292 lines
8.8 KiB
C++
292 lines
8.8 KiB
C++
#ifndef LOD_OCTREE_H
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#define LOD_OCTREE_H
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#include "../constants/octree_tables.h"
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#include "../constants/voxel_constants.h"
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#include "../util/math/vector3i.h"
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// Octree designed to handle level of detail.
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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; // Root node isn't stored in pool
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struct Node {
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// Index to first child node within the node pool.
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// The 7 next indexes are the other children.
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// If the node isn't subdivided, it is set to NO_CHILDREN.
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// Could have used a pointer but an index is enough, occupies half memory and is immune to realloc
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unsigned int first_child;
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// No userdata... I removed it because it was never actually used.
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// May add it back if the need comes again.
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// Node positions are calculated on the fly to save memory,
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// and divided by chunk size at the current LOD,
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// so it is sequential within each LOD, which makes it usable for grid storage
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Node() {
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init();
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}
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inline bool has_children() const {
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return first_child != NO_CHILDREN;
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}
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inline void init() {
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first_child = NO_CHILDREN;
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}
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};
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struct NoDestroyAction {
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inline void operator()(Vector3i node_pos, int lod) {}
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};
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template <typename DestroyAction_T>
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void clear(DestroyAction_T &destroy_action) {
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join_all_recursively(&_root, Vector3i(), _max_depth, destroy_action);
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_is_root_created = false;
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_max_depth = 0;
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_base_size = 0;
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}
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static int compute_lod_count(int base_size, int full_size) {
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int po = 0;
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while (full_size > base_size) {
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full_size = full_size >> 1;
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po += 1;
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}
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return po;
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}
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template <typename DestroyAction_T>
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void create_from_lod_count(int base_size, unsigned int lod_count, DestroyAction_T &destroy_action) {
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ERR_FAIL_COND(lod_count > VoxelConstants::MAX_LOD);
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clear(destroy_action);
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_base_size = base_size;
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_max_depth = lod_count - 1;
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}
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unsigned int get_lod_count() const {
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return _max_depth + 1;
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}
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// The higher, the longer LODs will spread and higher the quality.
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// The lower, the shorter LODs will spread and lower the quality.
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void set_lod_distance(float p_lod_distance) {
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// Distance must be greater than a threshold,
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// otherwise lods will decimate too fast and it will look messy
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_lod_distance =
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clamp(p_lod_distance, VoxelConstants::MINIMUM_LOD_DISTANCE, VoxelConstants::MAXIMUM_LOD_DISTANCE);
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}
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float get_lod_distance() const {
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return _lod_distance;
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}
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static inline int get_lod_factor(int lod) {
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return 1 << lod;
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}
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// Signature examples
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struct DefaultUpdateActions {
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void create_child(Vector3i node_pos, int lod) {} // Occurs on split
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void destroy_child(Vector3i node_pos, int lod) {} // Occurs on merge
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void show_parent(Vector3i node_pos, int lod) {} // Occurs on merge
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void hide_parent(Vector3i node_pos, int lod) {} // Occurs on split
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bool can_create_root(int lod) { return true; }
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bool can_split(Vector3i node_pos, int child_lod_index) { return true; }
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bool can_join(Vector3i node_pos, int lod) { return true; }
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};
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template <typename UpdateActions_T>
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void update(Vector3 view_pos, UpdateActions_T &actions) {
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if (_is_root_created || _root.has_children()) {
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update(ROOT_INDEX, Vector3i(), _max_depth, view_pos, actions);
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} else {
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// TODO I don't like this much
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// Treat the root in a slightly different way the first time.
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if (actions.can_create_root(_max_depth)) {
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actions.create_child(Vector3i(), _max_depth);
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_is_root_created = true;
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}
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}
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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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parent_position.y * 2 + OctreeTables::g_octant_position[i][1],
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parent_position.z * 2 + OctreeTables::g_octant_position[i][2]);
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}
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const Node *get_root() const {
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return &_root;
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}
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const Node *get_child(const Node *node, unsigned int i) const {
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ERR_FAIL_COND_V(node == nullptr, nullptr);
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ERR_FAIL_INDEX_V(i, 8, nullptr);
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return get_node(node->first_child + i);
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}
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private:
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// This pool treats nodes as packs of 8 so they can be addressed by only knowing the first child
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class NodePool {
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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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inline const Node *get_node(unsigned int i) const {
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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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unsigned int allocate_children() {
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if (_free_indexes.size() == 0) {
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unsigned int i0 = _nodes.size();
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_nodes.resize(i0 + 8);
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return i0;
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} else {
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unsigned int i0 = _free_indexes[_free_indexes.size() - 1];
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_free_indexes.pop_back();
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return i0;
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}
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}
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// Warning: this is not recursive. Use it properly.
