godot_voxel/storage/voxel_data_map.h

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#ifndef VOXEL_DATA_MAP_H
#define VOXEL_DATA_MAP_H
#include "../util/fixed_array.h"
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#include "../util/profiling.h"
#include "voxel_data_block.h"
#include <scene/main/node.h>
#include <unordered_map>
// Infinite voxel storage by means of octants like Gridmap, within a constant LOD.
// Convenience functions to access VoxelBuffers internally will lock them to protect against multithreaded access.
// However, the map itself is not thread-safe.
class VoxelDataMap {
public:
// Converts voxel coodinates into block coordinates.
// Don't use division because it introduces an offset in negative coordinates.
static _FORCE_INLINE_ Vector3i voxel_to_block_b(Vector3i pos, int block_size_pow2) {
return pos >> block_size_pow2;
}
_FORCE_INLINE_ Vector3i voxel_to_block(Vector3i pos) const {
return voxel_to_block_b(pos, _block_size_pow2);
}
_FORCE_INLINE_ Vector3i to_local(Vector3i pos) const {
return Vector3i(
pos.x & _block_size_mask,
pos.y & _block_size_mask,
pos.z & _block_size_mask);
}
// Converts block coodinates into voxel coordinates
_FORCE_INLINE_ Vector3i block_to_voxel(Vector3i bpos) const {
return bpos * _block_size;
}
VoxelDataMap();
~VoxelDataMap();
void create(unsigned int block_size_po2, int lod_index);
_FORCE_INLINE_ unsigned int get_block_size() const { return _block_size; }
_FORCE_INLINE_ unsigned int get_block_size_pow2() const { return _block_size_pow2; }
_FORCE_INLINE_ unsigned int get_block_size_mask() const { return _block_size_mask; }
void set_lod_index(int lod_index);
unsigned int get_lod_index() const;
int get_voxel(Vector3i pos, unsigned int c = 0) const;
void set_voxel(int value, Vector3i pos, unsigned int c = 0);
float get_voxel_f(Vector3i pos, unsigned int c = VoxelBufferInternal::CHANNEL_SDF) const;
void set_voxel_f(real_t value, Vector3i pos, unsigned int c = VoxelBufferInternal::CHANNEL_SDF);
void set_default_voxel(int value, unsigned int channel = 0);
int get_default_voxel(unsigned int channel = 0);
inline void copy(Vector3i min_pos, VoxelBufferInternal &dst_buffer, unsigned int channels_mask) const {
copy(min_pos, dst_buffer, channels_mask, nullptr, nullptr);
}
// Gets a copy of all voxels in the area starting at min_pos having the same size as dst_buffer.
void copy(Vector3i min_pos, VoxelBufferInternal &dst_buffer, unsigned int channels_mask, void *,
void (*gen_func)(void *, VoxelBufferInternal &, Vector3i)) const;
void paste(Vector3i min_pos, VoxelBufferInternal &src_buffer, unsigned int channels_mask, bool use_mask,
uint64_t mask_value, bool create_new_blocks);
// Moves the given buffer into a block of the map. The buffer is referenced, no copy is made.
VoxelDataBlock *set_block_buffer(Vector3i bpos, std::shared_ptr<VoxelBufferInternal> &buffer,
bool overwrite = true);
struct NoAction {
inline void operator()(VoxelDataBlock *block) {}
};
template <typename Action_T>
void remove_block(Vector3i bpos, Action_T pre_delete) {
auto it = _blocks_map.find(bpos);
if (it != _blocks_map.end()) {
const unsigned int i = it->second;
#ifdef DEBUG_ENABLED
CRASH_COND(i >= _blocks.size());
#endif
VoxelDataBlock *block = _blocks[i];
ERR_FAIL_COND(block == nullptr);
pre_delete(block);
memdelete(block);
remove_block_internal(bpos, i);
}
}
VoxelDataBlock *get_block(Vector3i bpos);
const VoxelDataBlock *get_block(Vector3i bpos) const;
bool has_block(Vector3i pos) const;
bool is_block_surrounded(Vector3i pos) const;
void clear();
int get_block_count() const;
// TODO Rename for_each_block
template <typename Op_T>
inline void for_all_blocks(Op_T op) {
for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
op(*it);
}
}
// TODO Rename for_each_block
template <typename Op_T>
inline void for_all_blocks(Op_T op) const {
for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
op(*it);
}
}
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bool is_area_fully_loaded(const Box3i voxels_box) const;
template <typename F>
inline void write_box(const Box3i &voxel_box, unsigned int channel, F action) {
write_box(voxel_box, channel, action, [](const VoxelBufferInternal &, const Vector3i &) {});
}
// D F(Vector3i pos, D value)
template <typename F, typename G>
void write_box(const Box3i &voxel_box, unsigned int channel, F action, G gen_func) {
