godot_voxel/terrain/voxel_lod_terrain.cpp

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#include "voxel_lod_terrain.h"
#include "../edition/voxel_tool_lod_terrain.h"
#include "../math/rect3i.h"
#include "../streams/voxel_stream_file.h"
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#include "../util/profiling_clock.h"
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#include "../voxel_string_names.h"
#include "voxel_map.h"
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#include <core/core_string_names.h>
#include <core/engine.h>
const uint32_t MAIN_THREAD_MESHING_BUDGET_MS = 8;
namespace {
Ref<ArrayMesh> build_mesh(const Vector<Array> surfaces, Mesh::PrimitiveType primitive, int compression_flags,
Ref<Material> material, Array *collidable_surface) {
Ref<ArrayMesh> mesh;
mesh.instance();
unsigned int surface_index = 0;
for (int i = 0; i < surfaces.size(); ++i) {
Array surface = surfaces[i];
if (surface.empty()) {
continue;
}
CRASH_COND(surface.size() != Mesh::ARRAY_MAX);
if (!is_surface_triangulated(surface)) {
continue;
}
if (collidable_surface != nullptr && collidable_surface->empty()) {
*collidable_surface = surface;
}
mesh->add_surface_from_arrays(primitive, surface, Array(), compression_flags);
mesh->surface_set_material(surface_index, material);
// No multi-material supported yet
++surface_index;
}
if (is_mesh_empty(mesh)) {
mesh = Ref<Mesh>();
}
return mesh;
}
} // namespace
VoxelLodTerrain::VoxelLodTerrain() {
// Note: don't do anything heavy in the constructor.
// Godot may create and destroy dozens of instances of all node types on startup,
// due to how ClassDB gets its default values.
print_line("Construct VoxelLodTerrain");
_lods[0].map.instance();
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// TODO Being able to set a LOD smaller than the stream is probably a bad idea,
// Because it prevents edits from propagating up to the last one, they will be left out of sync
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set_lod_count(4);
set_lod_split_scale(3);
}
VoxelLodTerrain::~VoxelLodTerrain() {
print_line("Destroy VoxelLodTerrain");
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if (_stream_thread) {
// Schedule saving of all modified blocks,
// without copy because we are destroying the map anyways
save_all_modified_blocks(false);
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memdelete(_stream_thread);
}
if (_block_updater) {
memdelete(_block_updater);
}
}
Ref<Material> VoxelLodTerrain::get_material() const {
return _material;
}
void VoxelLodTerrain::set_material(Ref<Material> p_material) {
_material = p_material;
}
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Ref<VoxelStream> VoxelLodTerrain::get_stream() const {
return _stream;
}
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unsigned int VoxelLodTerrain::get_block_size() const {
return _lods[0].map->get_block_size();
}
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unsigned int VoxelLodTerrain::get_block_size_pow2() const {
return _lods[0].map->get_block_size_pow2();
}
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void VoxelLodTerrain::set_stream(Ref<VoxelStream> p_stream) {
if (p_stream == _stream) {
return;
}
if (_stream.is_valid()) {
if (_stream->is_connected(CoreStringNames::get_singleton()->changed, this, "_on_stream_params_changed")) {
_stream->disconnect(CoreStringNames::get_singleton()->changed, this, "_on_stream_params_changed");
}
}
_stream = p_stream;
if (_stream.is_valid()) {
_stream->connect(CoreStringNames::get_singleton()->changed, this, "_on_stream_params_changed");
}
_on_stream_params_changed();
}
void VoxelLodTerrain::_on_stream_params_changed() {
stop_streamer();
bool was_updater_running = _block_updater != nullptr;
stop_updater();
Ref<VoxelStreamFile> file_stream = _stream;
if (file_stream.is_valid()) {
int stream_block_size_po2 = file_stream->get_block_size_po2();
_set_block_size_po2(stream_block_size_po2);
int stream_lod_count = file_stream->get_lod_count();
_set_lod_count(min(stream_lod_count, get_lod_count()));
}
if (_stream.is_valid()) {
start_streamer();
}
if (was_updater_running) {
start_updater();
}
// The whole map might change, so make all area dirty
// TODO Actually, we should regenerate the whole map, not just update all its blocks
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for (int i = 0; i < get_lod_count(); ++i) {
Lod &lod = _lods[i];
lod.last_view_distance_blocks = 0;
}
}
void VoxelLodTerrain::set_block_size_po2(unsigned int p_block_size_po2) {
ERR_FAIL_COND(p_block_size_po2 < 1);
ERR_FAIL_COND(p_block_size_po2 > 32);
unsigned int block_size_po2 = p_block_size_po2;
Ref<VoxelStreamFile> file_stream = _stream;
if (file_stream.is_valid()) {
block_size_po2 = file_stream->get_block_size_po2();
}
if (block_size_po2 == get_block_size_pow2()) {
return;
}
bool updater_was_running = _block_updater != nullptr;
stop_streamer();
stop_updater();
_set_block_size_po2(p_block_size_po2);
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reset_maps();
if (_stream.is_valid()) {
start_streamer();
}
if (updater_was_running) {
start_updater();
}
}
void VoxelLodTerrain::_set_block_size_po2(int p_block_size_po2) {
_lods[0].map->create(p_block_size_po2, 0);
}
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// Marks intersecting blocks in the area as modified, updates LODs and schedules remeshing.
// The provided box must be at LOD0 coordinates.
void VoxelLodTerrain::post_edit_area(Rect3i p_box) {
Rect3i box = p_box.padded(1);
Rect3i bbox = box.downscaled(get_block_size());
bbox.for_each_cell([this](Vector3i block_pos_lod0) {
post_edit_block_lod0(block_pos_lod0);
});
}
void VoxelLodTerrain::post_edit_block_lod0(Vector3i block_pos_lod0) {
Lod &lod0 = _lods[0];
VoxelBlock *block = lod0.map->get_block(block_pos_lod0);
ERR_FAIL_COND(block == nullptr);
block->set_modified(true);
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if (!block->get_needs_lodding()) {
block->set_needs_lodding(true);
lod0.blocks_pending_lodding.push_back(block_pos_lod0);
}
}
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Ref<VoxelTool> VoxelLodTerrain::get_voxel_tool() {
VoxelToolLodTerrain *vt = memnew(VoxelToolLodTerrain(this, _lods[0].map));
// Set to most commonly used channel on this kind of terrain
vt->set_channel(VoxelBuffer::CHANNEL_SDF);
return Ref<VoxelTool>(vt);
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}
int VoxelLodTerrain::get_view_distance() const {
return _view_distance_voxels;
}
void VoxelLodTerrain::set_view_distance(int p_distance_in_voxels) {
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ERR_FAIL_COND(p_distance_in_voxels <= 0);
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ERR_FAIL_COND(p_distance_in_voxels > 8192);
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// Note: this is a hint distance, the terrain will attempt to have this radius filled with loaded voxels.
// It is possible for blocks to still load beyond that distance.
