godot_voxel/terrain/voxel_mesh_map.h

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#ifndef VOXEL_MESH_MAP_H
#define VOXEL_MESH_MAP_H
#include "../server/voxel_server.h"
#include "../util/macros.h"
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#include <unordered_map>
#include <vector>
namespace zylann::voxel {
// Stores meshes and colliders in an infinite sparse grid of chunks (aka blocks).
template <typename MeshBlock_T>
class VoxelMeshMap {
public:
VoxelMeshMap() : _last_accessed_block(nullptr) {}
~VoxelMeshMap() {
clear();
}
struct NoAction {
inline void operator()(MeshBlock_T &block) {}
};
template <typename Action_T>
void remove_block(Vector3i bpos, Action_T pre_delete) {
if (_last_accessed_block && _last_accessed_block->position == bpos) {
_last_accessed_block = nullptr;
}
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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
MeshBlock_T *block = _blocks[i];
ERR_FAIL_COND(block == nullptr);
pre_delete(*block);
queue_free_mesh_block(block);
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remove_block_internal(it, i);
}
}
MeshBlock_T *get_block(Vector3i bpos) {
if (_last_accessed_block && _last_accessed_block->position == bpos) {
return _last_accessed_block;
}
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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
MeshBlock_T *block = _blocks[i];
CRASH_COND(block == nullptr); // The map should not contain null blocks
_last_accessed_block = block;
return _last_accessed_block;
}
return nullptr;
}
const MeshBlock_T *get_block(Vector3i bpos) const {
if (_last_accessed_block != nullptr && _last_accessed_block->position == bpos) {
return _last_accessed_block;
}
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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
// TODO This function can't cache _last_accessed_block, because it's const, so repeated accesses are hashing
// again...
const MeshBlock_T *block = _blocks[i];
CRASH_COND(block == nullptr); // The map should not contain null blocks
return block;
}
return nullptr;
}
void set_block(Vector3i bpos, MeshBlock_T *block) {
ERR_FAIL_COND(block == nullptr);
CRASH_COND(bpos != block->position);
if (_last_accessed_block == nullptr || _last_accessed_block->position == bpos) {
_last_accessed_block = block;
}
#ifdef DEBUG_ENABLED
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CRASH_COND(has_block(bpos));
#endif
unsigned int i = _blocks.size();
_blocks.push_back(block);
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_blocks_map.insert({ bpos, i });
}
bool has_block(Vector3i pos) const {
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//(_last_accessed_block != nullptr && _last_accessed_block->pos == pos) ||
return _blocks_map.find(pos) != _blocks_map.end();
}
void clear() {
for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
MeshBlock_T *block = *it;
if (block == nullptr) {
ERR_PRINT("Unexpected nullptr in VoxelMap::clear()");
} else {
memdelete(block);
}
}
_blocks.clear();
_blocks_map.clear();
_last_accessed_block = nullptr;
}
unsigned int get_block_count() const {
#ifdef DEBUG_ENABLED
const unsigned int blocks_map_size = _blocks_map.size();
CRASH_COND(_blocks.size() != blocks_map_size);
#endif
return _blocks.size();
}
template <typename Op_T>
inline void for_each_block(Op_T op) {
for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
MeshBlock_T *block = *it;
#ifdef DEBUG_ENABLED
CRASH_COND(block == nullptr);
#endif
op(*block);
}
}
template <typename Op_T>
inline void for_each_block(Op_T op) const {
for (auto it = _blocks.begin(); it != _blocks.end(); ++it) {
const MeshBlock_T *block = *it;
#ifdef DEBUG_ENABLED
CRASH_COND(block == nullptr);
#endif
op(*block);
}
}
private:
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void remove_block_internal(std::unordered_map<Vector3i, unsigned int>::iterator rm_it, unsigned int index) {
// TODO `erase` can occasionally be very slow (milliseconds) if the map contains lots of items.
// This might be caused by internal rehashing/resizing.
// We should look for a faster container, or reduce the number of entries.
// This function assumes the block is already freed
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_blocks_map.erase(rm_it);
MeshBlock_T *moved_block = _blocks.back();
#ifdef DEBUG_ENABLED
CRASH_COND(index >= _blocks.size());
#endif
_blocks[index] = moved_block;
_blocks.pop_back();
if (index < _blocks.size()) {
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auto moved_block_index_it = _blocks_map.find(moved_block->position);
CRASH_COND(moved_block_index_it == _blocks_map.end());
moved_block_index_it->second = index;
}
}
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static void queue_free_mesh_block(MeshBlock_T *block) {
// We spread this out because of physics
// TODO Could it be enough to do both render and physic deallocation with the task in ~MeshBlock_T()?
struct FreeMeshBlockTask : public zylann::ITimeSpreadTask {
void run(TimeSpreadTaskContext &ctx) override {
memdelete(block);
}
MeshBlock_T *block = nullptr;
};
ERR_FAIL_COND(block == nullptr);
FreeMeshBlockTask *task = memnew(FreeMeshBlockTask);
task->block = block;
VoxelServer::get_singleton().push_main_thread_time_spread_task(task);
}
private:
// Blocks stored with a spatial hash in all 3D directions.
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std::unordered_map<Vector3i, unsigned int> _blocks_map;
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// Blocks are stored in a vector to allow faster iteration over all of them
std::vector<MeshBlock_T *> _blocks;
// 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 MeshBlock_T *_last_accessed_block;
};
} // namespace zylann::voxel
#endif // VOXEL_MESH_BLOCK_MAP_H