godot_voxel/voxel_terrain.cpp

680 lines
20 KiB
C++

#include "voxel_terrain.h"
#include "voxel_raycast.h"
#include "rect3i.h"
#include <os/os.h>
#include <scene/3d/mesh_instance.h>
#include <engine.h>
VoxelTerrain::VoxelTerrain()
: Spatial(), _generate_collisions(true) {
_map = Ref<VoxelMap>(memnew(VoxelMap));
_mesher = Ref<VoxelMesher>(memnew(VoxelMesher));
_mesher_smooth = Ref<VoxelMesherSmooth>(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<PropertyInfo> *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<VoxelProvider> provider) {
if(provider != _provider) {
_provider = provider;
// The whole map might change, so make all area dirty
make_all_view_dirty_deferred();
}
}
Ref<VoxelProvider> VoxelTerrain::get_provider() const {
return _provider;
}
Ref<VoxelLibrary> VoxelTerrain::get_voxel_library() const {
return _mesher->get_library();
}
void VoxelTerrain::set_voxel_library(Ref<VoxelLibrary> 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<Spatial>(node);
}
void VoxelTerrain::set_material(int id, Ref<Material> material) {
// TODO Update existing block surfaces
_mesher->set_material(material, id);
}
Ref<Material> 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<BlockUpdateComparator>();
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<VoxelBuffer> buffer_ref = Ref<VoxelBuffer>(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> 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<ArrayMesh> 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<Mesh>();
Ref<World> 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<VoxelMap> map = terrain.get_map();
int v0 = map->get_voxel(pos, Voxel::CHANNEL_TYPE);
Ref<VoxelLibrary> 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");
}