_view_distance_voxels = p_distance_in_voxels;
}
Spatial *VoxelLodTerrain::get_viewer() const {
if (!is_inside_tree()) {
return nullptr;
}
if (_viewer_path.is_empty()) {
return nullptr;
}
Node *node = get_node(_viewer_path);
if (node == nullptr) {
return nullptr;
}
return Object::cast_to<Spatial>(node);
}
void VoxelLodTerrain::start_updater() {
ERR_FAIL_COND(_block_updater != nullptr);
// TODO Thread-safe way to change those parameters
VoxelMeshUpdater::MeshingParams params;
params.smooth_surface = true;
_block_updater = memnew(VoxelMeshUpdater(2, params));
}
void VoxelLodTerrain::stop_updater() {
struct ResetMeshStateAction {
void operator()(VoxelBlock *block) {
if (block->get_mesh_state() == VoxelBlock::MESH_UPDATE_SENT) {
block->set_mesh_state(VoxelBlock::MESH_UPDATE_NOT_SENT);
}
}
};
if (_block_updater) {
memdelete(_block_updater);
_block_updater = NULL;
}
_blocks_pending_main_thread_update.clear();
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for (int i = 0; i < _lods.size(); ++i) {
Lod &lod = _lods[i];
lod.blocks_pending_update.clear();
if (lod.map.is_valid()) {
ResetMeshStateAction a;
lod.map->for_all_blocks(a);
}
}
}
void VoxelLodTerrain::start_streamer() {
ERR_FAIL_COND(_stream_thread != nullptr);
ERR_FAIL_COND(_stream.is_null());
_stream_thread = memnew(VoxelDataLoader(1, _stream, get_block_size_pow2()));
}
void VoxelLodTerrain::stop_streamer() {
if (_stream_thread) {
memdelete(_stream_thread);
_stream_thread = nullptr;
}
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for (int i = 0; i < _lods.size(); ++i) {
Lod &lod = _lods[i];
lod.blocks_to_load.clear();
}
}
void VoxelLodTerrain::set_lod_split_scale(float p_lod_split_scale) {
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if (p_lod_split_scale == _lod_split_scale) {
return;
}
_lod_split_scale = CLAMP(p_lod_split_scale, VoxelConstants::MINIMUM_LOD_SPLIT_SCALE, VoxelConstants::MAXIMUM_LOD_SPLIT_SCALE);
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for (Map<Vector3i, OctreeItem>::Element *E = _lod_octrees.front(); E; E = E->next()) {
OctreeItem &item = E->value();
item.octree.set_split_scale(_lod_split_scale);
// Because `set_split_scale` may clamp it...
_lod_split_scale = item.octree.get_split_scale();
}
}
float VoxelLodTerrain::get_lod_split_scale() const {
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return _lod_split_scale;
}
void VoxelLodTerrain::set_lod_count(int p_lod_count) {
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ERR_FAIL_COND(p_lod_count >= VoxelConstants::MAX_LOD);
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ERR_FAIL_COND(p_lod_count < 1);
if (get_lod_count() != p_lod_count) {
_set_lod_count(p_lod_count);
}
}
void VoxelLodTerrain::_set_lod_count(int p_lod_count) {
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CRASH_COND(p_lod_count >= VoxelConstants::MAX_LOD);
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CRASH_COND(p_lod_count < 1);
_lod_count = p_lod_count;
LodOctree::NoDestroyAction nda;
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for (Map<Vector3i, OctreeItem>::Element *E = _lod_octrees.front(); E; E = E->next()) {
OctreeItem &item = E->value();
item.octree.create_from_lod_count(get_block_size(), p_lod_count, nda);
}
reset_maps();
}
void VoxelLodTerrain::reset_maps() {
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// Clears all blocks and reconfigures maps to account for new LOD count and block sizes
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for (int lod_index = 0; lod_index < _lods.size(); ++lod_index) {
Lod &lod = _lods[lod_index];
// Instance new maps if we have more lods, or clear them otherwise
if (lod_index < get_lod_count()) {
if (lod.map.is_null()) {
lod.map.instance();
}
lod.map->create(get_block_size_pow2(), lod_index);
} else {
if (lod.map.is_valid()) {
lod.map.unref();
}
}
}
}
int VoxelLodTerrain::get_lod_count() const {
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return _lod_count;
}
void VoxelLodTerrain::set_generate_collisions(bool enabled) {
_generate_collisions = enabled;
}
void VoxelLodTerrain::set_collision_lod_count(int lod_count) {
_collision_lod_count = CLAMP(lod_count, -1, get_lod_count());
}
int VoxelLodTerrain::get_collision_lod_count() const {
return _collision_lod_count;
}
void VoxelLodTerrain::set_viewer_path(NodePath path) {
_viewer_path = path;
}
NodePath VoxelLodTerrain::get_viewer_path() const {
return _viewer_path;
}
int VoxelLodTerrain::get_block_region_extent() const {
// This is the radius of blocks around the viewer in which we may load them.
// It depends on the LOD split scale, which tells how close to a block we need to be for it to subdivide.
// Each LOD is fractal so that value is the same for each of them.
