godot_voxel/terrain/voxel_lod_terrain.h

176 lines
5.3 KiB
C++

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