#include "voxel_terrain.h" #include "voxel_raycast.h" #include "rect3i.h" #include #include #include VoxelTerrain::VoxelTerrain() : Spatial(), _generate_collisions(true) { _map = Ref(memnew(VoxelMap)); _mesher = Ref(memnew(VoxelMesher)); _mesher_smooth = Ref(memnew(VoxelMesherSmooth)); _view_distance_blocks = 8; _last_view_distance_blocks = 0; } // TODO UGLY! Lambdas or pointers needed... DO NOT use this outside of lambdas! Vector3i g_viewer_block_pos; // Sorts distance to viewer struct BlockUpdateComparator { inline bool operator()(const Vector3i &a, const Vector3i &b) const { return a.distance_sq(g_viewer_block_pos) > b.distance_sq(g_viewer_block_pos); } }; // TODO See if there is a way to specify materials in voxels directly? bool VoxelTerrain::_set(const StringName &p_name, const Variant &p_value) { if (p_name.operator String().begins_with("material/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); if (idx >= VoxelMesher::MAX_MATERIALS || idx < 0) return false; set_material(idx, p_value); return true; } return false; } bool VoxelTerrain::_get(const StringName &p_name, Variant &r_ret) const { if (p_name.operator String().begins_with("material/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); if (idx >= VoxelMesher::MAX_MATERIALS || idx < 0) return false; r_ret = get_material(idx); return true; } return false; } void VoxelTerrain::_get_property_list(List *p_list) const { for (int i = 0; i < VoxelMesher::MAX_MATERIALS; ++i) { p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial")); } } void VoxelTerrain::set_provider(Ref provider) { if(provider != _provider) { _provider = provider; // The whole map might change, so make all area dirty make_all_view_dirty_deferred(); } } Ref VoxelTerrain::get_provider() const { return _provider; } Ref VoxelTerrain::get_voxel_library() const { return _mesher->get_library(); } void VoxelTerrain::set_voxel_library(Ref library) { if(library != _mesher->get_library()) { #ifdef TOOLS_ENABLED if(library->get_voxel_count() == 0) { library->load_default(); } #endif _mesher->set_library(library); // Voxel appearance might completely change make_all_view_dirty_deferred(); } } void VoxelTerrain::set_generate_collisions(bool enabled) { _generate_collisions = enabled; } int VoxelTerrain::get_view_distance() const { return _view_distance_blocks * _map->get_block_size(); } void VoxelTerrain::set_view_distance(int distance_in_voxels) { ERR_FAIL_COND(distance_in_voxels < 0) int d = distance_in_voxels / _map->get_block_size(); if(d != _view_distance_blocks) { print_line(String("View distance changed from ") + String::num(_view_distance_blocks) + String(" blocks to ") + String::num(d)); _view_distance_blocks = d; // Blocks too far away will be removed in _process, same for blocks to load } } void VoxelTerrain::set_viewer_path(NodePath path) { _viewer_path = path; } NodePath VoxelTerrain::get_viewer_path() const { return _viewer_path; } Spatial *VoxelTerrain::get_viewer(NodePath path) const { if (path.is_empty()) return NULL; Node *node = get_node(path); if (node == NULL) return NULL; return Object::cast_to(node); } void VoxelTerrain::set_material(int id, Ref material) { // TODO Update existing block surfaces _mesher->set_material(material, id); } Ref VoxelTerrain::get_material(int id) const { return _mesher->get_material(id); } //void VoxelTerrain::clear_update_queue() { // _block_update_queue.clear(); // _dirty_blocks.clear(); //} void VoxelTerrain::make_block_dirty(Vector3i bpos) { // TODO Immediate update viewer distance if (is_block_dirty(bpos) == false) { //OS::get_singleton()->print("Dirty (%i, %i, %i)", bpos.x, bpos.y, bpos.z); _block_update_queue.push_back(bpos); _dirty_blocks[bpos] = true; } } void VoxelTerrain::immerge_block(Vector3i bpos) { ERR_FAIL_COND(_map.is_null()); // TODO Schedule block saving