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return static_cast<int>(_lod_split_scale) * 2 + 2;
}
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Vector3 VoxelLodTerrain::voxel_to_block_position(Vector3 vpos, int lod_index) const {
ERR_FAIL_COND_V(lod_index < 0, Vector3());
ERR_FAIL_COND_V(lod_index >= get_lod_count(), Vector3());
const Lod &lod = _lods[lod_index];
Vector3i bpos = lod.map->voxel_to_block(Vector3i(vpos)) >> lod_index;
return bpos.to_vec3();
}
void VoxelLodTerrain::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
if (_block_updater == nullptr) {
start_updater();
}
set_process(true);
break;
case NOTIFICATION_PROCESS:
if (!Engine::get_singleton()->is_editor_hint()) {
_process();
}
break;
case NOTIFICATION_EXIT_TREE:
break;
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case NOTIFICATION_ENTER_WORLD: {
World *world = *get_world();
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for (int lod_index = 0; lod_index < _lods.size(); ++lod_index) {
if (_lods[lod_index].map.is_valid()) {
_lods[lod_index].map->for_all_blocks([world](VoxelBlock *block) {
block->set_world(world);
});
}
}
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} break;
case NOTIFICATION_EXIT_WORLD: {
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for (int lod_index = 0; lod_index < _lods.size(); ++lod_index) {
if (_lods[lod_index].map.is_valid()) {
_lods[lod_index].map->for_all_blocks([](VoxelBlock *block) {
block->set_world(nullptr);
});
}
}
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} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
bool visible = is_visible();
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for (int lod_index = 0; lod_index < _lods.size(); ++lod_index) {
if (_lods[lod_index].map.is_valid()) {
_lods[lod_index].map->for_all_blocks([visible](VoxelBlock *block) {
block->set_parent_visible(visible);
});
}
}
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} break;
// TODO Listen for transform changes
default:
break;
}
}
void VoxelLodTerrain::get_viewer_pos_and_direction(Vector3 &out_pos, Vector3 &out_direction) const {
if (Engine::get_singleton()->is_editor_hint()) {
// TODO Use editor's camera here
out_pos = Vector3();
out_direction = Vector3(0, -1, 0);
} else {
// TODO Have option to use viewport camera
Spatial *viewer = get_viewer();
if (viewer) {
Transform gt = viewer->get_global_transform();
out_pos = gt.origin;
out_direction = -gt.basis.get_axis(Vector3::AXIS_Z);
} else {
// TODO Just remember last viewer pos
out_pos = (_lods[0].last_viewer_block_pos << _lods[0].map->get_block_size_pow2()).to_vec3();
out_direction = Vector3(0, -1, 0);
}
}
}
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void VoxelLodTerrain::try_schedule_loading_with_neighbors(const Vector3i &p_bpos, int lod_index) {
Lod &lod = _lods[lod_index];
Vector3i bpos;
for (int y = -1; y < 2; ++y) {
for (int z = -1; z < 2; ++z) {
for (int x = -1; x < 2; ++x) {
bpos.x = p_bpos.x + x;
bpos.y = p_bpos.y + y;
bpos.z = p_bpos.z + z;
VoxelBlock *block = lod.map->get_block(bpos);
if (block == nullptr) {
if (!lod.loading_blocks.has(bpos)) {
lod.blocks_to_load.push_back(bpos);
lod.loading_blocks.insert(bpos);
}
}
}
}
}
}
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bool VoxelLodTerrain::check_block_loaded_and_updated(const Vector3i &p_bpos, int lod_index) {
Lod &lod = _lods[lod_index];
VoxelBlock *block = lod.map->get_block(p_bpos);
if (block == nullptr) {
try_schedule_loading_with_neighbors(p_bpos, lod_index);
return false;
}
return check_block_mesh_updated(block);
}
bool VoxelLodTerrain::check_block_mesh_updated(VoxelBlock *block) {
CRASH_COND(block == nullptr);
Lod &lod = _lods[block->lod_index];
switch (block->get_mesh_state()) {
case VoxelBlock::MESH_NEVER_UPDATED:
case VoxelBlock::MESH_NEED_UPDATE:
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if (lod.map->is_block_surrounded(block->position)) {
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lod.blocks_pending_update.push_back(block->position);
block->set_mesh_state(VoxelBlock::MESH_UPDATE_NOT_SENT);
} else {
try_schedule_loading_with_neighbors(block->position, block->lod_index);
}
return false;
case VoxelBlock::MESH_UPDATE_NOT_SENT:
case VoxelBlock::MESH_UPDATE_SENT:
return false;
case VoxelBlock::MESH_UP_TO_DATE:
return true;
default:
CRASH_NOW();
break;
}
return true;
}
void VoxelLodTerrain::send_block_data_requests() {
VoxelDataLoader::Input input;
Vector3 viewer_pos;
get_viewer_pos_and_direction(viewer_pos, input.priority_direction);
input.priority_position = _lods[0].map->voxel_to_block(Vector3i(viewer_pos));
input.use_exclusive_region = true;
// The last LOD may spread until end of view distance, it should not be discarded
input.exclusive_region_max_lod = get_lod_count() - 1;
input.exclusive_region_extent = get_block_region_extent();
for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
Lod &lod = _lods[lod_index];
for (unsigned int i = 0; i < lod.blocks_to_load.size(); ++i) {
VoxelDataLoader::InputBlock input_block;
input_block.position = lod.blocks_to_load[i];
input_block.lod = lod_index;
input.blocks.push_back(input_block);
}
lod.blocks_to_load.clear();
}
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for (unsigned int i = 0; i < _blocks_to_save.size(); ++i) {
print_line(String("Requesting save of block {0} lod {1}")
.format(varray(_blocks_to_save[i].position.to_vec3(), _blocks_to_save[i].lod)));
input.blocks.push_back(_blocks_to_save[i]);
}
_blocks_to_save.clear();
//print_line(String("Sending {0}").format(varray(input.blocks_to_emerge.size())));
_stream_thread->push(input);
}
void VoxelLodTerrain::_process() {
VOXEL_PROFILE_SCOPE(profile_process);
if (get_lod_count() == 0) {
// If there isn't a LOD 0, there is nothing to load
return;
}
OS &os = *OS::get_singleton();
// Get viewer location
// TODO Transform to local (Spatial Transform)
Vector3 viewer_pos;
Vector3 viewer_direction;
get_viewer_pos_and_direction(viewer_pos, viewer_direction);
Vector3i viewer_block_pos = _lods[0].map->voxel_to_block(Vector3i(viewer_pos));
_stats.dropped_block_loads = 0;
_stats.dropped_block_meshs = 0;
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_stats.blocked_lods = 0;
// Here we go...
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// Update pending LOD data modifications due to edits.
// These are deferred from edits so we can batch them.
// It has to happen first because blocks can be unloaded afterwards.
flush_pending_lod_edits();
ProfilingClock profiling_clock;
// Unload blocks falling out of block region extent
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// TODO Obsoleted by octree grid?
{
VOXEL_PROFILE_SCOPE(profile_process_unload_out_of_region);
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// TODO Could it actually be enough to have a rolling update on all blocks?
// This should be the same distance relatively to each LOD
int block_region_extent = get_block_region_extent();
// Ignore last lod because it can extend a little beyond due to the view distance setting.
// Instead, those blocks are unloaded by the octree forest management.
for (int lod_index = 0; lod_index < get_lod_count() - 1; ++lod_index) {
VOXEL_PROFILE_SCOPE(profile_process_unload_out_of_region_lod);
Lod &lod = _lods[lod_index];
// Each LOD keeps a box of loaded blocks, and only some of the blocks will get polygonized.
// The player can edit them so changes can be propagated to lower lods.
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unsigned int block_size_po2 = _lods[0].map->get_block_size_pow2() + lod_index;
Vector3i viewer_block_pos_within_lod = VoxelMap::voxel_to_block_b(viewer_pos, block_size_po2);
Rect3i new_box = Rect3i::from_center_extents(viewer_block_pos_within_lod, Vector3i(block_region_extent));
Rect3i prev_box = Rect3i::from_center_extents(lod.last_viewer_block_pos, Vector3i(lod.last_view_distance_blocks));
// Eliminate pending blocks that aren't needed
// This vector must be empty at this point.