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void recycle_children(unsigned int i0) {
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// Debug check, there is no use case in recycling a node which is not a first child
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CRASH_COND(i0 % 8 != 0);
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for (unsigned int i = 0; i < 8; ++i) {
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_nodes[i0 + i].init();
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}
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_free_indexes.push_back(i0);
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}
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private:
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// TODO If this grows too much, mayyybe could implement a paged vector to fight fragmentation.
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// If we do so, that may also solve pointer invalidation since pages would remain stable
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std::vector<Node> _nodes;
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std::vector<unsigned int> _free_indexes;
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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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} else {
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return _pool.get_node(index);
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}
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}
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inline const Node *get_node(unsigned int index) const {
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if (index == ROOT_INDEX) {
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return &_root;
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} else {
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return _pool.get_node(index);
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}
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}
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template <typename UpdateActions_T>
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void update(unsigned int node_index, Vector3i node_pos, int lod, Vector3 view_pos, UpdateActions_T &actions) {
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// This function should be called regularly over frames.
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const int lod_factor = get_lod_factor(lod);
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const int chunk_size = _base_size * lod_factor;
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const Vector3 world_center = static_cast<real_t>(chunk_size) * (node_pos.to_vec3() + Vector3(0.5, 0.5, 0.5));
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const float split_distance = _lod_distance * lod_factor;
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Node *node = get_node(node_index);
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if (!node->has_children()) {
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// If it's not the last LOD, if close enough and custom conditions get fulfilled
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if (lod > 0 && world_center.distance_to(view_pos) < split_distance && actions.can_split(node_pos, lod - 1)) {
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// Split
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const unsigned int first_child = _pool.allocate_children();
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// Get node again because `allocate_children` may invalidate the pointer
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node = get_node(node_index);
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node->first_child = first_child;
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for (unsigned int i = 0; i < 8; ++i) {
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actions.create_child(get_child_position(node_pos, i), lod - 1);
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// If the node needs to split more, we'll ask more recycling at the next frame...
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// That means the initialization of the game should do some warm up and fetch all leaves,
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// otherwise it's gonna be rough
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}
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actions.hide_parent(node_pos, lod);
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}
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} else {
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bool has_split_child = false;
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const unsigned int first_child = node->first_child;
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for (unsigned int i = 0; i < 8; ++i) {
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const unsigned int child_index = first_child + i;
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update(child_index, get_child_position(node_pos, i), lod - 1, view_pos, actions);
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has_split_child |= _pool.get_node(child_index)->has_children();
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}
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// Get node again because `update` may invalidate the pointer
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node = get_node(node_index);
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if (!has_split_child && world_center.distance_to(view_pos) > split_distance && actions.can_join(node_pos, lod)) {
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// Join
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if (node->has_children()) {
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for (unsigned int i = 0; i < 8; ++i) {
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actions.destroy_child(get_child_position(node_pos, i), lod - 1);
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}
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_pool.recycle_children(first_child);
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node->first_child = NO_CHILDREN;
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actions.show_parent(node_pos, lod);
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}
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}
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}
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}
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template <typename DestroyAction_T>
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void join_all_recursively(Node *node, Vector3i node_pos, int lod, DestroyAction_T &destroy_action) {
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// We can use pointers here because we won't allocate new nodes,
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// and won't shrink the node pool either
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if (node->has_children()) {
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unsigned int first_child = node->first_child;
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for (unsigned int i = 0; i < 8; ++i) {
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Node *child = _pool.get_node(first_child + i);
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join_all_recursively(child, get_child_position(node_pos, i), lod - 1, destroy_action);
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}
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_pool.recycle_children(first_child);
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node->first_child = NO_CHILDREN;
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} else {
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destroy_action(node_pos, lod);
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}
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}
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Node _root;
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bool _is_root_created = false;
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int _max_depth = 0;
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float _base_size = 16;
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float _lod_distance = 32.0;
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// TODO May be worth making this pool external for sharing purpose
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NodePool _pool;
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};
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// Notes:
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// Population of an octree given its depth, thanks to Sage:
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// ((1 << 3 * (depth + 1)) - 1 ) / 7
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#endif // LOD_OCTREE_H
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