builtin/voxelworld, games/digger: WIP

This commit is contained in:
Perttu Ahola 2014-10-14 12:23:51 +03:00
parent 6d26d3144d
commit 6115d92f3f
4 changed files with 92 additions and 74 deletions

View File

@ -12,6 +12,7 @@ local camera_node = nil
local update_counter = -1
local camera_last_dir = magic.Vector3(0, 0, 0)
local camera_last_p = magic.Vector3(0, 0, 0)
local end_of_update_processing_us = 0
M.chunk_size_voxels = nil
M.section_size_chunks = nil
@ -37,10 +38,10 @@ M.section_size_voxels = nil
]]--
do
-- Avoid heap allocs for performance
local default_fcompval = function( value ) return value end
local fcompf = function( a,b ) return a < b end
local fcompr = function( a,b ) return a > b end
function table_binsearch( t,value,fcompval,reversed )
local default_fcompval = function(value) return value end
local fcompf = function(a,b) return a < b end
local fcompr = function(a,b) return a > b end
function table_binsearch(t,value,fcompval,reversed)
-- Initialise functions
local fcompval = fcompval or default_fcompval
local fcomp = reversed and fcompr or fcompf
@ -49,22 +50,22 @@ do
-- Binary Search
while iStart <= iEnd do
-- calculate middle
iMid = math.floor( (iStart+iEnd)/2 )
iMid = math.floor((iStart+iEnd)/2)
-- get compare value
local value2 = fcompval( t[iMid] )
local value2 = fcompval(t[iMid])
-- get all values that match
if value == value2 then
local tfound,num = { iMid,iMid },iMid - 1
while value == fcompval( t[num] ) do
local tfound,num = {iMid,iMid},iMid - 1
while value == fcompval(t[num]) do
tfound[1],num = num,num - 1
end
num = iMid + 1
while value == fcompval( t[num] ) do
while value == fcompval(t[num]) do
tfound[2],num = num,num + 1
end
return tfound
-- keep searching
elseif fcomp( value,value2 ) then
elseif fcomp(value, value2) then
iEnd = iMid - 1
else
iStart = iMid + 1
@ -87,7 +88,7 @@ end
]]--
do
-- Avoid heap allocs for performance
local fcomp_default = function( a,b ) return a < b end
local fcomp_default = function(a,b) return a < b end
function table_bininsert(t, value, fcomp)
-- Initialise compare function
local fcomp = fcomp or fcomp_default
@ -96,45 +97,50 @@ do
-- Get insert position
while iStart <= iEnd do
-- calculate middle
iMid = math.floor( (iStart+iEnd)/2 )
iMid = math.floor((iStart+iEnd)/2)
-- compare
if fcomp( value,t[iMid] ) then
if fcomp(value, t[iMid]) then
iEnd,iState = iMid - 1,0
else
iStart,iState = iMid + 1,1
end
end
table.insert( t,(iMid+iState),value )
table.insert(t,(iMid+iState),value)
return (iMid+iState)
end
end
local function SpatialUpdateQueue()
local function fcomp(a, b) return a.d > b.d end
local self = {
p = magic.Vector3(0, 0, 0),
queue_oldest_p = magic.Vector3(0, 0, 0),
p = buildat.Vector3(0, 0, 0),
queue_oldest_p = buildat.Vector3(0, 0, 0),
queue = {},
old_queue = nil,
update = function(self)
-- This has to be called once per frame or so
update = function(self, max_operations)
max_operations = max_operations or 100
if self.old_queue then
log:debug("SpatialUpdateQueue(): Items in old queue: "..
#self.old_queue)
-- Move stuff from old queue to new queue
for i = 1, 100 do
for i = 1, max_operations do
local item = table.remove(self.old_queue)
if not item then
self.old_queue = nil
break
end
item.d = (item.p - self.p):Length()
local function fcomp(a, b) return a.d > b.d end
item.d = (item.p - self.p):length()
table_bininsert(self.queue, item, fcomp)
end
end
end,
set_p = function(self, p)
p = buildat.Vector3(p) -- Strip out the heavy Urho3D wrapper
self.p = p
if self.old_queue == nil and
(p - self.queue_oldest_p):Length() > 16 then
(p - self.queue_oldest_p):length() > 20 then
-- Move queue to old_queue and reset queue
self.old_queue = self.queue
self.queue = {}
@ -142,13 +148,11 @@ local function SpatialUpdateQueue()
end
end,
put = function(self, p, value)
self:update()
local d = (p - self.p):Length()
local function fcomp(a, b) return a.d > b.d end
p = buildat.Vector3(p) -- Strip out the heavy Urho3D wrapper
local d = (p - self.p):length()
table_bininsert(self.queue, {p=p, d=d, value=value}, fcomp)
end,
get = function(self, p)