// Let's assert so it will pop on your face the day that assumption changes
CRASH_COND(!lod.blocks_to_load.empty());
if (prev_box != new_box) {
VOXEL_PROFILE_SCOPE(profile_process_unload_out_of_region_immerge);
prev_box.difference(new_box, [this, lod_index](Rect3i out_of_range_box) {
out_of_range_box.for_each_cell([=](Vector3i pos) {
//print_line(String("Immerge {0}").format(varray(pos.to_vec3())));
immerge_block(pos, lod_index);
});
});
}
// Cancel block updates that are not within the padded region (since neighbors are always required to remesh)
Rect3i padded_new_box = new_box.padded(-1);
{
VOXEL_PROFILE_SCOPE(profile_process_unload_out_of_region_cancel_updates);
unordered_remove_if(lod.blocks_pending_update, [&lod, padded_new_box](Vector3i bpos) {
if (padded_new_box.contains(bpos)) {
return false;
} else {
VoxelBlock *block = lod.map->get_block(bpos);
if (block != nullptr) {
block->set_mesh_state(VoxelBlock::MESH_NEED_UPDATE);
}
return true;
}
});
}
lod.last_viewer_block_pos = viewer_block_pos_within_lod;
lod.last_view_distance_blocks = block_region_extent;
}
}
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// Create and remove octrees in a grid around the viewer
{
VOXEL_PROFILE_SCOPE(profile_process_add_remove_octrees);
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// TODO Investigate if multi-octree can produce cracks in the terrain (so far I haven't noticed)
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const unsigned int octree_size_po2 = get_block_size_pow2() + get_lod_count() - 1;
const unsigned int octree_size = 1 << octree_size_po2;
const unsigned int octree_region_extent = 1 + _view_distance_voxels / (1 << octree_size_po2);
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Vector3i viewer_octree_pos = (Vector3i(viewer_pos) + Vector3i(octree_size / 2)) >> octree_size_po2;
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Rect3i new_box = Rect3i::from_center_extents(viewer_octree_pos, Vector3i(octree_region_extent));
Rect3i prev_box = _last_octree_region_box;
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if (new_box != prev_box) {
VOXEL_PROFILE_SCOPE(profile_process_add_remove_octrees_box_diff);
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struct CleanOctreeAction {
VoxelLodTerrain *self;
Vector3i block_offset_lod0;
void operator()(Vector3i node_pos, unsigned int lod_index) {
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Lod &lod = self->_lods[lod_index];
Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index);
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VoxelBlock *block = lod.map->get_block(bpos);
if (block) {
block->set_visible(false);
}
}
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};
struct ExitAction {
VoxelLodTerrain *self;
void operator()(const Vector3i &pos) {
Map<Vector3i, OctreeItem>::Element *E = self->_lod_octrees.find(pos);
if (E == nullptr) {
return;
}
OctreeItem &item = E->value();
Vector3i block_pos_maxlod = E->key();
int last_lod_index = self->get_lod_count() - 1;
// We just drop the octree and hide blocks it was considering as visible.
// Normally such octrees shouldn't bee too deep as they will likely be at the edge
// of the loaded area, unless the player teleported far away.
CleanOctreeAction a;
a.self = self;
a.block_offset_lod0 = block_pos_maxlod << last_lod_index;
item.octree.clear(a);
self->_lod_octrees.erase(E);
// Immerge last lod from here, as it may extend a bit further than the others
self->immerge_block(pos, last_lod_index);
}
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};
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struct EnterAction {
VoxelLodTerrain *self;
int block_size;
void operator()(const Vector3i &pos) {
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// That's a new cell we are entering, shouldn't be anything there
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CRASH_COND(self->_lod_octrees.has(pos));
// Create new octree
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// TODO Use ObjectPool to store them, deletion won't be cheap
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Map<Vector3i, OctreeItem>::Element *E = self->_lod_octrees.insert(pos, OctreeItem());
CRASH_COND(E == nullptr);
OctreeItem &item = E->value();
LodOctree::NoDestroyAction nda;
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item.octree.create_from_lod_count(block_size, self->get_lod_count(), nda);
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item.octree.set_split_scale(self->_lod_split_scale);
}
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};
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ExitAction exit_action;
exit_action.self = this;
EnterAction enter_action;
enter_action.self = this;
enter_action.block_size = get_block_size();
prev_box.difference(new_box, [exit_action](Rect3i out_of_range_box) {
out_of_range_box.for_each_cell(exit_action);
});
new_box.difference(prev_box, [enter_action](Rect3i box_to_load) {
box_to_load.for_each_cell(enter_action);
});
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}
_last_octree_region_box = new_box;
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}
CRASH_COND(_blocks_pending_transition_update.size() != 0);
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// Find which blocks we need to load and see, within each octree
{
VOXEL_PROFILE_SCOPE(profile_process_update_octrees);
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// TODO Maintain a vector to make iteration faster?
for (Map<Vector3i, OctreeItem>::Element *E = _lod_octrees.front(); E; E = E->next()) {
VOXEL_PROFILE_SCOPE(profile_process_update_octrees_item);
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OctreeItem &item = E->value();
Vector3i block_pos_maxlod = E->key();
Vector3i block_offset_lod0 = block_pos_maxlod << (get_lod_count() - 1);
struct OctreeActions {
VoxelLodTerrain *self = nullptr;
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Vector3i block_offset_lod0;
unsigned int blocked_count = 0;
void create_child(Vector3i node_pos, int lod_index) {
Lod &lod = self->_lods[lod_index];
Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index);
VoxelBlock *block = lod.map->get_block(bpos);
// Never show a child that hasn't been meshed
CRASH_COND(block == nullptr);
CRASH_COND(block->get_mesh_state() != VoxelBlock::MESH_UP_TO_DATE);
block->set_visible(true);
self->add_transition_update(block);
self->add_transition_updates_around(bpos, lod_index);
}
void destroy_child(Vector3i node_pos, int lod_index) {
Lod &lod = self->_lods[lod_index];
Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index);
VoxelBlock *block = lod.map->get_block(bpos);
if (block) {
block->set_visible(false);
self->add_transition_updates_around(bpos, lod_index);
}
}
void show_parent(Vector3i node_pos, int lod_index) {
Lod &lod = self->_lods[lod_index];
Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index);
VoxelBlock *block = lod.map->get_block(bpos);
// If we teleport far away, the area we were in is going to merge,
// and blocks may have been unloaded completely.
// So in that case it's normal to not find any block.
// Otherwise, there must always be a visible parent in the end, unless the octree vanished.
if (block != nullptr && block->get_mesh_state() == VoxelBlock::MESH_UP_TO_DATE) {
block->set_visible(true);
self->add_transition_update(block);
self->add_transition_updates_around(bpos, lod_index);
}
}
void hide_parent(Vector3i node_pos, int lod_index) {
destroy_child(node_pos, lod_index); // Same
}
bool can_create_root(int lod_index) {
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Vector3i offset = block_offset_lod0 >> lod_index;
return self->check_block_loaded_and_updated(offset, lod_index);
}
bool can_split(Vector3i node_pos, int child_lod_index) {
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Vector3i offset = block_offset_lod0 >> child_lod_index;
bool can = true;
// Can only subdivide if higher detail meshes are ready to be shown, otherwise it will produce holes
for (int i = 0; i < 8; ++i) {
// Get block pos local-to-region
Vector3i child_pos = LodOctree::get_child_position(node_pos, i);
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// Convert to local-to-terrain
child_pos += offset;
// We have to ping ALL children, because the reason we are here is we want them loaded
can &= self->check_block_loaded_and_updated(child_pos, child_lod_index);
}
if (!can) {
++blocked_count;
}
return can;
}
bool can_join(Vector3i node_pos, int parent_lod_index) {
// Can only unsubdivide if the parent mesh is ready
Lod &lod = self->_lods[parent_lod_index];
Vector3i bpos = node_pos + (block_offset_lod0 >> parent_lod_index);
VoxelBlock *block = lod.map->get_block(bpos);
if (block == nullptr) {
// The block got unloaded. Exceptionally, we can join.
