941 lines
28 KiB
C++
941 lines
28 KiB
C++
#include "voxel_terrain.h"
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#include "voxel_map.h"
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#include "voxel_block.h"
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#include "voxel_provider_thread.h"
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#include "voxel_raycast.h"
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#include "voxel_provider_test.h"
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#include "utility.h"
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#include <core/os/os.h>
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#include <scene/3d/mesh_instance.h>
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#include <core/engine.h>
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VoxelTerrain::VoxelTerrain()
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: Spatial(), _generate_collisions(true) {
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_map = Ref<VoxelMap>(memnew(VoxelMap));
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_view_distance_blocks = 8;
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_last_view_distance_blocks = 0;
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_provider_thread = NULL;
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_block_updater = NULL;
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_generate_collisions = false;
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_run_in_editor = false;
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}
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VoxelTerrain::~VoxelTerrain() {
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print_line("Destroying VoxelTerrain");
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if(_provider_thread) {
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memdelete(_provider_thread);
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}
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if(_block_updater) {
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memdelete(_block_updater);
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}
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}
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// TODO See if there is a way to specify materials in voxels directly?
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bool VoxelTerrain::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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ERR_FAIL_COND_V(idx >= VoxelMesher::MAX_MATERIALS || idx < 0, false);
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set_material(idx, p_value);
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return true;
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}
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return false;
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}
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bool VoxelTerrain::_get(const StringName &p_name, Variant &r_ret) const {
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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ERR_FAIL_COND_V(idx >= VoxelMesher::MAX_MATERIALS || idx < 0, false);
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r_ret = get_material(idx);
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return true;
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}
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return false;
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}
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void VoxelTerrain::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < VoxelMesher::MAX_MATERIALS; ++i) {
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p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"));
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}
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}
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void VoxelTerrain::set_provider(Ref<VoxelProvider> provider) {
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if(provider != _provider) {
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if(_provider_thread) {
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memdelete(_provider_thread);
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_provider_thread = NULL;
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}
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_provider = provider;
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_provider_thread = memnew(VoxelProviderThread(_provider, _map->get_block_size_pow2()));
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// Ref<VoxelProviderTest> test;
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// test.instance();
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// _provider_thread = memnew(VoxelProviderThread(test, _map->get_block_size_pow2()));
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// The whole map might change, so make all area dirty
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// TODO Actually, we should regenerate the whole map, not just update all its blocks
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make_all_view_dirty_deferred();
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}
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}
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Ref<VoxelProvider> VoxelTerrain::get_provider() const {
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return _provider;
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}
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Ref<VoxelLibrary> VoxelTerrain::get_voxel_library() const {
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return _library;
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}
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void VoxelTerrain::set_voxel_library(Ref<VoxelLibrary> library) {
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if (library != _library) {
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#ifdef TOOLS_ENABLED
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if (library->get_voxel_count() == 0) {
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library->load_default();
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}
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#endif
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_library = library;
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if(_block_updater) {
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memdelete(_block_updater);
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_block_updater = NULL;
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}
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// TODO Thread-safe way to change those parameters
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VoxelMeshUpdater::MeshingParams params;
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_block_updater = memnew(VoxelMeshUpdater(_library, params));
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// Voxel appearance might completely change
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make_all_view_dirty_deferred();
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}
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}
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void VoxelTerrain::set_generate_collisions(bool enabled) {
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_generate_collisions = enabled;
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}
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int VoxelTerrain::get_view_distance() const {
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return _view_distance_blocks * _map->get_block_size();
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}
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void VoxelTerrain::set_view_distance(int distance_in_voxels) {
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ERR_FAIL_COND(distance_in_voxels < 0)
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int d = distance_in_voxels / _map->get_block_size();
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if(d != _view_distance_blocks) {
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print_line(String("View distance changed from ") + String::num(_view_distance_blocks) + String(" blocks to ") + String::num(d));
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_view_distance_blocks = d;
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// Blocks too far away will be removed in _process, same for blocks to load
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}
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}
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void VoxelTerrain::set_viewer_path(NodePath path) {
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_viewer_path = path;
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}
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NodePath VoxelTerrain::get_viewer_path() const {
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return _viewer_path;
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}
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Spatial *VoxelTerrain::get_viewer(NodePath path) const {
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if (path.is_empty())
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return NULL;
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Node *node = get_node(path);
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if (node == NULL)
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return NULL;
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return Object::cast_to<Spatial>(node);
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}
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void VoxelTerrain::set_material(int id, Ref<Material> material) {
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// TODO Update existing block surfaces
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ERR_FAIL_COND(id < 0 || id >= VoxelMesher::MAX_MATERIALS);
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_materials[id] = material;
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}
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Ref<Material> VoxelTerrain::get_material(int id) const {
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ERR_FAIL_COND_V(id < 0 || id >= VoxelMesher::MAX_MATERIALS, Ref<Material>());
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return _materials[id];
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}
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void VoxelTerrain::make_block_dirty(Vector3i bpos) {
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// TODO Immediate update viewer distance?
