45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
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#include "priority_dependency.h"
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#include "../constants/voxel_constants.h"
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namespace zylann::voxel {
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int PriorityDependency::evaluate(uint8_t lod_index, float *out_closest_distance_sq) {
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ERR_FAIL_COND_V(shared == nullptr, 0);
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const std::vector<Vector3> &viewer_positions = shared->viewers;
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const Vector3 block_position = world_position;
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float closest_distance_sq = 99999.f;
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if (viewer_positions.size() == 0) {
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// Assume origin
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closest_distance_sq = block_position.length_squared();
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} else {
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for (size_t i = 0; i < viewer_positions.size(); ++i) {
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float d = viewer_positions[i].distance_squared_to(block_position);
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if (d < closest_distance_sq) {
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closest_distance_sq = d;
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}
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}
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}
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if (out_closest_distance_sq != nullptr) {
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*out_closest_distance_sq = closest_distance_sq;
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}
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// TODO Any way to optimize out the sqrt?
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// I added it because the LOD modifier was not working with squared distances,
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// which led blocks to subdivide too much compared to their neighbors, making cracks more likely to happen
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int priority = static_cast<int>(Math::sqrt(closest_distance_sq));
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// TODO Prioritizing LOD makes generation slower... but not prioritizing makes cracks more likely to appear...
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// This could be fixed by allowing the volume to preemptively request blocks of the next LOD?
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//
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// Higher lod indexes come first to allow the octree to subdivide.
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// Then comes distance, which is modified by how much in view the block is
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priority += (constants::MAX_LOD - lod_index) * 10000;
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return priority;
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}
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} // namespace zylann::voxel
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