// There will always be a grand-parent because we never destroy them when they split,
// and we never create a child without creating a parent first.
return true;
}
// The block is loaded but the mesh isn't up to date, we need to ping and wait.
bool can = self->check_block_mesh_updated(block);
if (!can) {
++blocked_count;
}
return can;
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}
};
OctreeActions octree_actions;
octree_actions.self = this;
octree_actions.block_offset_lod0 = block_offset_lod0;
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Vector3 relative_viewer_pos = viewer_pos - get_block_size() * block_offset_lod0.to_vec3();
item.octree.update(relative_viewer_pos, octree_actions);
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// Ideally, this stat should stabilize to zero.
// If not, something in block management prevents LODs from properly show up and should be fixed.
_stats.blocked_lods += octree_actions.blocked_count;
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}
{
VOXEL_PROFILE_SCOPE(profile_process_update_transitions);
process_transition_updates();
}
}
CRASH_COND(_blocks_pending_transition_update.size() != 0);
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_stats.time_detect_required_blocks = profiling_clock.restart();
send_block_data_requests();
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_stats.time_request_blocks_to_load = profiling_clock.restart();
// Get block loading responses
// Note: if block loading is too fast, this can cause stutters.
// It should only happen on first load, though.
{
VOXEL_PROFILE_SCOPE(profile_process_get_loading_responses);
VoxelDataLoader::Output output;
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_stream_thread->pop(output);
_stats.stream = output.stats;
//print_line(String("Loaded {0} blocks").format(varray(output.emerged_blocks.size())));
#ifdef TOOLS_ENABLED
for (int i = 0; i < _lod_count; ++i) {
_lods[i].debug_unexpected_block_drops.clear();
}
#endif
for (int i = 0; i < output.blocks.size(); ++i) {
VOXEL_PROFILE_SCOPE(profile_process_get_loading_responses_block);
const VoxelDataLoader::OutputBlock &ob = output.blocks[i];
if (ob.lod >= get_lod_count()) {
// That block was requested at a time where LOD was higher... drop it
++_stats.dropped_block_loads;
continue;
}
Lod &lod = _lods[ob.lod];
{
Set<Vector3i>::Element *E = lod.loading_blocks.find(ob.position);
if (E == nullptr) {
// That block was not requested, or is no longer needed. drop it...
++_stats.dropped_block_loads;
continue;
}
lod.loading_blocks.erase(E);
}
if (ob.drop_hint) {
// That block was dropped by the data loader thread, but we were still expecting it...
// This is most likely caused by the loader not keeping up with the speed at which the player is moving.
// We should recover with the removal from `loading_blocks` so it will be re-queried again later...
// print_line(String("Received a block loading drop while we were still expecting it: lod{0} ({1}, {2}, {3})")
// .format(varray(ob.lod, ob.position.x, ob.position.y, ob.position.z)));
#ifdef TOOLS_ENABLED
lod.debug_unexpected_block_drops.push_back(ob.position);
#endif
++_stats.dropped_block_loads;
continue;
}
if (ob.data.voxels_loaded->get_size() != lod.map->get_block_size()) {
// Voxel block size is incorrect, drop it
ERR_PRINT("Block size obtained from stream is different from expected size");
++_stats.dropped_block_loads;
continue;
}
// Store buffer
VoxelBlock *block = lod.map->set_block_buffer(ob.position, ob.data.voxels_loaded);
//print_line(String("Adding block {0} at lod {1}").format(varray(eo.block_position.to_vec3(), eo.lod)));
// The block will be made visible and meshed only by LodOctree
block->set_visible(false);
block->set_parent_visible(is_visible());
block->set_world(get_world());
Ref<ShaderMaterial> shader_material = _material;
if (shader_material.is_valid() && block->get_shader_material().is_null()) {
VOXEL_PROFILE_SCOPE(profile_process_get_loading_responses_duplicate_material);
// Pooling shader materials is necessary for now, to avoid stuttering in the editor.
// Due to a signal used to keep the inspector up to date, even though these
// material copies will never be seen in the inspector
// See https://github.com/godotengine/godot/issues/34741
Ref<ShaderMaterial> sm;
if (_shader_material_pool.size() > 0) {
sm = _shader_material_pool.back();
// The joys of pooling materials
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sm->set_shader_param(VoxelStringNames::get_singleton()->u_transition_mask, 0);
_shader_material_pool.pop_back();
} else {
sm = shader_material->duplicate(false);
}
// Set individual shader material, because each block can have dynamic parameters,
// used to smooth seams without re-uploading meshes and allow to implement LOD fading
block->set_shader_material(sm);
}
}
}
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_stats.time_process_load_responses = profiling_clock.restart();
// Send mesh updates
{
VOXEL_PROFILE_SCOPE(profile_process_send_mesh_updates);
VoxelMeshUpdater::Input input;
input.priority_position = viewer_block_pos;
input.priority_direction = viewer_direction;
input.use_exclusive_region = true;
input.exclusive_region_max_lod = get_lod_count() - 1;
input.exclusive_region_extent = get_block_region_extent();
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for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) {
VOXEL_PROFILE_SCOPE(profile_process_send_mesh_updates_lod);
Lod &lod = _lods[lod_index];
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for (unsigned int i = 0; i < lod.blocks_pending_update.size(); ++i) {
VOXEL_PROFILE_SCOPE(profile_process_send_mesh_updates_block);
Vector3i block_pos = lod.blocks_pending_update[i];
VoxelBlock *block = lod.map->get_block(block_pos);
CRASH_COND(block == nullptr);
// All blocks we get here must be in the scheduled state
CRASH_COND(block->get_mesh_state() != VoxelBlock::MESH_UPDATE_NOT_SENT);
// TODO Perhaps we could do a bit of early-rejection before spending time in buffer copy?