when supported _map->remove_block(bpos, VoxelMap::NoAction()); _dirty_blocks.erase(bpos); // Blocks in the update queue will be cancelled in _process, // because it's too expensive to linear-search all blocks for each block } bool VoxelTerrain::is_block_dirty(Vector3i bpos) { return _dirty_blocks.has(bpos); } void VoxelTerrain::make_blocks_dirty(Vector3i min, Vector3i size) { Vector3i max = min + size; Vector3i pos; for (pos.z = min.z; pos.z < max.z; ++pos.z) { for (pos.y = min.y; pos.y < max.y; ++pos.y) { for (pos.x = min.x; pos.x < max.x; ++pos.x) { make_block_dirty(pos); } } } } void VoxelTerrain::make_all_view_dirty_deferred() { // This trick will regenerate all chunks in view, according to the view distance found during block updates. // The point of doing this instead of immediately scheduling updates is that it will // always use an up-to-date view distance, which is not necessarily loaded yet on initialization. _last_view_distance_blocks = 0; // Vector3i radius(_view_distance_blocks, _view_distance_blocks, _view_distance_blocks); // make_blocks_dirty(-radius, 2*radius); } inline int get_border_index(int x, int max) { return x == 0 ? 0 : x != max ? 1 : 2; } void VoxelTerrain::make_voxel_dirty(Vector3i pos) { // Update the block in which the voxel is Vector3i bpos = _map->voxel_to_block(pos); make_block_dirty(bpos); //OS::get_singleton()->print("Dirty (%i, %i, %i)\n", bpos.x, bpos.y, bpos.z); // Update neighbor blocks if the voxel is touching a boundary Vector3i rpos = _map->to_local(pos); bool check_corners = _mesher->get_occlusion_enabled(); const int max = _map->get_block_size() - 1; if (rpos.x == 0) make_block_dirty(bpos - Vector3i(1, 0, 0)); else if (rpos.x == max) make_block_dirty(bpos + Vector3i(1, 0, 0)); if (rpos.y == 0) make_block_dirty(bpos - Vector3i(0, 1, 0)); else if (rpos.y == max) make_block_dirty(bpos + Vector3i(0, 1, 0)); if (rpos.z == 0) make_block_dirty(bpos - Vector3i(0, 0, 1)); else if (rpos.z == max) make_block_dirty(bpos + Vector3i(0, 0, 1)); // We might want to update blocks in corners in order to update ambient occlusion if (check_corners) { // 24------25------26 // /| /| // / | / | // 21 | 23 | // / 15 / 17 // / | / | // 18------19------20 | // | | | | // | 6-------7-|-----8 // | / | / // 9 / 11 / // | 3 | 5 // | / | / y z // |/ |/ |/ // 0-------1-------2 o--x // I'm not good at writing piles of ifs static const int normals[27][3] = { { -1, -1, -1 }, { 0, -1, -1 }, { 1, -1, -1 }, { -1, -1, 0 }, { 0, -1, 0 }, { 1, -1, 0 }, { -1, -1, 1 }, { 0, -1, 1 }, { 1, -1, 1 }, { -1, 0, -1 }, { 0, 0, -1 }, { 1, 0, -1 }, { -1, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 }, { -1, 0, 1 }, { 0, 0, 1 }, { 1, 0, 1 }, { -1, 1, -1 }, { 0, 1, -1 }, { 1, 1, -1 }, { -1, 1, 0 }, { 0, 1, 0 }, { 1, 1, 0 }, { -1, 1, 1 }, { 0, 1, 1 }, { 1, 1, 1 } }; static const int ce_counts[27] = { 4, 1, 4, 1, 0, 1, 4, 1, 4, 1, 0, 1, 0, 0, 0, 1, 0, 1, 4, 1, 4, 1, 0, 1, 4, 1, 4 }; static const int ce_indexes_lut[27][4] = { { 0, 1, 3, 9 }, { 1 }, { 2, 1, 5, 11 }, { 3 }, {}, { 5 }, { 6, 3, 7, 15 }, { 7 }, { 8, 7, 5, 17 }, { 9 }, {}, { 11 }, {}, {}, {}, { 15 }, {}, { 17 }, { 18, 9, 19, 21 }, { 19 }, { 20, 11, 19, 23 }, { 21 }, {}, { 23 }, { 24, 15, 21, 25 }, { 25 }, { 26, 17, 23, 25 } }; int m = get_border_index(rpos.x, max) + 3 * get_border_index(rpos.z, max) + 9 * get_border_index(rpos.y, max); const int *ce_indexes = ce_indexes_lut[m]; int ce_count = ce_counts[m]; //OS::get_singleton()->print("m=%i, rpos=(%i, %i, %i)\n", m, rpos.x, rpos.y, rpos.z); for (int i = 0; i < ce_count; ++i) { // TODO Because it's about ambient occlusion across 1 voxel only, // we could optimize it even more by looking at neighbor voxels, // and discard the update if we know it won't change anything const int *normal = normals[ce_indexes[i]]; Vector3i nbpos(bpos.x + normal[0], bpos.y + normal[1], bpos.z + normal[2]); //OS::get_singleton()->print("Corner dirty (%i, %i, %i)\n", nbpos.x, nbpos.y, nbpos.z); make_block_dirty(nbpos); } } } int VoxelTerrain::get_block_update_count() { return _block_update_queue.size(); } struct EnterWorldAction { World *world; EnterWorldAction(World *w) : world(w) {} void operator()(VoxelBlock *block) { block->enter_world(world); } }; struct ExitWorldAction { void operator()(VoxelBlock *block) { block->exit_world(); } }; struct SetVisibilityAction { bool visible; SetVisibilityAction(bool v) : visible(v) {} void operator()(VoxelBlock *block) { block->set_visible(visible); } }; void VoxelTerrain::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: set_process(true); break; case NOTIFICATION_PROCESS: _process(); break; case NOTIFICATION_EXIT_TREE: break; case NOTIFICATION_ENTER_WORLD: { ERR_FAIL_COND(_map.is_null()); _map->for_all_blocks(EnterWorldAction(*get_world())); } break; case NOTIFICATION_EXIT_WORLD: ERR_FAIL_COND(_map.is_null()); _map->for_all_blocks(ExitWorldAction()); break; case NOTIFICATION_VISIBILITY_CHANGED: ERR_FAIL_COND(_map.is_null()); _map->for_all_blocks(SetVisibilityAction(is_visible())); break; // TODO Listen for transform changes default: break; } } void VoxelTerrain::_process() { update_blocks(); } void VoxelTerrain::update_blocks() { OS &os = *OS::get_singleton(); Engine &engine = *Engine::get_singleton(); ERR_FAIL_COND(_map.is_null()); // Get viewer location // TODO Transform to local (Spatial Transform) Vector3i viewer_block_pos; if(engine.is_editor_hint()) { // TODO Use editor's camera here viewer_block_pos = Vector3i(); } else { Spatial *viewer = get_viewer(_viewer_path); if (viewer) viewer_block_pos = _map->voxel_to_block(viewer->get_translation()); else viewer_block_pos = Vector3i(); } { // Find out which blocks need to appear and which need to be unloaded //Vector3i viewer_block_pos_delta = _last_viewer_block_pos - viewer_block_pos; Rect3i new_box = Rect3i::from_center_extents(viewer_block_pos, Vector3i(_view_distance_blocks)); Rect3i prev_box = Rect3i::from_center_extents(_last_viewer_block_pos, Vector3i(_last_view_distance_blocks)); if(prev_box != new_box) { //print_line(String("Loaded area changed: from ") + prev_box.to_string() + String(" to ") + new_box.to_string()); Rect3i bounds = Rect3i::get_bounding_box(prev_box, new_box); Vector3i max = bounds.pos + bounds.size; // TODO There should be a way to only iterate relevant blocks Vector3i pos; for(pos.z = bounds.pos.z; pos.z < max.z; ++pos.z) { for(pos.y = bounds.pos.y; pos.y < max.y; ++pos.y) { for(pos.x = bounds.pos.x; pos.x < max.x; ++pos.x) { bool prev_contains = prev_box.contains(pos); bool new_contains = new_box.contains(pos); if(prev_contains && !new_contains) { // Unload block immerge_block(pos); } else if(!prev_contains && new_contains) { // Load or update block make_block_dirty(pos); } } } } } // Eliminate blocks in queue that aren't needed for(int i = 0; i < _block_update_queue.size(); ++i) { const Vector3i bpos = _block_update_queue[i]; if(!new_box.contains(bpos)) { int last = _block_update_queue.size() - 1; _block_update_queue[i] = _block_update_queue[last]; _block_update_queue.resize(last); --i; } } } _last_view_distance_blocks = _view_distance_blocks; _last_viewer_block_pos = viewer_block_pos; // Sort updates so nearest blocks are done first VOXEL_PROFILE_BEGIN("block_update_sorting") g_viewer_block_pos = viewer_block_pos; _block_update_queue.sort_custom(); VOXEL_PROFILE_END("block_update_sorting") uint32_t time_before = os.get_ticks_msec(); uint32_t max_time = 1000 / 120; const unsigned int bs = _map->get_block_size(); const Vector3i block_size(bs, bs, bs); // Update a bunch of blocks until none are left or too much time elapsed while (!