godot_voxel/terrain/lod_octree.h

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#ifndef LOD_OCTREE_H
#define LOD_OCTREE_H
#include "../math/vector3i.h"
#include "../octree_tables.h"
#include "../voxel_constants.h"
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// Octree designed to handle level of detail.
class LodOctree {
public:
static const unsigned int NO_CHILDREN = -1;
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static const unsigned int ROOT_INDEX = -1; // Root node isn't stored in pool
struct Node {
// Index to first child node within the node pool.
// The 7 next indexes are the other children.
// If the node isn't subdivided, it is set to NO_CHILDREN.
// Could have used a pointer but an index is enough, occupies half memory and is immune to realloc
unsigned int first_child;
// No userdata... I removed it because it was never actually used.
// May add it back if the need comes again.
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// Node positions are calculated on the fly to save memory,
// and divided by chunk size at the current LOD,
// so it is sequential within each LOD, which makes it usable for grid storage
Node() {
init();
}
inline bool has_children() const {
return first_child != NO_CHILDREN;
}
inline void init() {
first_child = NO_CHILDREN;
}
};
struct NoDestroyAction {
inline void operator()(Vector3i node_pos, int lod) {}
};
template <typename DestroyAction_T>
void clear(DestroyAction_T &destroy_action) {
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join_all_recursively(&_root, Vector3i(), _max_depth, destroy_action);
_is_root_created = false;
_max_depth = 0;
_base_size = 0;
}
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static int compute_lod_count(int base_size, int full_size) {
int po = 0;
while (full_size > base_size) {
full_size = full_size >> 1;
po += 1;
}
return po;
}
template <typename DestroyAction_T>
void create_from_lod_count(int base_size, unsigned int lod_count, DestroyAction_T &destroy_action) {
ERR_FAIL_COND(lod_count > VoxelConstants::MAX_LOD);
clear(destroy_action);
_base_size = base_size;
_max_depth = lod_count - 1;
}
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unsigned int get_lod_count() const {
return _max_depth + 1;
}
// The higher, the longer LODs will spread and higher the quality.
// The lower, the shorter LODs will spread and lower the quality.
void set_split_scale(float p_split_scale) {
// Split scale must be greater than a threshold,
// otherwise lods will decimate too fast and it will look messy
if (p_split_scale < VoxelConstants::MINIMUM_LOD_SPLIT_SCALE) {
p_split_scale = VoxelConstants::MINIMUM_LOD_SPLIT_SCALE;
} else if (p_split_scale > VoxelConstants::MAXIMUM_LOD_SPLIT_SCALE) {
p_split_scale = VoxelConstants::MAXIMUM_LOD_SPLIT_SCALE;
}
_split_scale = p_split_scale;
}
float get_split_scale() const {
return _split_scale;
}
static inline int get_lod_factor(int lod) {
return 1 << lod;
}
// Signature examples
struct DefaultUpdateActions {
void create_child(Vector3i node_pos, int lod) {} // Occurs on split
void destroy_child(Vector3i node_pos, int lod) {} // Occurs on merge
void show_parent(Vector3i node_pos, int lod) {} // Occurs on merge
void hide_parent(Vector3i node_pos, int lod) {} // Occurs on split
bool can_create_root(int lod) { return true; }
bool can_split(Vector3i node_pos, int child_lod_index) { return true; }
bool can_join(Vector3i node_pos, int lod) { return true; }
};
template <typename UpdateActions_T>
void update(Vector3 view_pos, UpdateActions_T &actions) {
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if (_is_root_created || _root.has_children()) {
update(ROOT_INDEX, Vector3i(), _max_depth, view_pos, actions);
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} else {
// TODO I don't like this much
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// Treat the root in a slightly different way the first time.
if (actions.can_create_root(_max_depth)) {
actions.create_child(Vector3i(), _max_depth);
_is_root_created = true;
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}
}
}
static inline Vector3i get_child_position(Vector3i parent_position, int i) {
return Vector3i(
parent_position.x * 2 + OctreeTables::g_octant_position[i][0],
parent_position.y * 2 + OctreeTables::g_octant_position[i][1],
parent_position.z * 2 + OctreeTables::g_octant_position[i][2]);
}
private:
// This pool treats nodes as packs of 8 so they can be addressed by only knowing the first child
class NodePool {
public:
// Warning: the returned pointer may be invalidated later by `allocate_children`. Use with care.