// Create buffer padded with neighbor voxels
Ref<VoxelBuffer> nbuffer;
nbuffer.instance();
// TODO Make the buffer re-usable, or pool memory
unsigned int min_padding = _block_updater->get_minimum_padding();
unsigned int max_padding = _block_updater->get_maximum_padding();
{
VOXEL_PROFILE_SCOPE(profile_process_send_mesh_updates_block_alloc);
unsigned int block_size = lod.map->get_block_size();
nbuffer->create(Vector3i(block_size + min_padding + max_padding));
}
{
VOXEL_PROFILE_SCOPE(profile_process_send_mesh_updates_block_copy);
unsigned int channels_mask = (1 << VoxelBuffer::CHANNEL_SDF);
lod.map->get_buffer_copy(lod.map->block_to_voxel(block_pos) - Vector3i(min_padding), **nbuffer, channels_mask);
}
VoxelMeshUpdater::InputBlock iblock;
iblock.data.voxels = nbuffer;
iblock.position = block_pos;
iblock.lod = lod_index;
input.blocks.push_back(iblock);
block->set_mesh_state(VoxelBlock::MESH_UPDATE_SENT);
}
lod.blocks_pending_update.clear();
}
//print_line(String("Sending {0} updates").format(varray(input.blocks.size())));
_block_updater->push(input);
}
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_stats.time_request_blocks_to_update = profiling_clock.restart();
// Receive mesh updates
{
VOXEL_PROFILE_SCOPE(profile_process_receive_mesh_updates);
{
VoxelMeshUpdater::Output output;
_block_updater->pop(output);
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_stats.updater = output.stats;
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_stats.updated_blocks = output.blocks.size();
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for (int i = 0; i < output.blocks.size(); ++i) {
VOXEL_PROFILE_SCOPE(profile_process_receive_mesh_updates_block_schedule);
const VoxelMeshUpdater::OutputBlock &ob = output.blocks[i];
if (ob.lod >= get_lod_count()) {
// Sorry, LOD configuration changed, drop that mesh
++_stats.dropped_block_meshs;
continue;
}
_blocks_pending_main_thread_update.push_back(ob);
}
}
uint32_t timeout = os.get_ticks_msec() + MAIN_THREAD_MESHING_BUDGET_MS; // Allocate milliseconds max to upload meshes
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unsigned int queue_index = 0;
// The following is done on the main thread because Godot doesn't really support multithreaded Mesh allocation.
// This also proved to be very slow compared to the meshing process itself...
// hopefully Vulkan will allow us to upload graphical resources without stalling rendering as they upload?
for (; queue_index < _blocks_pending_main_thread_update.size() && os.get_ticks_msec() < timeout; ++queue_index) {
VOXEL_PROFILE_SCOPE(profile_process_receive_mesh_updates_block_update);
const VoxelMeshUpdater::OutputBlock &ob = _blocks_pending_main_thread_update[queue_index];
if (ob.lod >= get_lod_count()) {
// Sorry, LOD configuration changed, drop that mesh
++_stats.dropped_block_meshs;
continue;
}
Lod &lod = _lods[ob.lod];
VoxelBlock *block = lod.map->get_block(ob.position);
if (block == NULL) {
// That block is no longer loaded, drop the result
++_stats.dropped_block_meshs;
continue;
}
if (ob.drop_hint) {
// That block is loaded, but its meshing request was dropped.
// TODO Not sure what to do in this case, the code sending update queries has to be tweaked
print_line("Received a block mesh drop while we were still expecting it");
++_stats.dropped_block_meshs;
continue;
}
if (block->get_mesh_state() == VoxelBlock::MESH_UPDATE_SENT) {
block->set_mesh_state(VoxelBlock::MESH_UP_TO_DATE);
}
const VoxelMesher::Output mesh_data = ob.data.smooth_surfaces;
// TODO Allow multiple collision surfaces
Array collidable_surface;
Ref<ArrayMesh> mesh = build_mesh(
mesh_data.surfaces,
mesh_data.primitive_type,
mesh_data.compression_flags,
_material, &collidable_surface);
bool has_collision = _generate_collisions;
if (has_collision && _collision_lod_count != -1) {
has_collision = ob.lod < _collision_lod_count;
}
block->set_mesh(mesh, this, has_collision, collidable_surface, get_tree()->is_debugging_collisions_hint());
{
VOXEL_PROFILE_SCOPE(profile_process_receive_mesh_updates_block_update_transitions);
for (int dir = 0; dir < mesh_data.transition_surfaces.size(); ++dir) {
Ref<ArrayMesh> transition_mesh = build_mesh(
mesh_data.transition_surfaces[dir],
mesh_data.primitive_type,
mesh_data.compression_flags,
_material, nullptr);
block->set_transition_mesh(transition_mesh, dir);
}
}
}
{
VOXEL_PROFILE_SCOPE(profile_process_receive_mesh_updates_shift_up);
shift_up(_blocks_pending_main_thread_update, queue_index);
}
}
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_stats.time_process_update_responses = profiling_clock.restart();
}
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void VoxelLodTerrain::flush_pending_lod_edits() {
// Propagates edits performed so far to other LODs.
// These LODs must be currently in memory, otherwise terrain data will miss it.
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// This is currently ensured by the fact we load blocks in a "pyramidal" way,
// i.e there is no way for a block to be loaded if its parent LOD isn't loaded already.
// In the future we may implement storing of edits to be applied later if blocks can't be found.
//ProfilingClock profiling_clock;
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struct L {
static inline void schedule_update(VoxelBlock *block, std::vector<Vector3i> &blocks_pending_update) {
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if (block->get_mesh_state() != VoxelBlock::MESH_UPDATE_NOT_SENT) {
if (block->is_visible()) {
// Schedule an update
block->set_mesh_state(VoxelBlock::MESH_UPDATE_NOT_SENT);
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blocks_pending_update.push_back(block->position);
} else {
// Just mark it as needing update, so the visibility system will schedule its update when needed
block->set_mesh_state(VoxelBlock::MESH_NEED_UPDATE);
}
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}
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}
};
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// Make sure LOD0 gets updates even if _lod_count is 1
Lod &lod0 = _lods[0];
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for (unsigned int i = 0; i < lod0.blocks_pending_lodding.size(); ++i) {
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Vector3i bpos = lod0.blocks_pending_lodding[i];
VoxelBlock *block = lod0.map->get_block(bpos);
block->set_needs_lodding(false);
L::schedule_update(block, lod0.blocks_pending_update);
}
int half_bs = get_block_size() >> 1;
// Process downscales upwards in pairs of consecutive LODs.
// This ensures we don't process multiple times the same blocks.
// Only LOD0 is editable at the moment, so we'll downscale from there
for (int dst_lod_index = 1; dst_lod_index < _lod_count; ++dst_lod_index) {
Lod &src_lod = _lods[dst_lod_index - 1];
Lod &dst_lod = _lods[dst_lod_index];
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for (unsigned int i = 0; i < src_lod.blocks_pending_lodding.size(); ++i) {
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Vector3i src_bpos = src_lod.blocks_pending_lodding[i];
Vector3i dst_bpos = src_bpos >> 1;
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VoxelBlock *src_block = src_lod.map->get_block(src_bpos);
VoxelBlock *dst_block = dst_lod.map->get_block(dst_bpos);
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// The block and its lower LODs are expected to be available.
// Otherwise it means the function was called too late
CRASH_COND(src_block == nullptr);
CRASH_COND(dst_block == nullptr);
CRASH_COND(src_block->voxels.is_null());
CRASH_COND(dst_block->voxels.is_null());
L::schedule_update(dst_block, dst_lod.blocks_pending_update);
src_block->set_needs_lodding(false);
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dst_block->set_modified(true);
if (dst_lod_index != _lod_count - 1 && !dst_block->get_needs_lodding()) {
dst_block->set_needs_lodding(true);
dst_lod.blocks_pending_lodding.push_back(dst_bpos);
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}
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Vector3i rel = src_bpos - (dst_bpos << 1);
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// Update lower LOD
// This must always be done after an edit before it gets saved, otherwise LODs won't match and it will look ugly.