_block_update_queue.empty() && (os.get_ticks_msec() - time_before) < max_time) { //printf("Remaining: %i\n", _block_update_queue.size()); // TODO Move this to a thread // Get request Vector3i block_pos = _block_update_queue[_block_update_queue.size() - 1]; bool entire_block_changed = false; if (!_map->has_block(block_pos)) { // The block's data isn't loaded yet // Create buffer if (!_provider.is_null()) { VOXEL_PROFILE_BEGIN("voxel_buffer_creation_gen") Ref buffer_ref = Ref(memnew(VoxelBuffer)); buffer_ref->create(block_size.x, block_size.y, block_size.z); VOXEL_PROFILE_END("voxel_buffer_creation_gen") VOXEL_PROFILE_BEGIN("block_generation") // Query voxel provider _provider->emerge_block(buffer_ref, _map->block_to_voxel(block_pos)); // Check script return // TODO Shouldn't halt execution though, as it can bring the map in an invalid state! ERR_FAIL_COND(buffer_ref->get_size() != block_size); VOXEL_PROFILE_END("block_generation") // Store buffer _map->set_block_buffer(block_pos, buffer_ref); entire_block_changed = true; } } // Update views (mesh/collisions) if (entire_block_changed) { // All neighbors have to be checked Vector3i ndir; for (ndir.z = -1; ndir.z < 2; ++ndir.z) { for (ndir.x = -1; ndir.x < 2; ++ndir.x) { for (ndir.y = -1; ndir.y < 2; ++ndir.y) { Vector3i npos = block_pos + ndir; // TODO What if the map is really composed of empty blocks? if (_map->is_block_surrounded(npos)) { update_block_mesh(npos); } } } } } else { // Only update the block, neighbors will probably follow if needed update_block_mesh(block_pos); //OS::get_singleton()->print("Update (%i, %i, %i)\n", block_pos.x, block_pos.y, block_pos.z); } // Pop request _block_update_queue.resize(_block_update_queue.size() - 1); _dirty_blocks.erase(block_pos); } //print_line(String("d:") + String::num(_dirty_blocks.size()) + String(", q:") + String::num(_block_update_queue.size())); } static inline bool is_mesh_empty(Ref mesh_ref) { if (mesh_ref.is_null()) return true; const Mesh &mesh = **mesh_ref; if (mesh.get_surface_count() == 0) return true; if (mesh.surface_get_array_len(0) == 0) return true; return false; } void VoxelTerrain::update_block_mesh(Vector3i block_pos) { VoxelBlock *block = _map->get_block(block_pos); if (block == NULL) { return; } VOXEL_PROFILE_BEGIN("voxel_buffer_creation_extract") // Create buffer padded with neighbor voxels VoxelBuffer nbuffer; // TODO Make the buffer re-usable // TODO Padding set to 3 at the moment because Transvoxel works on 2x2 cells. // It should change for a smarter padding (if smooth isn't used for example). unsigned int block_size = _map->get_block_size(); nbuffer.create(block_size + 3, block_size + 3, block_size + 3); VOXEL_PROFILE_END("voxel_buffer_creation_extract") VOXEL_PROFILE_BEGIN("block_extraction") _map->get_buffer_copy(_map->block_to_voxel(block_pos) - Vector3i(1, 1, 1), nbuffer, 0x3); VOXEL_PROFILE_END("block_extraction") // TODO Re-use existing meshes to optimize memory cost // Build cubic parts of the mesh Ref mesh = _mesher->build(nbuffer, Voxel::CHANNEL_TYPE, Vector3i(0, 0, 0), nbuffer.get_size() - Vector3(1, 1, 1)); // Build smooth parts of the mesh _mesher_smooth->build(nbuffer, Voxel::CHANNEL_ISOLEVEL, mesh); if(is_mesh_empty(mesh)) mesh = Ref(); Ref world = get_world(); block->set_mesh(mesh, world); } //void VoxelTerrain::block_removed(VoxelBlock & block) { // MeshInstance * mesh_instance = block.get_mesh_instance(*this); // if (mesh_instance) { // mesh_instance->queue_delete(); // } //} struct _VoxelTerrainRaycastContext { VoxelTerrain &terrain; //unsigned int channel_mask; }; static bool _raycast_binding_predicate(Vector3i pos, void *context_ptr) { ERR_FAIL_COND_V(context_ptr == NULL, false); _VoxelTerrainRaycastContext *context = (_VoxelTerrainRaycastContext *)context_ptr; VoxelTerrain &terrain = context->terrain; //unsigned int channel = context->channel; Ref