inline Node *get_node(unsigned int i) {
CRASH_COND(i >= _nodes.size());
CRASH_COND(i == ROOT_INDEX);
return &_nodes[i];
}
unsigned int allocate_children() {
if (_free_indexes.size() == 0) {
unsigned int i0 = _nodes.size();
_nodes.resize(i0 + 8);
return i0;
} else {
unsigned int i0 = _free_indexes[_free_indexes.size() - 1];
_free_indexes.pop_back();
return i0;
}
}
// Warning: this is not recursive. Use it properly.
void recycle_children(unsigned int i0) {
// Debug check, there is no use case in recycling a node which is not a first child
CRASH_COND(i0 % 8 != 0);
for (unsigned int i = 0; i < 8; ++i) {
_nodes[i0 + i].init();
}
_free_indexes.push_back(i0);
}
private:
// TODO If this grows too much, mayyybe could implement a paged vector to fight fragmentation.
// If we do so, that may also solve pointer invalidation since pages would remain stable
std::vector<Node> _nodes;
std::vector<unsigned int> _free_indexes;
};
inline Node *get_node(unsigned int index) {
if (index == ROOT_INDEX) {
return &_root;
} else {
return _pool.get_node(index);
}
}
template <typename UpdateActions_T>
void update(unsigned int node_index, Vector3i node_pos, int lod, Vector3 view_pos, UpdateActions_T &actions) {
// This function should be called regularly over frames.
int lod_factor = get_lod_factor(lod);
int chunk_size = _base_size * lod_factor;
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Vector3 world_center = static_cast<real_t>(chunk_size) * (node_pos.to_vec3() + Vector3(0.5, 0.5, 0.5));
float split_distance = chunk_size * _split_scale;
Node *node = get_node(node_index);
if (!node->has_children()) {
// If it's not the last LOD, if close enough and custom conditions get fulfilled
if (lod > 0 && world_center.distance_to(view_pos) < split_distance && actions.can_split(node_pos, lod - 1)) {
// Split
unsigned int first_child = _pool.allocate_children();
// Get node again because `allocate_children` may invalidate the pointer
node = get_node(node_index);
node->first_child = first_child;
for (unsigned int i = 0; i < 8; ++i) {
actions.create_child(get_child_position(node_pos, i), lod - 1);
// If the node needs to split more, we'll ask more recycling at the next frame...
// That means the initialization of the game should do some warm up and fetch all leaves,
// otherwise it's gonna be rough
}
actions.hide_parent(node_pos, lod);
}
} else {
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bool has_split_child = false;
unsigned int first_child = node->first_child;
for (unsigned int i = 0; i < 8; ++i) {
unsigned int child_index = first_child + i;
update(child_index, get_child_position(node_pos, i), lod - 1, view_pos, actions);
has_split_child |= _pool.get_node(child_index)->has_children();
}
// Get node again because `update` may invalidate the pointer
node = get_node(node_index);
if (!has_split_child && world_center.distance_to(view_pos) > split_distance && actions.can_join(node_pos, lod)) {
// Join
if (node->has_children()) {
for (unsigned int i = 0; i < 8; ++i) {
actions.destroy_child(get_child_position(node_pos, i), lod - 1);
}
_pool.recycle_children(first_child);
node->first_child = NO_CHILDREN;
actions.show_parent(node_pos, lod);
}
}
}
}
template <typename DestroyAction_T>
void join_all_recursively(Node *node, Vector3i node_pos, int lod, DestroyAction_T &destroy_action) {
// We can use pointers here because we won't allocate new nodes,
// and won't shrink the node pool either
if (node->has_children()) {
unsigned int first_child = node->first_child;
for (unsigned int i = 0; i < 8; ++i) {
Node *child = _pool.get_node(first_child + i);
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join_all_recursively(child, get_child_position(node_pos, i), lod - 1, destroy_action);
}
_pool.recycle_children(first_child);
node->first_child = NO_CHILDREN;
} else {
destroy_action(node_pos, lod);
}
}
Node _root;
bool _is_root_created = false;
int _max_depth = 0;
float _base_size = 16;
float _split_scale = 2.0;
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// TODO May be worth making this pool external for sharing purpose
NodePool _pool;
};
// Notes:
// Population of an octree given its depth, thanks to Sage:
// ((1 << 3 * (depth + 1)) - 1 ) / 7
#endif // LOD_OCTREE_H