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VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(bpos);
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if(state == NULL) {
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// The block is not dirty, so it will either be loaded or updated
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if(_map->has_block(bpos)) {
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_blocks_pending_update.push_back(bpos);
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_dirty_blocks[bpos] = BLOCK_UPDATE_NOT_SENT;
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} else {
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_blocks_pending_load.push_back(bpos);
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_dirty_blocks[bpos] = BLOCK_LOAD;
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}
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} else if(*state == BLOCK_UPDATE_SENT) {
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// The updater is already processing the block,
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// but the block was modified again so we schedule another update
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*state = BLOCK_UPDATE_NOT_SENT;
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_blocks_pending_update.push_back(bpos);
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}
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//OS::get_singleton()->print("Dirty (%i, %i, %i)", bpos.x, bpos.y, bpos.z);
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// TODO What if a block is made dirty, goes through threaded update, then gets changed again before it gets updated?
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// this will make the second change ignored, which is not correct!
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}
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void VoxelTerrain::immerge_block(Vector3i bpos) {
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ERR_FAIL_COND(_map.is_null());
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// TODO Schedule block saving when supported
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_map->remove_block(bpos, VoxelMap::NoAction());
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_dirty_blocks.erase(bpos);
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// Blocks in the update queue will be cancelled in _process,
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// because it's too expensive to linear-search all blocks for each block
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}
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Dictionary VoxelTerrain::get_statistics() const {
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Dictionary provider;
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provider["min_time"] = _stats.provider.min_time;
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provider["max_time"] = _stats.provider.max_time;
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provider["remaining_blocks"] = _stats.provider.remaining_blocks;
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provider["dropped_blocks"] = _stats.dropped_provider_blocks;
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Dictionary updater;
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updater["min_time"] = _stats.updater.min_time;
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updater["max_time"] = _stats.updater.max_time;
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updater["remaining_blocks"] = _stats.updater.remaining_blocks;
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updater["updated_blocks"] = _stats.updated_blocks;
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updater["mesh_alloc_time"] = _stats.mesh_alloc_time;
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updater["dropped_blocks"] = _stats.dropped_updater_blocks;
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updater["remaining_main_thread_blocks"] = _stats.remaining_main_thread_blocks;
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Dictionary d;
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d["provider"] = provider;
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d["updater"] = updater;
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// Breakdown of time spent in _process
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d["time_detect_required_blocks"] = _stats.time_detect_required_blocks;
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d["time_send_load_requests"] = _stats.time_send_load_requests;
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d["time_process_load_responses"] = _stats.time_process_load_responses;
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d["time_send_update_requests"] = _stats.time_send_update_requests;
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d["time_process_update_responses"] = _stats.time_process_update_responses;
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return d;
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}
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bool VoxelTerrain::is_block_dirty(Vector3i bpos) const {
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return _dirty_blocks.has(bpos);
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}
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//void VoxelTerrain::make_blocks_dirty(Vector3i min, Vector3i size) {
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// Vector3i max = min + size;
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// Vector3i pos;
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// for (pos.z = min.z; pos.z < max.z; ++pos.z) {
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// for (pos.y = min.y; pos.y < max.y; ++pos.y) {
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// for (pos.x = min.x; pos.x < max.x; ++pos.x) {
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// make_block_dirty(pos);
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// }
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// }
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// }
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//}
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void VoxelTerrain::make_all_view_dirty_deferred() {
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// This trick will regenerate all chunks in view, according to the view distance found during block updates.