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const Box3i block_box = voxel_box.downscaled(get_block_size());
const Vector3i block_size(get_block_size());
block_box.for_each_cell_zxy([this, action, voxel_box, channel, block_size, gen_func](Vector3i block_pos) {
VoxelDataBlock *block = get_block(block_pos);
if (block == nullptr) {
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VOXEL_PROFILE_SCOPE_NAMED("Generate");
block = create_default_block(block_pos);
gen_func(block->get_voxels(), block_pos << get_block_size_pow2());
}
const Vector3i block_origin = block_to_voxel(block_pos);
Box3i local_box(voxel_box.pos - block_origin, voxel_box.size);
local_box.clip(Box3i(Vector3i(), block_size));
RWLockWrite wlock(block->get_voxels().get_lock());
block->get_voxels().write_box(local_box, channel, action, block_origin);
});
}
template <typename F>
inline void write_box_2(const Box3i &voxel_box, unsigned int channel0, unsigned int channel1, F action) {
write_box_2(voxel_box, channel0, channel1, action, [](const VoxelBufferInternal &, const Vector3i &) {});
}
// void F(Vector3i pos, D0 &value, D1 &value)
template <typename F, typename G>
void write_box_2(const Box3i &voxel_box, unsigned int channel0, unsigned int channel1, F action, G gen_func) {
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const Box3i block_box = voxel_box.downscaled(get_block_size());
const Vector3i block_size(get_block_size());
block_box.for_each_cell_zxy([this, action, voxel_box, channel0, channel1, block_size, gen_func](Vector3i block_pos) {
VoxelDataBlock *block = get_block(block_pos);
if (block == nullptr) {
block = create_default_block(block_pos);
gen_func(block->get_voxels(), block_pos << get_block_size_pow2());
}
const Vector3i block_origin = block_to_voxel(block_pos);
Box3i local_box(voxel_box.pos - block_origin, voxel_box.size);
local_box.clip(Box3i(Vector3i(), block_size));
RWLockWrite wlock(block->get_voxels().get_lock());
block->get_voxels().write_box_2_template<F, uint16_t, uint16_t>(
local_box, channel0, channel1, action, block_origin);
});
}
private:
void set_block(Vector3i bpos, VoxelDataBlock *block);
VoxelDataBlock *get_or_create_block_at_voxel_pos(Vector3i pos);
VoxelDataBlock *create_default_block(Vector3i bpos);
void remove_block_internal(Vector3i bpos, unsigned int index);
void set_block_size_pow2(unsigned int p);
private:
// Voxel values that will be returned if access is out of map bounds
FixedArray<uint64_t, VoxelBufferInternal::MAX_CHANNELS> _default_voxel;
// Blocks stored with a spatial hash in all 3D directions.
// Before I used Godot's HashMap with RELATIONSHIP = 2 because that delivers better performance compared to
// defaults, but it sometimes has very long stalls on removal, which std::unordered_map doesn't seem to have
// (not as badly). Also overall performance is slightly better.
std::unordered_map<Vector3i, unsigned int> _blocks_map;
std::vector<VoxelDataBlock *> _blocks;
// This was a possible optimization in a single-threaded scenario, but it's not in multithread.
// We want to be able to do shared read-accesses but this is a mutable variable.
// If we want this back, it may be thread-local in some way.
//
// Voxel access will most frequently be in contiguous areas, so the same blocks are accessed.
// To prevent too much hashing, this reference is checked before.
//mutable VoxelDataBlock *_last_accessed_block = nullptr;
unsigned int _block_size;
unsigned int _block_size_pow2;
unsigned int _block_size_mask;
unsigned int _lod_index = 0;
};
struct VoxelDataLodMap {
struct Lod {
VoxelDataMap map;
// This lock should be locked in write mode only when the map gets modified (adding or removing blocks).
// Otherwise it may be locked in read mode.
// It is possible to unlock it after we are done querying the map.
RWLock map_lock;
};
FixedArray<Lod, VoxelConstants::MAX_LOD> lods;
unsigned int lod_count = 1;
};
class VoxelGenerator;
// Generates all non-present blocks in preparation for an edit.
// Every block intersecting with the box at every LOD will be checked.
// This function runs sequentially and should be thread-safe. May be used if blocks are immediately needed.
// It will block if other threads are accessing the same data.
void preload_box(VoxelDataLodMap &data, Box3i voxel_box, VoxelGenerator *generator);
#endif // VOXEL_MAP_H