// TODO Try to narrow to edited region instead of taking whole block
src_block->voxels->downscale_to(**dst_block->voxels, Vector3i(), src_block->voxels->get_size(), rel * half_bs);
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}
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src_lod.blocks_pending_lodding.clear();
}
// uint64_t time_spent = profiling_clock.restart();
// if (time_spent > 10) {
// print_line(String("Took {0} us to update lods").format(varray(time_spent)));
// }
}
namespace {
struct ScheduleSaveAction {
std::vector<VoxelDataLoader::InputBlock> &blocks_to_save;
std::vector<Ref<ShaderMaterial> > &shader_materials;
bool with_copy;
void operator()(VoxelBlock *block) {
Ref<ShaderMaterial> sm = block->get_shader_material();
if (sm.is_valid()) {
shader_materials.push_back(sm);
block->set_shader_material(Ref<ShaderMaterial>());
}
if (block->is_modified()) {
//print_line(String("Scheduling save for block {0}").format(varray(block->position.to_vec3())));
VoxelDataLoader::InputBlock b;
b.data.voxels_to_save = with_copy ? block->voxels->duplicate() : block->voxels;
b.position = block->position;
b.can_be_discarded = false;
b.lod = block->lod_index;
blocks_to_save.push_back(b);
block->set_modified(false);
}
}
};
} // namespace
void VoxelLodTerrain::immerge_block(Vector3i block_pos, int lod_index) {
VOXEL_PROFILE_SCOPE(profile_immerge_block);
ERR_FAIL_COND(lod_index >= get_lod_count());
ERR_FAIL_COND(_lods[lod_index].map.is_null());
Lod &lod = _lods[lod_index];
lod.map->remove_block(block_pos, ScheduleSaveAction{ _blocks_to_save, _shader_material_pool, false });
lod.loading_blocks.erase(block_pos);
// Blocks in the update queue will be cancelled in _process,
// because it's too expensive to linear-search all blocks for each block
// No need to remove things from blocks_pending_load,
// This vector is filled and cleared immediately in the main process.
// It is a member only to re-use its capacity memory over frames.
}
void VoxelLodTerrain::save_all_modified_blocks(bool with_copy) {
ERR_FAIL_COND(_stream_thread == nullptr);
flush_pending_lod_edits();
for (int i = 0; i < _lod_count; ++i) {
// That may cause a stutter, so should be used when the player won't notice
_lods[i].map->for_all_blocks(ScheduleSaveAction{ _blocks_to_save, _shader_material_pool, with_copy });
}
// And flush immediately
send_block_data_requests();
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}
void VoxelLodTerrain::add_transition_update(VoxelBlock *block) {
if (!block->pending_transition_update) {
_blocks_pending_transition_update.push_back(block);
block->pending_transition_update = true;
}
}
void VoxelLodTerrain::add_transition_updates_around(Vector3i block_pos, int lod_index) {
Lod &lod = _lods[lod_index];
CRASH_COND(lod.map.is_null());
for (int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
Vector3i npos = block_pos + Cube::g_side_normals[dir];
VoxelBlock *nblock = lod.map->get_block(npos);
if (nblock != nullptr) {
add_transition_update(nblock);
}
}
// TODO If a block appears at lod, neighbor blocks at lod-1 need to be updated.
// or maybe get_transition_mask needs a different approach that also looks at higher lods?
}
void VoxelLodTerrain::process_transition_updates() {
for (unsigned int i = 0; i < _blocks_pending_transition_update.size(); ++i) {
VoxelBlock *block = _blocks_pending_transition_update[i];
CRASH_COND(block == nullptr);
if (block->is_visible()) {
block->set_transition_mask(get_transition_mask(block->position, block->lod_index));
}
block->pending_transition_update = false;
}
_blocks_pending_transition_update.clear();
}
uint8_t VoxelLodTerrain::get_transition_mask(Vector3i block_pos, int lod_index) const {
uint8_t transition_mask = 0;
if (lod_index + 1 >= _lods.size()) {
return transition_mask;
}
const Lod &lower_lod = _lods[lod_index + 1];
if (!lower_lod.map.is_valid()) {
return transition_mask;
}
Vector3i lower_pos = block_pos >> 1;
Vector3i upper_pos = block_pos << 1;
const Lod &lod = _lods[lod_index];
CRASH_COND(!lod.map.is_valid());
// Based on octree rules, and the fact it must have run before, check neighbor blocks of same LOD:
// If one is missing or not visible, it means either of the following:
// - The neighbor at lod+1 is visible or not loaded (there must be a transition)
// - The neighbor at lod-1 is visible (no transition)
uint8_t visible_neighbors_of_same_lod = 0;
for (int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
Vector3i npos = block_pos + Cube::g_side_normals[dir];
const VoxelBlock *nblock = lod.map->get_block(npos);
if (nblock != nullptr && nblock->is_visible()) {
visible_neighbors_of_same_lod |= (1 << dir);
}
}
if (visible_neighbors_of_same_lod != 0b111111) {
// At least one neighbor isn't visible.
// Check for neighbors at different LOD (there can be only one kind on a given side)
for (int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
int dir_mask = (1 << dir);
if (visible_neighbors_of_same_lod & dir_mask) {
continue;
}
const Vector3i side_normal = Cube::g_side_normals[dir];
const Vector3i lower_neighbor_pos = (block_pos + side_normal) >> 1;
if (lower_neighbor_pos != lower_pos) {
const VoxelBlock *lower_neighbor_block = lower_lod.map->get_block(lower_neighbor_pos);
if (lower_neighbor_block != nullptr && lower_neighbor_block->is_visible()) {
// The block has a visible neighbor of lower LOD
transition_mask |= dir_mask;
continue;
}
}
if (lod_index > 0) {
// Check upper LOD neighbors.
// There are always 4 on each side, checking any is enough
Vector3i upper_neighbor_pos = upper_pos;
for (int i = 0; i < Vector3i::AXIS_COUNT; ++i) {
if (side_normal[i] == -1) {
--upper_neighbor_pos[i];
} else if (side_normal[i] == 1) {
upper_neighbor_pos[i] += 2;
}
}
const Lod &upper_lod = _lods[lod_index - 1];
const VoxelBlock *upper_neighbor_block = upper_lod.map->get_block(upper_neighbor_pos);
if (upper_neighbor_block == nullptr || upper_neighbor_block->is_visible() == false) {
// The block has no visible neighbor yet. World border? Assume lower LOD.