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// The point of doing this instead of immediately scheduling updates is that it will
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// always use an up-to-date view distance, which is not necessarily loaded yet on initialization.
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_last_view_distance_blocks = 0;
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// Vector3i radius(_view_distance_blocks, _view_distance_blocks, _view_distance_blocks);
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// make_blocks_dirty(-radius, 2*radius);
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}
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inline int get_border_index(int x, int max) {
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return x == 0 ? 0 : x != max ? 1 : 2;
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}
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void VoxelTerrain::make_voxel_dirty(Vector3i pos) {
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// Update the block in which the voxel is
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Vector3i bpos = _map->voxel_to_block(pos);
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make_block_dirty(bpos);
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//OS::get_singleton()->print("Dirty (%i, %i, %i)\n", bpos.x, bpos.y, bpos.z);
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// Update neighbor blocks if the voxel is touching a boundary
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Vector3i rpos = _map->to_local(pos);
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// TODO Thread-safe way of getting this parameter
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bool check_corners = true;//_mesher->get_occlusion_enabled();
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const int max = _map->get_block_size() - 1;
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if (rpos.x == 0)
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make_block_dirty(bpos - Vector3i(1, 0, 0));
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else if (rpos.x == max)
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make_block_dirty(bpos + Vector3i(1, 0, 0));
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if (rpos.y == 0)
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make_block_dirty(bpos - Vector3i(0, 1, 0));
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else if (rpos.y == max)
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make_block_dirty(bpos + Vector3i(0, 1, 0));
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if (rpos.z == 0)
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make_block_dirty(bpos - Vector3i(0, 0, 1));
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else if (rpos.z == max)
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make_block_dirty(bpos + Vector3i(0, 0, 1));
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// We might want to update blocks in corners in order to update ambient occlusion
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if (check_corners) {
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// 24------25------26
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// /| /|
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// / | / |
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// 21 | 23 |
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// / 15 / 17
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// / | / |
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// 18------19------20 |
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// | | | |
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// | 6-------7-|-----8
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// | / | /
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// 9 / 11 /
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// | 3 | 5
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// | / | / y z
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// |/ |/ |/
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// 0-------1-------2 o--x
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// I'm not good at writing piles of ifs
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static const int normals[27][3] = {
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{ -1, -1, -1 }, { 0, -1, -1 }, { 1, -1, -1 },
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{ -1, -1, 0 }, { 0, -1, 0 }, { 1, -1, 0 },
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{ -1, -1, 1 }, { 0, -1, 1 }, { 1, -1, 1 },
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{ -1, 0, -1 }, { 0, 0, -1 }, { 1, 0, -1 },
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{ -1, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 },
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{ -1, 0, 1 }, { 0, 0, 1 }, { 1, 0, 1 },
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{ -1, 1, -1 }, { 0, 1, -1 }, { 1, 1, -1 },
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{ -1, 1, 0 }, { 0, 1, 0 }, { 1, 1, 0 },
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{ -1, 1, 1 }, { 0, 1, 1 }, { 1, 1, 1 }
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};
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static const int ce_counts[27] = {
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4, 1, 4,
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1, 0, 1,
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4, 1, 4,
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1, 0, 1,
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0, 0, 0,
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1, 0, 1,
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4, 1, 4,
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1, 0, 1,
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4, 1, 4
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};
