_blocks_binding);
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ClassDB::bind_method(D_METHOD("make_block_dirty", "pos"), &VoxelTerrain::_make_block_dirty_binding);
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ClassDB::bind_method(D_METHOD("make_blocks_dirty", "min", "size"), &VoxelTerrain::_make_blocks_dirty_binding);
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ClassDB::bind_method(D_METHOD("raycast:Dictionary", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100));
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@ -21,21 +21,32 @@ public:
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void force_load_blocks(Vector3i center, Vector3i extents);
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int get_block_update_count();
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//void clear_update_queue();
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void make_block_dirty(Vector3i bpos);
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void make_blocks_dirty(Vector3i min, Vector3i size);
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void set_generate_collisions(bool enabled);
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bool get_generate_collisions() { return _generate_collisions; }
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void set_viewer_path(NodePath path);
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NodePath get_viewer_path();
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Ref<VoxelMesher> get_mesher() { return _mesher; }
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Ref<VoxelMap> get_map() { return _map; }
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Ref<VoxelLibrary> get_voxel_library();
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protected:
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void _notification(int p_what);
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private:
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void _process();
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void update_blocks();
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void update_block_mesh(Vector3i block_pos);
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Spatial * get_viewer(NodePath path);
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// Observer events
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//void block_removed(VoxelBlock & block);
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@ -45,8 +56,14 @@ protected:
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Vector3 _voxel_to_block_binding(Vector3 pos) { return Vector3i(VoxelMap::voxel_to_block(pos)).to_vec3(); }
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Vector3 _block_to_voxel_binding(Vector3 pos) { return Vector3i(VoxelMap::block_to_voxel(pos)).to_vec3(); }
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void _force_load_blocks_binding(Vector3 center, Vector3 extents) { force_load_blocks(center, extents); }
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void _make_block_dirty_binding(Vector3 bpos) { make_block_dirty(bpos); }
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void _make_blocks_dirty_binding(Vector3 min, Vector3 size) { make_blocks_dirty(min, size); }
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Variant _raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance);
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// void set_voxel(Vector3 pos, int value, int c);
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// int get_voxel(Vector3 pos, int c);
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private:
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// Parameters
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int _min_y; // In blocks, not voxels
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@ -55,10 +72,17 @@ private:
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// Voxel storage
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Ref<VoxelMap> _map;
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// TODO Terrains only need to handle the visible portion of voxels, which reduces the bounds blocks to handle.
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// Therefore, could a simple grid be better to use than a hashmap?
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Vector<Vector3i> _block_update_queue;
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HashMap<Vector3i, bool, Vector3iHasher> _dirty_blocks; // only the key is relevant
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Ref<VoxelMesher> _mesher;
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Ref<VoxelProvider> _provider;
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NodePath _viewer_path;
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bool _generate_collisions;
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};
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