#ifndef LOD_OCTREE_H #define LOD_OCTREE_H #include "../math/vector3i.h" #include "../octree_tables.h" #include "../util/object_pool.h" template class LodOctree { public: struct Node { Node *children[8]; // Whatever data to associate to the node, when it's a leaf. // It needs to be booleanizable, where `true` means presence of data, and `false` means no data. // Typically a pointer, but can be a straight boolean too. T block; // Position divided by chunk size at the current LOD, // so it is sequential within each LOD, which makes it usable for grid storage Vector3i position; Node() { init(); } inline bool has_children() const { return children[0] != nullptr; } inline void init() { position = Vector3i(); block = T(); children[0] = nullptr; // for (int i = 0; i < 8; ++i) { // children[i] = nullptr; // } } }; struct NoDestroyAction { inline void operator()(Node *node, int lod) {} }; template void clear(A &destroy_action) { join_all_recursively(&_root, _max_depth, destroy_action); _max_depth = 0; _base_size = 0; } static void 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 void create_from_lod_count(int base_size, unsigned int lod_count, A &destroy_action) { ERR_FAIL_COND(lod_count > 32); clear(destroy_action); _base_size = base_size; _max_depth = lod_count - 1; } 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) { const float minv = 2.0; const float maxv = 5.0; // Split scale must be greater than a threshold, // otherwise lods will decimate too fast and it will look messy if (p_split_scale < minv) { p_split_scale = minv; } else if (p_split_scale > maxv) { p_split_scale = maxv; } _split_scale = p_split_scale; } float get_split_scale() const { return _split_scale; } static inline int get_lod_factor(int lod) { return 1 << lod; } template void update(Vector3 view_pos, A &create_action, B &destroy_action) { update(&_root, _max_depth, view_pos, create_action, destroy_action); } template void foreach_node(A &action) { action(action, &_root, _max_depth); } 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: template void foreach_node(A action, Node *node, int lod) { action(node, lod); if (node->has_children()) { for (int i = 0; i < 8; ++i) { foreach_node(action, node->children[i], lod - 1); } } } template void update(Node *node, int lod, Vector3 view_pos, A &create_action, B &destroy_action) { // This function should be called regularly over frames. int lod_factor = get_lod_factor(lod); int chunk_size = _base_size * lod_factor; Vector3 world_center = static_cast(chunk_size) * (node->position.to_vec3() + Vector3(0.5, 0.5, 0.5)); float split_distance = chunk_size * _split_scale; 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 && create_action.can_do(node, lod)) { // Split for (int i = 0; i < 8; ++i) { Node *child = _pool.create(); child->position = get_child_position(node->position, i); child->block = create_action(child, lod - 1); node->children[i] = child; // 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 } if (node->block) { destroy_action(node, lod); node->block = T(); } } } else { bool no_split_child = true; for (int i = 0; i < 8; ++i) { Node *child = node->children[i]; update(child, lod - 1, view_pos, create_action, destroy_action); no_split_child |= child->has_children(); } if (no_split_child && world_center.distance_to(view_pos) > split_distance && destroy_action.can_do(node, lod)) { // Join if (node->has_children()) { for (int i = 0; i < 8; ++i) { Node *child = node->children[i]; destroy_action(child, lod - 1); child->block = T(); _pool.recycle(child); } node->children[0] = nullptr; CRASH_COND(node->block); node->block = create_action(node, lod); } } } } template void join_all_recursively(Node *node, int lod, A &destroy_action) { if (node->has_children()) { Node **children = node->children; for (int i = 0; i < 8; ++i) { Node *child = children[i]; join_all_recursively(child, lod - 1, destroy_action); _pool.recycle(child); children[0] = nullptr; } } else { if (node->block) { destroy_action(node, lod); node->block = T(); } } } Node _root; int _max_depth = 0; float _base_size = 16; float _split_scale = 2.0; ObjectPool _pool; }; // Notes: // Population of an octree given its depth, thanks to Sage: // ((1 << 3 * (depth + 1)) - 1 ) / 7 #endif // LOD_OCTREE_H