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static const int ce_indexes_lut[27][4] = {
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{ 0, 1, 3, 9 }, { 1 }, { 2, 1, 5, 11 },
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{ 3 }, {}, { 5 },
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{ 6, 3, 7, 15 }, { 7 }, { 8, 7, 5, 17 },
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{ 9 }, {}, { 11 },
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{}, {}, {},
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{ 15 }, {}, { 17 },
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{ 18, 9, 19, 21 }, { 19 }, { 20, 11, 19, 23 },
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{ 21 }, {}, { 23 },
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{ 24, 15, 21, 25 }, { 25 }, { 26, 17, 23, 25 }
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};
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int m = get_border_index(rpos.x, max) + 3 * get_border_index(rpos.z, max) + 9 * get_border_index(rpos.y, max);
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const int *ce_indexes = ce_indexes_lut[m];
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int ce_count = ce_counts[m];
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//OS::get_singleton()->print("m=%i, rpos=(%i, %i, %i)\n", m, rpos.x, rpos.y, rpos.z);
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for (int i = 0; i < ce_count; ++i) {
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// TODO Because it's about ambient occlusion across 1 voxel only,
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// we could optimize it even more by looking at neighbor voxels,
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// and discard the update if we know it won't change anything
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const int *normal = normals[ce_indexes[i]];
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Vector3i nbpos(bpos.x + normal[0], bpos.y + normal[1], bpos.z + normal[2]);
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//OS::get_singleton()->print("Corner dirty (%i, %i, %i)\n", nbpos.x, nbpos.y, nbpos.z);
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make_block_dirty(nbpos);
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}
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}
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}
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void VoxelTerrain::make_area_dirty(Rect3i box) {
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Vector3i min_pos = box.pos;
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Vector3i max_pos = box.pos + box.size - Vector3(1, 1, 1);
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// TODO Thread-safe way of getting this parameter
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bool check_corners = true;//_mesher->get_occlusion_enabled();
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if (check_corners) {
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min_pos -= Vector3i(1, 1, 1);
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max_pos += Vector3i(1, 1, 1);
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} else {
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Vector3i min_rpos = _map->to_local(min_pos);
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if (min_rpos.x == 0)
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--min_pos.x;
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if (min_rpos.y == 0)
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--min_pos.y;
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if (min_rpos.z == 0)
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--min_pos.z;
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const int max = _map->get_block_size() - 1;
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Vector3i max_rpos = _map->to_local(max_pos);
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if (max_rpos.x == max)
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++max_pos.x;
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if (max_rpos.y == max)
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++max_pos.y;
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if (max_rpos.z == max)
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++max_pos.z;
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}
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Vector3i min_block_pos = _map->voxel_to_block(min_pos);
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Vector3i max_block_pos = _map->voxel_to_block(max_pos);
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Vector3i bpos;
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for (bpos.z = min_block_pos.z; bpos.z <= max_block_pos.z; ++bpos.z) {
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for (bpos.x = min_block_pos.x; bpos.x <= max_block_pos.x; ++bpos.x) {
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for (bpos.y = min_block_pos.y; bpos.y <= max_block_pos.y; ++bpos.y) {
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make_block_dirty(bpos);
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}
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}
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}
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}
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struct EnterWorldAction {
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World *world;
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EnterWorldAction(World *w) : world(w) {}
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void operator()(VoxelBlock *block) {
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block->enter_world(world);
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}
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};
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struct ExitWorldAction {
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void operator()(VoxelBlock *block) {