transition_mask |= dir_mask;
}
}
}
}
return transition_mask;
}
Dictionary VoxelLodTerrain::get_statistics() const {
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Dictionary d;
d["stream"] = VoxelDataLoader::Mgr::to_dictionary(_stats.stream);
d["updater"] = VoxelMeshUpdater::Mgr::to_dictionary(_stats.updater);
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// Breakdown of time spent in _process
d["time_detect_required_blocks"] = _stats.time_detect_required_blocks;
d["time_request_blocks_to_load"] = _stats.time_request_blocks_to_load;
d["time_process_load_responses"] = _stats.time_process_load_responses;
d["time_request_blocks_to_update"] = _stats.time_request_blocks_to_update;
d["time_process_update_responses"] = _stats.time_process_update_responses;
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d["remaining_main_thread_blocks"] = (int)_blocks_pending_main_thread_update.size();
d["dropped_block_loads"] = _stats.dropped_block_loads;
d["dropped_block_meshs"] = _stats.dropped_block_meshs;
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d["updated_blocks"] = _stats.updated_blocks;
d["blocked_lods"] = _stats.blocked_lods;
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return d;
}
// DEBUG LAND
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Array VoxelLodTerrain::debug_raycast_block(Vector3 world_origin, Vector3 world_direction) const {
Vector3 pos = world_origin;
Vector3 dir = world_direction;
float max_distance = 256;
float step = 2.f;
float distance = 0.f;
Array hits;
while (distance < max_distance && hits.size() == 0) {
for (int lod_index = 0; lod_index < _lod_count; ++lod_index) {
const Lod &lod = _lods[lod_index];
Vector3i bpos = lod.map->voxel_to_block(Vector3i(pos)) >> lod_index;
const VoxelBlock *block = lod.map->get_block(bpos);
if (block != nullptr && block->is_visible() && block->has_mesh()) {
Dictionary d;
d["position"] = block->position.to_vec3();
d["lod"] = block->lod_index;
hits.append(d);
}
}
distance += step;
pos += dir * step;
}
return hits;
}
Array VoxelLodTerrain::debug_get_last_unexpected_block_drops() const {
Array lods;
lods.resize(_lod_count);
for (int i = 0; i < _lod_count; ++i) {
const Lod &lod = _lods[i];
Array drops;
drops.resize(lod.debug_unexpected_block_drops.size());
for (int j = 0; j < lod.debug_unexpected_block_drops.size(); ++j) {
drops[j] = lod.debug_unexpected_block_drops[j].to_vec3();
}
lods[i] = drops;
}
return lods;
}
Dictionary VoxelLodTerrain::debug_get_block_info(Vector3 fbpos, int lod_index) const {
// Gets some info useful for debugging
Dictionary d;
ERR_FAIL_COND_V(lod_index < 0, d);
ERR_FAIL_COND_V(lod_index >= get_lod_count(), d);
const Lod &lod = _lods[lod_index];
Vector3i bpos(fbpos);
bool meshed = false;
bool visible = false;
int loading_state = 0;
const VoxelBlock *block = lod.map->get_block(bpos);
if (block) {
meshed = !block->has_mesh() && block->get_mesh_state() != VoxelBlock::MESH_UP_TO_DATE;
visible = block->is_visible();
loading_state = 2;
d["transition_mask"] = block->get_transition_mask();
d["recomputed_transition_mask"] = get_transition_mask(block->position, block->lod_index);
} else if (lod.loading_blocks.has(bpos)) {
loading_state = 1;
}
d["loading"] = loading_state;
d["meshed"] = meshed;
d["visible"] = visible;
return d;
}
Array VoxelLodTerrain::debug_get_octrees() const {
Array positions;
positions.resize(_lod_octrees.size());
int i = 0;
for (Map<Vector3i, OctreeItem>::Element *E = _lod_octrees.front(); E; E = E->next()) {
positions[i++] = E->key().to_vec3();
}
return positions;
}
void VoxelLodTerrain::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_stream", "stream"), &VoxelLodTerrain::set_stream);
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ClassDB::bind_method(D_METHOD("get_stream"), &VoxelLodTerrain::get_stream);
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ClassDB::bind_method(D_METHOD("set_material", "material"), &VoxelLodTerrain::set_material);
ClassDB::bind_method(D_METHOD("get_material"), &VoxelLodTerrain::get_material);
ClassDB::bind_method(D_METHOD("set_view_distance", "distance_in_voxels"), &VoxelLodTerrain::set_view_distance);
ClassDB::bind_method(D_METHOD("get_view_distance"), &VoxelLodTerrain::get_view_distance);
ClassDB::bind_method(D_METHOD("get_generate_collisions"), &VoxelLodTerrain::get_generate_collisions);
ClassDB::bind_method(D_METHOD("set_generate_collisions", "enabled"), &VoxelLodTerrain::set_generate_collisions);
ClassDB::bind_method(D_METHOD("get_collision_lod_count"), &VoxelLodTerrain::get_collision_lod_count);
ClassDB::bind_method(D_METHOD("set_collision_lod_count", "count"), &VoxelLodTerrain::set_collision_lod_count);
ClassDB::bind_method(D_METHOD("get_viewer_path"), &VoxelLodTerrain::get_viewer_path);
ClassDB::bind_method(D_METHOD("set_viewer_path", "path"), &VoxelLodTerrain::set_viewer_path);
ClassDB::bind_method(D_METHOD("set_lod_count", "lod_count"), &VoxelLodTerrain::set_lod_count);
ClassDB::bind_method(D_METHOD("get_lod_count"), &VoxelLodTerrain::get_lod_count);
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ClassDB::bind_method(D_METHOD("set_lod_split_scale", "lod_split_scale"), &VoxelLodTerrain::set_lod_split_scale);
ClassDB::bind_method(D_METHOD("get_lod_split_scale"), &VoxelLodTerrain::get_lod_split_scale);
ClassDB::bind_method(D_METHOD("get_block_size"), &VoxelLodTerrain::get_block_size);
ClassDB::bind_method(D_METHOD("get_block_region_extent"), &VoxelLodTerrain::get_block_region_extent);
ClassDB::bind_method(D_METHOD("get_statistics"), &VoxelLodTerrain::get_statistics);
ClassDB::bind_method(D_METHOD("voxel_to_block_position", "lod_index"), &VoxelLodTerrain::voxel_to_block_position);
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ClassDB::bind_method(D_METHOD("get_voxel_tool"), &VoxelLodTerrain::get_voxel_tool);
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ClassDB::bind_method(D_METHOD("debug_raycast_block", "origin", "dir"), &VoxelLodTerrain::debug_raycast_block);
ClassDB::bind_method(D_METHOD("debug_get_block_info", "block_pos", "lod"), &VoxelLodTerrain::debug_get_block_info);
ClassDB::bind_method(D_METHOD("debug_get_last_unexpected_block_drops"), &VoxelLodTerrain::debug_get_last_unexpected_block_drops);
ClassDB::bind_method(D_METHOD("debug_get_octrees"), &VoxelLodTerrain::debug_get_octrees);
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ClassDB::bind_method(D_METHOD("_on_stream_params_changed"), &VoxelLodTerrain::_on_stream_params_changed);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "VoxelStream"), "set_stream", "get_stream");
ADD_PROPERTY(PropertyInfo(Variant::INT, "view_distance"), "set_view_distance", "get_view_distance");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_count"), "set_lod_count", "get_lod_count");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_split_scale"), "set_lod_split_scale", "get_lod_split_scale");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewer_path"), "set_viewer_path", "get_viewer_path");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_collisions"), "set_generate_collisions", "get_generate_collisions");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_lod_count"), "set_collision_lod_count", "get_collision_lod_count");
}