Added functions to LodOctree and use squared distances

master
Marc Gilleron 2021-09-16 21:03:02 +01:00
parent f68eeac22c
commit d901eb66b6
2 changed files with 177 additions and 15 deletions

View File

@ -3,7 +3,7 @@
#include "../constants/octree_tables.h"
#include "../constants/voxel_constants.h"
#include "../util/math/vector3i.h"
#include "../util/math/box3i.h"
// Octree designed to handle level of detail.
class LodOctree {
@ -11,6 +11,10 @@ public:
static const unsigned int NO_CHILDREN = -1;
static const unsigned int ROOT_INDEX = -1; // Root node isn't stored in pool
struct NodeData {
uint32_t state = 0;
};
struct Node {
// Index to first child node within the node pool.
// The 7 next indexes are the other children.
@ -18,8 +22,7 @@ public:
// 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.
NodeData data;
// Node positions are calculated on the fly to save memory,
// and divided by chunk size at the current LOD,
@ -90,12 +93,12 @@ public:
// Signature examples
struct DefaultUpdateActions {
void create_child(Vector3i node_pos, int lod) {} // Occurs on split
void create_child(Vector3i node_pos, int lod, NodeData &data) {} // 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_split(Vector3i node_pos, int child_lod_index, NodeData &data) { return true; }
bool can_join(Vector3i node_pos, int lod) { return true; }
};
@ -114,7 +117,7 @@ public:
// TODO I don't like this much
// Treat the root in a slightly different way the first time.
if (actions.can_create_root(_max_depth)) {
actions.create_child(Vector3i(), _max_depth);
actions.create_child(Vector3i(), _max_depth, _root.data);
_is_root_created = true;
}
}
@ -137,6 +140,59 @@ public:
return get_node(node->first_child + i);
}
// Runs a predicate on all leaf nodes intersecting the box, and stops as soon as it is true.
// The box is given in unit coordinates of the octree (1 unit is the size of a leaf node at maximum depth).
// Returns true if the predicate matches any node, false otherwise.
// predicate: `bool is_match(Vector3i node_pos, int lod_index, const NodeData &data)`
template <typename Predicate_T>
bool find_in_box(Box3i box, Predicate_T predicate) const {
Box3i root_box(Vector3i(), Vector3i(1 << _max_depth));
box.clip(root_box);
return find_in_box_recursive(box, Vector3i(), ROOT_INDEX, _max_depth, predicate);
}
// Executes a function on all leaf nodes intersecting the box.
// f: `void f(Vector3i node_pos, int lod_index, NodeData &data)`
template <typename F>
void for_leaves_in_box(Box3i box, F f) {
Box3i root_box(Vector3i(), Vector3i(1 << _max_depth));
box.clip(root_box);
return for_leaves_in_box_recursive(box, Vector3i(), ROOT_INDEX, _max_depth, f);
}
// Executes a function on all leaf nodes of the octree.
// f: `void f(Vector3i node_pos, int lod_index, const NodeData &data)`
template <typename F>
void for_each_leaf(F f) const {
return for_each_leaf_recursive(Vector3i(), ROOT_INDEX, _max_depth, f);
}
unsigned int get_node_count() const {
return get_node_count_recursive(ROOT_INDEX);
}
struct SubdivideActionsDefault {
bool can_split(Vector3i node_pos, int lod_index, const NodeData &node_data) { return true; }
void create_child(Vector3i node_pos, int lod_index, NodeData &node_data) {}
};
// Subdivides the octree recursively, solely based on `can_split`.
// Does not unsubdivide existing nodes.
template <typename Actions_T>
void subdivide(Actions_T &actions) {
if (!_is_root_created && actions.can_split(Vector3i(), _max_depth, _root.data)) {
actions.create_child(Vector3i(), _max_depth, _root.data);
_is_root_created = true;
} else {
return;
}
subdivide_recursively(ROOT_INDEX, Vector3i(), _max_depth, actions);
}
static inline Box3i get_node_box(Vector3i pos_within_lod, int lod_index) {
return Box3i(pos_within_lod << lod_index, Vector3i(1 << lod_index));
}
private:
// This pool treats nodes as packs of 8 so they can be addressed by only knowing the first child
class NodePool {
@ -208,13 +264,13 @@ private:
const int lod_factor = get_lod_factor(lod);
const int chunk_size = _base_size * lod_factor;
const Vector3 world_center = static_cast<real_t>(chunk_size) * (node_pos.to_vec3() + Vector3(0.5, 0.5, 0.5));
const float split_distance = _lod_distance * lod_factor;
const float split_distance_sq = squared(_lod_distance * lod_factor);
Node *node = get_node(node_index);
if (!node->has_children()) {
// TODO Optimization: find if we can use a squared distance instead
// 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)) {
if (lod > 0 && world_center.distance_squared_to(view_pos) < split_distance_sq &&
actions.can_split(node_pos, lod - 1, node->data)) {
// Split
const unsigned int first_child = _pool.allocate_children();
// Get node again because `allocate_children` may invalidate the pointer
@ -222,7 +278,8 @@ private:
node->first_child = first_child;
for (unsigned int i = 0; i < 8; ++i) {
actions.create_child(get_child_position(node_pos, i), lod - 1);
Node *child = get_node(first_child + i);