self:update()
get = function(self)
local item = table.remove(self.queue)
if not item then return nil end
return item.value
@ -174,8 +178,8 @@ function M.init()
}},
})
log:info(dump(values))
M.chunk_size_voxels = buildat.IntVector3(values.chunk_size_voxels)
M.section_size_chunks = buildat.IntVector3(values.section_size_chunks)
M.chunk_size_voxels = buildat.Vector3(values.chunk_size_voxels)
M.section_size_chunks = buildat.Vector3(values.section_size_chunks)
M.section_size_voxels =
M.chunk_size_voxels:mul_components(M.section_size_chunks)
end)
@ -197,23 +201,25 @@ function M.init()
local node_update_queue = SpatialUpdateQueue()
magic.SubscribeToEvent("Update", function(event_type, event_data)
--local t0 = buildat.get_time_us()
--local dt = event_data:GetFloat("TimeStep")
update_counter = update_counter + 1
if camera_node and M.section_size_voxels then
-- TODO: How should position information be sent to the server?
local p = camera_node:GetWorldPosition()
if update_counter % 60 == 0 then
local section_p = buildat.IntVector3(p):div_components(
local section_p = buildat.Vector3(p):div_components(
M.section_size_voxels):floor()
--log:info("p: "..p.x..", "..p.y..", "..p.z.." -> section_p: "..
-- section_p.x..", "..section_p.y..", "..section_p.z)
--[[send_get_section(section_p + buildat.IntVector3( 0, 0, 0))
send_get_section(section_p + buildat.IntVector3(-1, 0, 0))
send_get_section(section_p + buildat.IntVector3( 1, 0, 0))
send_get_section(section_p + buildat.IntVector3( 0, 1, 0))
send_get_section(section_p + buildat.IntVector3( 0,-1, 0))
send_get_section(section_p + buildat.IntVector3( 0, 0, 1))
send_get_section(section_p + buildat.IntVector3( 0, 0,-1))]]
--[[send_get_section(section_p + buildat.Vector3( 0, 0, 0))
send_get_section(section_p + buildat.Vector3(-1, 0, 0))
send_get_section(section_p + buildat.Vector3( 1, 0, 0))
send_get_section(section_p + buildat.Vector3( 0, 1, 0))
send_get_section(section_p + buildat.Vector3( 0,-1, 0))
send_get_section(section_p + buildat.Vector3( 0, 0, 1))
send_get_section(section_p + buildat.Vector3( 0, 0,-1))]]
end
end
@ -225,36 +231,63 @@ function M.init()
camera_p = camera_node:GetWorldPosition()
end
-- Handle one node update per frame
-- Node updates: Handle one or a few per frame
local current_us = buildat.get_time_us()
-- Spend time doing this proportionate to the rest of the update cycle
local max_handling_time_us = (current_us - end_of_update_processing_us) / 2
local stop_at_us = current_us + max_handling_time_us
-- Scale queue updates to the same pace as the rest of the processing
node_update_queue:set_p(camera_p)
node_update_queue:update(max_handling_time_us / 200 + 1)
for i = 1, 10 do -- Usually there is time only for a few
local node_update = node_update_queue:get()
if node_update then
--local d = (node_update.node:GetWorldPosition() - camera_p):Length()
--if d < 50 then
if true then
log:verbose("Handling node update #"..
#node_update_queue.queue)
local node = replicate.main_scene:GetNode(node_update.node_id)
if node_update.type == "geometry" then
update_voxel_geometry(node_update.node)
update_voxel_geometry(node)
end
if node_update.type == "physics" then
update_voxel_physics(node_update.node)
update_voxel_physics(node)
end
else
log:verbose("Discarding node update #"..
#node_update_queue.queue)
end
end
-- Check this at the end of the loop so at least one is handled
if buildat.get_time_us() >= stop_at_us then
log:info("Handled "..i.." node updates")
break
end
end
end_of_update_processing_us = buildat.get_time_us()
if camera_node then
camera_last_dir = camera_dir
camera_last_p = camera_p
end
--log:info(buildat.get_time_us()-t0)
end)
replicate.sub_sync_node_added({}, function(node)
if not node:GetVar("buildat_voxel_data"):IsEmpty() then
node_update_queue:put(node:GetWorldPosition(), {
type = "geometry",
node = node,
node_id = node:GetID(),
})
node_update_queue:put(node:GetWorldPosition(), {
type = "physics",
node = node,
node_id = node:GetID(),
})
end
local name = node:GetName()
--local name = node:GetName()
end)
end