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block->exit_world();
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}
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};
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struct SetVisibilityAction {
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bool visible;
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SetVisibilityAction(bool v) : visible(v) {}
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void operator()(VoxelBlock *block) {
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block->set_visible(visible);
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}
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};
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void VoxelTerrain::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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set_process(true);
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break;
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case NOTIFICATION_PROCESS:
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if (!Engine::get_singleton()->is_editor_hint() || _run_in_editor)
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_process();
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break;
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case NOTIFICATION_EXIT_TREE:
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break;
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case NOTIFICATION_ENTER_WORLD: {
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ERR_FAIL_COND(_map.is_null());
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_map->for_all_blocks(EnterWorldAction(*get_world()));
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} break;
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case NOTIFICATION_EXIT_WORLD:
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ERR_FAIL_COND(_map.is_null());
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_map->for_all_blocks(ExitWorldAction());
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break;
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case NOTIFICATION_VISIBILITY_CHANGED:
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ERR_FAIL_COND(_map.is_null());
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_map->for_all_blocks(SetVisibilityAction(is_visible()));
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break;
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|
// TODO Listen for transform changes
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void VoxelTerrain::remove_positions_outside_box(Vector<Vector3i> &positions, Rect3i box, HashMap<Vector3i, VoxelTerrain::BlockDirtyState, Vector3iHasher> &state_map) {
|
|
for(int i = 0; i < positions.size(); ++i) {
|
|
const Vector3i bpos = positions[i];
|
|
if(!box.contains(bpos)) {
|
|
int last = positions.size() - 1;
|
|
positions.write[i] = positions[last];
|
|
positions.resize(last);
|
|
state_map.erase(bpos);
|
|
--i;
|
|
}
|
|
}
|
|
}
|
|
|
|
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::_process() {
|
|
|
|
OS &os = *OS::get_singleton();
|
|
Engine &engine = *Engine::get_singleton();
|
|
|
|
ERR_FAIL_COND(_map.is_null());
|
|
|
|
uint64_t time_before = os.get_ticks_usec();
|
|
|
|
// 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 pending blocks that aren't needed
|
|
remove_positions_outside_box(_blocks_pending_load, new_box, _dirty_blocks);
|
|
remove_positions_outside_box(_blocks_pending_update, new_box, _dirty_blocks);
|
|
}
|
|
|
|
_stats.time_detect_required_blocks = os.get_ticks_usec() - time_before;
|
|
|
|
_last_view_distance_blocks = _view_distance_blocks;
|
|
_last_viewer_block_pos = viewer_block_pos;
|
|
|
|
time_before = os.get_ticks_usec();
|
|
|
|
// Send block loading requests
|
|
{
|
|
VoxelProviderThread::InputData input;
|
|
|
|
input.priority_block_position = viewer_block_pos;
|
|
input.blocks_to_emerge.append_array(_blocks_pending_load);
|
|
//input.blocks_to_immerge.append_array();
|
|
|
|
//print_line(String("Sending {0} block requests").format(varray(input.blocks_to_emerge.size())));
|
|
_blocks_pending_load.clear();
|
|
|
|
_provider_thread->push(input);
|
|
}
|
|
|
|
_stats.time_send_load_requests = os.get_ticks_usec() - time_before;
|
|
time_before = os.get_ticks_usec();
|
|
|
|
// Get block loading responses
|
|
// Note: if block loading is too fast, this can cause stutters. It should only happen on first load, though.
|
|
{
|
|
const unsigned int bs = _map->get_block_size();
|
|
const Vector3i block_size(bs, bs, bs);
|
|
|
|
VoxelProviderThread::OutputData output;
|
|
_provider_thread->pop(output);
|
|
//print_line(String("Receiving {0} blocks").format(varray(output.emerged_blocks.size())));
|
|
|
|
_stats.provider = output.stats;
|
|
_stats.dropped_provider_blocks = 0;
|
|
|
|
for(int i = 0; i < output.emerged_blocks.size(); ++i) {
|
|
|
|
const VoxelProviderThread::EmergeOutput &o = output.emerged_blocks[i];
|
|
Vector3i block_pos = _map->voxel_to_block(o.origin_in_voxels);
|
|
|
|
{
|
|
VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(block_pos);
|
|
if(state == NULL || *state != BLOCK_LOAD) {
|
|
// That block was not requested, drop it
|
|
++_stats.dropped_provider_blocks;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Check return
|
|
// TODO Shouldn't halt execution though, as it can bring the map in an invalid state!
|
|
ERR_FAIL_COND(o.voxels->get_size() != block_size);
|
|
|
|
// TODO Discard blocks out of range
|
|
|
|
// Store buffer
|
|
bool update_neighbors = !_map->has_block(block_pos);
|
|
_map->set_block_buffer(block_pos, o.voxels);
|
|
|
|
// Trigger mesh updates
|
|
if (update_neighbors) {
|
|
// All neighbors have to be checked. If they are now surrounded, they can be updated
|
|
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)) {
|
|
|
|
VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(npos);
|
|
if (state && *state == BLOCK_UPDATE_NOT_SENT) {
|
|
// Assuming it is scheduled to be updated already.