actions.create_child(get_child_position(node_pos, i), lod - 1, child->data);
// 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
@ -244,8 +301,8 @@ private:
// Get node again because `update` may invalidate the pointer
node = get_node(node_index);
// TODO Optimization: find if we can use a squared distance instead
if (!has_split_child && world_center.distance_to(view_pos) > split_distance && actions.can_join(node_pos, lod)) {
if (!has_split_child && world_center.distance_squared_to(view_pos) > split_distance_sq &&
actions.can_join(node_pos, lod)) {
// Join
if (node->has_children()) {
for (unsigned int i = 0; i < 8; ++i) {
@ -276,9 +333,114 @@ private:
_pool.recycle_children(first_child);
node->first_child = NO_CHILDREN;
}
// Destroy self
destroy_action(node_pos, lod);
}
template <typename Predicate_T>
bool find_in_box_recursive(Box3i box, Vector3i node_pos, int node_index, int depth, Predicate_T predicate) const {
const Node *node = get_node(node_index);
const Box3i node_box = get_node_box(node_pos, depth);
if (!node_box.intersects(box)) {
return false;
}
if (node->has_children()) {
const int first_child_index = node->first_child;
const int lower_depth = depth - 1;
// TODO Optimization: we could do breadth-first search instead of depth-first,
// because packs of children are contiguous in memory and would help the pre-fetcher
for (int ri = 0; ri < 8; ++ri) {
const bool found = find_in_box_recursive(box,
get_child_position(node_pos, ri),
first_child_index + ri, lower_depth, predicate);
if (found) {
return true;
}
}
} else if (predicate(node_pos, depth, node->data)) {
return true;
}
return false;
}
template <typename F>
void for_leaves_in_box_recursive(Box3i box, Vector3i node_pos, int node_index, int depth, F f) {
Node *node = get_node(node_index);
const Box3i node_box = get_node_box(node_pos, depth);
if (!node_box.intersects(box)) {
return;
}
if (node->has_children()) {
const int first_child_index = node->first_child;
const int lower_depth = depth - 1;
for (int ri = 0; ri < 8; ++ri) {
for_leaves_in_box_recursive(
box, get_child_position(node_pos, ri), first_child_index + ri, lower_depth, f);
}
} else {
destroy_action(node_pos, lod);
f(node_pos, depth, node->data);
}
}
unsigned int get_node_count_recursive(int node_index) const {
const Node *node = get_node(node_index);
unsigned int count = 1;
if (node->has_children()) {
for (int i = 0; i < 8; ++i) {
count += get_node_count_recursive(node->first_child + i);
}
}
return count;
}
template <typename F>
void for_each_leaf_recursive(Vector3i node_pos, int node_index, int depth, F f) const {
const Node *node = get_node(node_index);
if (node->has_children()) {
const int first_child_index = node->first_child;
const int lower_depth = depth - 1;
for (int ri = 0; ri < 8; ++ri) {
for_each_leaf_recursive(get_child_position(node_pos, ri), first_child_index + ri, lower_depth, f);
}
} else {
f(node_pos, depth, node->data);
}
}
template <typename Actions_T>
void subdivide_recursively(unsigned int node_index, Vector3i node_pos, int lod, Actions_T &actions) {
Node *node = get_node(node_index);
if (node->has_children()) {
if (lod == 1) {
// Children can't split
return;
}
// `node` might be invalidated during the loop
const int first_child_index = node->first_child;
for (unsigned int i = 0; i < 8; ++i) {
subdivide_recursively(first_child_index + i, get_child_position(node_pos, i), lod - 1, actions);
}
} else if (lod > 0 && actions.can_split(node_pos, lod, node->data)) {
// Split
const int first_child_index = _pool.allocate_children();
// Get node again because `allocate_children` may invalidate the pointer
node = get_node(node_index);
node->first_child = first_child_index;
// `node` might be invalidated during the loop
for (unsigned int i = 0; i < 8; ++i) {
const int child_index = first_child_index + i;
const Vector3i child_pos = get_child_position(node_pos, i);
Node *child = get_node(child_index);
actions.create_child(child_pos, lod - 1, child->data);
// `child` might be invalidated
subdivide_recursively(child_index, child_pos, lod - 1, actions);
}
// This is where we would call `hide_parent()`, but not needed so far
}
}

View File

@ -1292,7 +1292,7 @@ void VoxelLodTerrain::_process(float delta) {
Vector3i block_offset_lod0;
unsigned int blocked_count = 0;
void create_child(Vector3i node_pos, int lod_index) {
void create_child(Vector3i node_pos, int lod_index, LodOctree::NodeData &data) {
Lod &lod = self->_lods[lod_index];
Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index);
VoxelMeshBlock *block = lod.mesh_map.get_block(bpos);
@ -1342,7 +1342,7 @@ void VoxelLodTerrain::_process(float delta) {
return self->check_block_loaded_and_meshed(offset, lod_index);
}
bool can_split(Vector3i node_pos, int child_lod_index) {
bool can_split(Vector3i node_pos, int child_lod_index, LodOctree::NodeData &data) {
VOXEL_PROFILE_SCOPE();
Vector3i offset = block_offset_lod0 >> child_lod_index;
bool can = true;