View File

@ -197,14 +197,14 @@ struct Module: public interface::Module, public voxelworld::Interface
sp_<interface::BlockRegistry> m_block_reg;
// One node holds one chunk of voxels (eg. 24x24x24)
pv::Vector3DInt16 m_chunk_size_voxels = pv::Vector3DInt16(24, 24, 24);
pv::Vector3DInt16 m_chunk_size_voxels = pv::Vector3DInt16(32, 32, 32);
//pv::Vector3DInt16 m_chunk_size_voxels = pv::Vector3DInt16(24, 24, 24);
//pv::Vector3DInt16 m_chunk_size_voxels = pv::Vector3DInt16(16, 16, 16);
//pv::Vector3DInt16 m_chunk_size_voxels = pv::Vector3DInt16(8, 8, 8);
// The world is loaded and unloaded by sections (eg. 2x2x2)
pv::Vector3DInt16 m_section_size_chunks = pv::Vector3DInt16(2, 2, 2);
// These are suitable for running under valgrind
//pv::Vector3DInt16 m_chunk_size_voxels = pv::Vector3DInt16(8, 8, 8);
//pv::Vector3DInt16 m_section_size_chunks = pv::Vector3DInt16(2, 2, 2);
// Sections (this(y,z)=sector, sector(x)=section)
sm_<pv::Vector<2, int16_t>, sm_<int16_t, Section>> m_sections;
// Cache of last used sections (add to end, remove from beginning)
@ -339,7 +339,8 @@ struct Module: public interface::Module, public voxelworld::Interface
void on_start()
{
pv::Region region(-2, -1, -2, 2, 1, 2);
pv::Region region(-3, -1, -3, 3, 1, 3);
//pv::Region region(-8, -1, -8, 8, 1, 8);
auto lc = region.getLowerCorner();
auto uc = region.getUpperCorner();
for(int z = lc.getZ(); z <= uc.getZ(); z++){

View File

@ -9,6 +9,8 @@ local magic = require("buildat/extension/urho3d")
local replicate = require("buildat/extension/replicate")
local voxelworld = require("buildat/module/voxelworld")
local RENDER_DISTANCE = 160
local PLAYER_HEIGHT = 1.7
local PLAYER_WIDTH = 0.9
local MOVE_SPEED = 10
@ -24,7 +26,7 @@ zone.boundingBox = magic.BoundingBox(-1000, 1000)
zone.ambientColor = magic.Color(0.1, 0.1, 0.1)
zone.fogColor = magic.Color(0.6, 0.7, 0.8)
zone.fogStart = 10
zone.fogEnd = 300
zone.fogEnd = RENDER_DISTANCE
-- Add a node that the player can use to walk around with
local player_node = scene:CreateChild("Player")
@ -45,30 +47,12 @@ shape:SetCapsule(PLAYER_WIDTH, PLAYER_HEIGHT)
local player_touches_ground = false
--[[local other_node = scene:CreateChild("Other")
other_node.position = magic.Vector3(0, 10, 0)
local body = other_node:CreateComponent("RigidBody")
body.mass = 0
--body.friction = 0.7
local shape = other_node:CreateComponent("CollisionShape")
shape:SetBox(magic.Vector3(50, 1, 50))]]
--[[
-- Add a camera so we can look at the scene
local camera_node = scene:CreateChild("Camera")
camera_node.position = magic.Vector3(70.0, 50.0, 70.0)
camera_node:LookAt(magic.Vector3(0, -5, 0))
local camera = camera_node:CreateComponent("Camera")
camera.nearClip = 1.0
camera.farClip = 500.0
--]]
-- Add a camera so we can look at the scene
local camera_node = player_node:CreateChild("Camera")
camera_node.position = magic.Vector3(0, 0.411*PLAYER_HEIGHT, 0)
local camera = camera_node:CreateComponent("Camera")
camera.nearClip = 0.3
camera.farClip = 500.0
camera.farClip = RENDER_DISTANCE
camera.fov = 75
-- And this thing so the camera is shown on the screen

View File

@ -152,7 +152,7 @@ struct Module: public interface::Module
log_v(MODULE, "Testbox: (%f, %f, %f)", p.x_, p.y_, p.z_);
});*/
static uint a = 0;
if(((a++) % 50) == 0){
if(((a++) % 100) == 0){
m_server->access_scene([&](Scene *scene){
Node *n = scene->GetChild("Testbox");
n->SetRotation(Quaternion(30, 60, 90));
@ -187,7 +187,7 @@ struct Module: public interface::Module
log_t(MODULE, "on_generation_request(): p1: (%i, %i, %i)",
p1.getX(), p1.getY(), p1.getZ());
interface::NoiseParams np(0, 20, interface::v3f(40,40,40), 0, 4, 0.5);
interface::NoiseParams np(0, 25, interface::v3f(80,80,80), 0, 5, 0.5);
auto lc = region.getLowerCorner();
auto uc = region.getUpperCorner();