map = terrain.get_map(); int v0 = map->get_voxel(pos, Voxel::CHANNEL_TYPE); Ref lib_ref = terrain.get_voxel_library(); if (lib_ref.is_null()) return false; const VoxelLibrary &lib = **lib_ref; if (lib.has_voxel(v0) == false) return false; const Voxel &voxel = lib.get_voxel_const(v0); if (voxel.is_transparent() == false) return true; int v1 = map->get_voxel(pos, Voxel::CHANNEL_ISOLEVEL); return v1 - 128 >= 0; } Variant VoxelTerrain::_raycast_binding(Vector3 origin, Vector3 direction, real_t max_distance) { // TODO Transform input if the terrain is rotated (in the future it can be made a Spatial node) Vector3i hit_pos; Vector3i prev_pos; _VoxelTerrainRaycastContext context = { *this }; if (voxel_raycast(origin, direction, _raycast_binding_predicate, &context, max_distance, hit_pos, prev_pos)) { Dictionary hit = Dictionary(); hit["position"] = hit_pos.to_vec3(); hit["prev_position"] = prev_pos.to_vec3(); return hit; } else { return Variant(); // Null dictionary, no alloc } } Vector3 VoxelTerrain::_voxel_to_block_binding(Vector3 pos) { return Vector3i(_map->voxel_to_block(pos)).to_vec3(); } Vector3 VoxelTerrain::_block_to_voxel_binding(Vector3 pos) { return Vector3i(_map->block_to_voxel(pos)).to_vec3(); } void VoxelTerrain::_bind_methods() { ClassDB::bind_method(D_METHOD("set_provider", "provider"), &VoxelTerrain::set_provider); ClassDB::bind_method(D_METHOD("get_provider"), &VoxelTerrain::get_provider); ClassDB::bind_method(D_METHOD("set_voxel_library", "library"), &VoxelTerrain::set_voxel_library); ClassDB::bind_method(D_METHOD("get_voxel_library"), &VoxelTerrain::get_voxel_library); ClassDB::bind_method(D_METHOD("set_view_distance", "distance_in_voxels"), &VoxelTerrain::set_view_distance); ClassDB::bind_method(D_METHOD("get_view_distance"), &VoxelTerrain::get_view_distance); ClassDB::bind_method(D_METHOD("get_block_update_count"), &VoxelTerrain::get_block_update_count); ClassDB::bind_method(D_METHOD("get_mesher"), &VoxelTerrain::get_mesher); ClassDB::bind_method(D_METHOD("get_generate_collisions"), &VoxelTerrain::get_generate_collisions); ClassDB::bind_method(D_METHOD("set_generate_collisions", "enabled"), &VoxelTerrain::set_generate_collisions); ClassDB::bind_method(D_METHOD("get_viewer_path"), &VoxelTerrain::get_viewer_path); ClassDB::bind_method(D_METHOD("set_viewer_path", "path"), &VoxelTerrain::set_viewer_path); ClassDB::bind_method(D_METHOD("get_storage"), &VoxelTerrain::get_map); ClassDB::bind_method(D_METHOD("voxel_to_block", "voxel_pos"), &VoxelTerrain::_voxel_to_block_binding); ClassDB::bind_method(D_METHOD("block_to_voxel", "block_pos"), &VoxelTerrain::_block_to_voxel_binding); ClassDB::bind_method(D_METHOD("make_block_dirty", "pos"), &VoxelTerrain::_make_block_dirty_binding); ClassDB::bind_method(D_METHOD("make_blocks_dirty", "min", "size"), &VoxelTerrain::_make_blocks_dirty_binding); ClassDB::bind_method(D_METHOD("make_voxel_dirty", "pos"), &VoxelTerrain::_make_voxel_dirty_binding); ClassDB::bind_method(D_METHOD("raycast", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100)); #ifdef VOXEL_PROFILING ClassDB::bind_method(D_METHOD("get_profiling_info"), &VoxelTerrain::get_profiling_info); #endif ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "provider", PROPERTY_HINT_RESOURCE_TYPE, "VoxelProvider"), "set_provider", "get_provider"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "voxel_library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelLibrary"), "set_voxel_library", "get_voxel_library"); ADD_PROPERTY(PropertyInfo(Variant::INT, "view_distance"), "set_view_distance", "get_view_distance"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewer_path"), "set_viewer_path", "get_viewer_path"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_collisions"), "set_generate_collisions", "get_generate_collisions"); }