176 lines
5.3 KiB
C++
176 lines
5.3 KiB
C++
#ifndef VOXEL_LOD_TERRAIN_HPP
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#define VOXEL_LOD_TERRAIN_HPP
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#include "lod_octree.h"
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#include "voxel_data_loader.h"
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#include "voxel_mesh_updater.h"
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#include <core/set.h>
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#include <scene/3d/spatial.h>
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class VoxelMap;
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class VoxelTool;
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class VoxelStream;
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class VoxelBlock;
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// Paged terrain made of voxel blocks of variable level of detail.
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// Designed for highest view distances, preferably using smooth voxels.
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// Voxels are polygonized around the viewer by distance in a very large sphere, usually extending beyond far clip.
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// Data is streamed using a VoxelStream, which must support LOD.
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class VoxelLodTerrain : public Spatial {
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GDCLASS(VoxelLodTerrain, Spatial)
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public:
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VoxelLodTerrain();
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~VoxelLodTerrain();
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Ref<Material> get_material() const;
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void set_material(Ref<Material> p_material);
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Ref<VoxelStream> get_stream() const;
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void set_stream(Ref<VoxelStream> p_stream);
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int get_view_distance() const;
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void set_view_distance(int p_distance_in_voxels);
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void set_lod_split_scale(float p_lod_split_scale);
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float get_lod_split_scale() const;
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void set_lod_count(int p_lod_count);
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int get_lod_count() const;
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void set_generate_collisions(bool enabled);
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bool get_generate_collisions() const { return _generate_collisions; }
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// Sets up to which amount of LODs collision will generate. -1 means all of them.
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void set_collision_lod_count(int lod_count);
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int get_collision_lod_count() const;
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void set_viewer_path(NodePath path);
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NodePath get_viewer_path() const;
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int get_block_region_extent() const;
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Vector3 voxel_to_block_position(Vector3 vpos, int lod_index) const;
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unsigned int get_block_size_pow2() const;
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void set_block_size_po2(unsigned int p_block_size_po2);
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// These must be called after an edit
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void post_edit_area(Rect3i p_box);
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void post_edit_block_lod0(Vector3i bpos);
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Ref<VoxelTool> get_voxel_tool();
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struct Stats {
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VoxelMeshUpdater::Stats updater;
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VoxelDataLoader::Stats stream;
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int blocked_lods = 0;
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int updated_blocks = 0;
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int dropped_block_loads = 0;
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int dropped_block_meshs = 0;
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uint64_t time_detect_required_blocks = 0;
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uint64_t time_request_blocks_to_load = 0;
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uint64_t time_process_load_responses = 0;
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uint64_t time_request_blocks_to_update = 0;
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uint64_t time_process_update_responses = 0;
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};
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Dictionary get_statistics() const;
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Array debug_raycast_block(Vector3 world_origin, Vector3 world_direction) const;
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Array debug_get_last_unexpected_block_drops() const;
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Dictionary debug_get_block_info(Vector3 fbpos, int lod_index) const;
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Array debug_get_octrees() const;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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void _process();
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private:
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unsigned int get_block_size() const;
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Spatial *get_viewer() const;
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void immerge_block(Vector3i block_pos, int lod_index);
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void start_updater();
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void stop_updater();
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void start_streamer();
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void stop_streamer();
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void reset_maps();
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void get_viewer_pos_and_direction(Vector3 &out_viewer_pos, Vector3 &out_direction) const;
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void try_schedule_loading_with_neighbors(const Vector3i &p_bpos, int lod_index);
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bool check_block_loaded_and_updated(const Vector3i &p_bpos, int lod_index);
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bool check_block_mesh_updated(VoxelBlock *block);
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void _set_lod_count(int p_lod_count);
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void _set_block_size_po2(int p_block_size_po2);
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void _on_stream_params_changed();
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void flush_pending_lod_edits();
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void save_all_modified_blocks(bool with_copy);
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void send_block_data_requests();
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void add_transition_update(VoxelBlock *block);
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void add_transition_updates_around(Vector3i block_pos, int lod_index);
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void process_transition_updates();
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uint8_t get_transition_mask(Vector3i block_pos, int lod_index) const;
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struct OctreeItem {
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LodOctree octree;
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};
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// This terrain type is a sparse grid of octrees.
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// Indexed by a grid coordinate whose step is the size of the highest-LOD block
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// This octree doesn't hold any data... hence bool.
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Map<Vector3i, OctreeItem> _lod_octrees;
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Rect3i _last_octree_region_box;
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NodePath _viewer_path;
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Ref<VoxelStream> _stream;
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VoxelDataLoader *_stream_thread = nullptr;
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VoxelMeshUpdater *_block_updater = nullptr;
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std::vector<VoxelMeshUpdater::OutputBlock> _blocks_pending_main_thread_update;
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std::vector<VoxelDataLoader::InputBlock> _blocks_to_save;
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// Only populated and then cleared inside _process, so lifetime of pointers should be valid
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std::vector<VoxelBlock *> _blocks_pending_transition_update;
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Ref<Material> _material;
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std::vector<Ref<ShaderMaterial> > _shader_material_pool;
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bool _generate_collisions = true;
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int _collision_lod_count = -1;
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// Each LOD works in a set of coordinates spanning 2x more voxels the higher their index is
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struct Lod {
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Ref<VoxelMap> map;
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Set<Vector3i> loading_blocks;
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std::vector<Vector3i> blocks_pending_update;
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// Blocks that were edited and need their LOD counterparts to be updated
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std::vector<Vector3i> blocks_pending_lodding;
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// These are relative to this LOD, in block coordinates
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Vector3i last_viewer_block_pos;
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int last_view_distance_blocks = 0;
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// Members for memory caching
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std::vector<Vector3i> blocks_to_load;
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#ifdef TOOLS_ENABLED
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// TODO Debug, may be removed in the future
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std::vector<Vector3i> debug_unexpected_block_drops;
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#endif
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};
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FixedArray<Lod, VoxelConstants::MAX_LOD> _lods;
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int _lod_count = 0;
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float _lod_split_scale = 0.f;
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unsigned int _view_distance_voxels = 512;
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Stats _stats;
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};
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#endif // VOXEL_LOD_TERRAIN_HPP
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