|
|
// In case of BLOCK_UPDATE_SENT, we'll have to resend it.
|
|
continue;
|
|
}
|
|
|
|
_dirty_blocks[npos] = BLOCK_UPDATE_NOT_SENT;
|
|
_blocks_pending_update.push_back(npos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} else {
|
|
// Only update the block, neighbors will probably follow if needed
|
|
_dirty_blocks[block_pos] = BLOCK_UPDATE_NOT_SENT;
|
|
_blocks_pending_update.push_back(block_pos);
|
|
//OS::get_singleton()->print("Update (%i, %i, %i)\n", block_pos.x, block_pos.y, block_pos.z);
|
|
}
|
|
}
|
|
}
|
|
|
|
_stats.time_process_load_responses = os.get_ticks_usec() - time_before;
|
|
time_before = os.get_ticks_usec();
|
|
|
|
// Send mesh updates
|
|
{
|
|
VoxelMeshUpdater::Input input;
|
|
|
|
for(int i = 0; i < _blocks_pending_update.size(); ++i) {
|
|
Vector3i block_pos = _blocks_pending_update[i];
|
|
|
|
VoxelBlock *block = _map->get_block(block_pos);
|
|
if (block == NULL) {
|
|
continue;
|
|
}
|
|
|
|
CRASH_COND(block->voxels.is_null());
|
|
|
|
VoxelTerrain::BlockDirtyState *block_state = _dirty_blocks.getptr(block_pos);
|
|
CRASH_COND(block_state == NULL);
|
|
CRASH_COND(*block_state != BLOCK_UPDATE_NOT_SENT);
|
|
|
|
int air_type = 0;
|
|
if(block->voxels->is_uniform(Voxel::CHANNEL_TYPE) && block->voxels->get_voxel(0, 0, 0, Voxel::CHANNEL_TYPE) == air_type) {
|
|
|
|
// The block contains empty voxels
|
|
block->set_mesh(Ref<Mesh>(), Ref<World>());
|
|
_dirty_blocks.erase(block_pos);
|
|
|
|
// Optional, but I guess it might spare some memory
|
|
block->voxels->clear_channel(Voxel::CHANNEL_TYPE, air_type);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Create buffer padded with neighbor voxels
|
|
Ref<VoxelBuffer> nbuffer;
|
|
nbuffer.instance();
|
|
// 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);
|
|
|
|
_map->get_buffer_copy(_map->block_to_voxel(block_pos) - Vector3i(1, 1, 1), **nbuffer, 0x3);
|
|
|
|
VoxelMeshUpdater::InputBlock iblock;
|
|
iblock.voxels = nbuffer;
|
|
iblock.position = block_pos;
|
|
input.blocks.push_back(iblock);
|
|
|
|
*block_state = BLOCK_UPDATE_SENT;
|
|
}
|
|
|
|
_block_updater->push(input);
|
|
_blocks_pending_update.clear();
|
|
}
|
|
|
|
_stats.time_send_update_requests = os.get_ticks_usec() - time_before;
|
|
time_before = os.get_ticks_usec();
|
|
|
|
// Get mesh updates
|
|
{
|
|
{
|
|
VoxelMeshUpdater::Output output;
|
|
_block_updater->pop(output);
|
|
|
|
_stats.updater = output.stats;
|
|
_stats.updated_blocks = output.blocks.size();
|
|
_stats.dropped_updater_blocks = 0;
|
|
|
|
_blocks_pending_main_thread_update.append_array(output.blocks);
|
|
}
|
|
|
|
Ref<World> world = get_world();
|
|
uint32_t time_before = os.get_ticks_msec();
|
|
uint32_t timeout = os.get_ticks_msec() + 10;
|
|
int queue_index = 0;
|
|
|
|
// The following is done on the main thread because Godot doesn't really support multithreaded Mesh allocation.
|
|
// This also proved to be very slow compared to the meshing process itself...
|
|
// hopefully Vulkan will allow us to upload graphical resources without stalling rendering as they upload?
