Some cleanup
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@ -3,14 +3,13 @@
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#include "../math/vector3i.h"
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#include "../octree_tables.h"
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#include "../util/object_pool.h"
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// Octree designed to handle level of detail.
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template <class T>
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class LodOctree {
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public:
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static const unsigned int NO_CHILDREN = -1;
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static const unsigned int ROOT_INDEX = -1;
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static const unsigned int ROOT_INDEX = -1; // Root node isn't stored in pool
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static const unsigned int MAX_LOD = 32;
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struct Node {
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@ -48,6 +47,7 @@ public:
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// Warning: the returned pointer may be invalidated later by `allocate_children`. Use with care.
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inline Node *get_node(unsigned int i) {
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CRASH_COND(i >= _nodes.size());
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CRASH_COND(i == ROOT_INDEX);
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return &_nodes[i];
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}
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@ -155,11 +155,6 @@ public:
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}
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}
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// template <typename A>
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// void foreach_node(A &action) {
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// action(action, &_root, _max_depth);
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// }
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static inline Vector3i get_child_position(Vector3i parent_position, int i) {
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return Vector3i(
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parent_position.x * 2 + OctreeTables::g_octant_position[i][0],
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@ -168,16 +163,6 @@ public:
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}
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private:
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// template <typename A>
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// void foreach_node(A action, Node *node, int lod) {
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// action(node, lod);
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// if (node->has_children()) {
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// for (int i = 0; i < 8; ++i) {
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// foreach_node(action, node->children[i], lod - 1);
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// }
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// }
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// }
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inline Node *get_node(unsigned int index) {
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if (index == ROOT_INDEX) {
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return &_root;
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@ -585,6 +585,7 @@ void VoxelLodTerrain::_process() {
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// Here we go...
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// Remove blocks falling out of block region extent
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// TODO Obsoleted by octree grid?
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{
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// TODO Could it actually be enough to have a rolling update on all blocks?
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@ -644,7 +645,7 @@ void VoxelLodTerrain::_process() {
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// Create and remove octrees in a grid around the viewer
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{
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// TODO Investigate if multi-octree can produce cracks in the terrain
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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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// TODO Need to work when lod count changes at runtime
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unsigned int octree_size_po2 = get_block_size_pow2() + get_lod_count() - 1;
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@ -711,6 +712,7 @@ void VoxelLodTerrain::_process() {
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CRASH_COND(self->_lod_octrees.has(pos));
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// 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());
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CRASH_COND(E == nullptr);
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OctreeItem &item = E->value();
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