|
|
|
|
for (; queue_index < _blocks_pending_main_thread_update.size() && os.get_ticks_msec() < timeout; ++queue_index) {
|
|
|
|
const VoxelMeshUpdater::OutputBlock &ob = _blocks_pending_main_thread_update[queue_index];
|
|
|
|
VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(ob.position);
|
|
if (state && *state == BLOCK_UPDATE_SENT) {
|
|
_dirty_blocks.erase(ob.position);
|
|
}
|
|
|
|
VoxelBlock *block = _map->get_block(ob.position);
|
|
if (block == NULL) {
|
|
// That block is no longer loaded, drop the result
|
|
++_stats.dropped_updater_blocks;
|
|
continue;
|
|
}
|
|
|
|
Ref<ArrayMesh> mesh;
|
|
mesh.instance();
|
|
|
|
int surface_index = 0;
|
|
for (int i = 0; i < ob.model_surfaces.size(); ++i) {
|
|
|
|
Array surface = ob.model_surfaces[i];
|
|
if (surface.empty())
|
|
continue;
|
|
|
|
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface);
|
|
mesh->surface_set_material(surface_index, _materials[i]);
|
|
|
|
++surface_index;
|
|
}
|
|
|
|
for(int i = 0; i < ob.smooth_surfaces.size(); ++i) {
|
|
|
|
Array surface = ob.smooth_surfaces[i];
|
|
if (surface.empty())
|
|
continue;
|
|
|
|
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface);
|
|
// No material supported yet
|
|
++surface_index;
|
|
}
|
|
|
|
if (is_mesh_empty(mesh))
|
|
mesh = Ref<Mesh>();
|
|
|
|
block->set_mesh(mesh, world);
|
|
}
|
|
|
|
shift_up(_blocks_pending_main_thread_update, queue_index);
|
|
|
|
uint32_t time_taken = os.get_ticks_msec() - time_before;
|
|
_stats.mesh_alloc_time = time_taken;
|
|
}
|
|
|
|
_stats.time_process_update_responses = os.get_ticks_usec() - time_before;
|
|
|
|
//print_line(String("d:") + String::num(_dirty_blocks.size()) + String(", q:") + String::num(_block_update_queue.size()));
|
|
}
|
|
|
|
//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;
|
|
}
|
|
|
|
void VoxelTerrain::_make_area_dirty_binding(AABB aabb) {
|
|
make_area_dirty(Rect3i(aabb.position, aabb.size));
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
// For debugging purpose
|
|
VoxelTerrain::BlockDirtyState VoxelTerrain::get_block_state(Vector3 p_bpos) const {
|
|
Vector3i bpos = p_bpos;
|
|
const VoxelTerrain::BlockDirtyState *state = _dirty_blocks.getptr(bpos);
|
|
if(state) {
|
|
return *state;
|
|
} else {
|
|
if(!_map->has_block(bpos))
|
|
return BLOCK_NONE;
|
|
return BLOCK_IDLE;
|
|
}
|
|
}
|
|
|
|
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_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_voxel_dirty", "pos"), &VoxelTerrain::_make_voxel_dirty_binding);
|
|
ClassDB::bind_method(D_METHOD("make_area_dirty", "aabb"), &VoxelTerrain::_make_area_dirty_binding);
|
|
|
|
ClassDB::bind_method(D_METHOD("raycast", "origin", "direction", "max_distance"), &VoxelTerrain::_raycast_binding, DEFVAL(100));
|
|
|
|
ClassDB::bind_method(D_METHOD("get_statistics"), &VoxelTerrain::get_statistics);
|
|
ClassDB::bind_method(D_METHOD("get_block_state", "block_pos"), &VoxelTerrain::get_block_state);
|
|
|
|
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");
|
|
|
|
BIND_ENUM_CONSTANT(BLOCK_NONE);
|
|
BIND_ENUM_CONSTANT(BLOCK_LOAD);
|
|
BIND_ENUM_CONSTANT(BLOCK_UPDATE_NOT_SENT);
|
|
BIND_ENUM_CONSTANT(BLOCK_UPDATE_SENT);
|
|
BIND_ENUM_CONSTANT(BLOCK_IDLE);
|
|
}
|