316 lines
9.3 KiB
Lua

-- Buildat: builtin/voxelworld/client_lua/module.lua
-- http://www.apache.org/licenses/LICENSE-2.0
-- Copyright 2014 Perttu Ahola <celeron55@gmail.com>
local log = buildat.Logger("voxelworld")
local magic = require("buildat/extension/urho3d")
local replicate = require("buildat/extension/replicate")
local cereal = require("buildat/extension/cereal")
local dump = buildat.dump
local M = {}
--local LOD_DISTANCE = 140
--local LOD_DISTANCE = 100
local LOD_DISTANCE = 80
--local LOD_DISTANCE = 50
local LOD_THRESHOLD = 0.2
local PHYSICS_DISTANCE = 100
local INITIAL_PHYSICS_NEAR_WEIGHT = 1.0
local INITIAL_GEOMETRY_NEAR_WEIGHT = 0.15
local MAX_LOD = 4
local camera_node = nil
local update_counter = -1
local camera_p = magic.Vector3(0, 0, 0)
local camera_dir = magic.Vector3(0, 0, 0)
-- Start higher than any conceivable value because otherwise things will never
-- be triggered to reflect this value
local camera_far_clip = 1000
local camera_last_p = camera_p
local camera_last_dir = camera_dir
local end_of_update_processing_us = 0
M.chunk_size_voxels = nil
M.section_size_chunks = nil
M.section_size_voxels = nil
function M.init()
log:info("voxelworld.init()")
local node_update_queue = buildat.SpatialUpdateQueue()
local function queue_initial_node_update(node)
-- TODO: node:GetWorldPosition() is not at center of node
node_update_queue:put(node:GetWorldPosition(),
INITIAL_GEOMETRY_NEAR_WEIGHT, camera_far_clip * 1.2,
nil, nil, {
type = "geometry",
current_lod = 0,
node_id = node:GetID(),
})
-- TODO: node:GetWorldPosition() is not at center of node
node_update_queue:put(node:GetWorldPosition(),
INITIAL_PHYSICS_NEAR_WEIGHT, PHYSICS_DISTANCE, nil, nil, {
type = "physics",
node_id = node:GetID(),
})
end
buildat.sub_packet("voxelworld:init", function(data)
local values = cereal.binary_input(data, {"object",
{"chunk_size_voxels", {"object",
{"x", "int32_t"},
{"y", "int32_t"},
{"z", "int32_t"},
}},
{"section_size_chunks", {"object",
{"x", "int32_t"},
{"y", "int32_t"},
{"z", "int32_t"},
}},
})
log:info("voxelworld:init: "..dump(values))
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)
buildat.sub_packet("voxelworld:node_voxel_data_updated", function(data)
local values = cereal.binary_input(data, {"object",
{"node_id", "int32_t"},
})
log:info("voxelworld:node_voxel_data_updated: "..dump(values))
local node = replicate.main_scene:GetNode(values.node_id)
queue_initial_node_update(node)
end)
local function update_voxel_geometry(node)
local data = node:GetVar("buildat_voxel_data"):GetBuffer()
--local registry_name = node:GetVar("buildat_voxel_registry_name"):GetBuffer()
-- TODO: node:GetWorldPosition() is not at center of node
local node_p = node:GetWorldPosition()
local d = (node_p - camera_p):Length()
local lod_fraction = d / LOD_DISTANCE
local lod = math.floor(1 + lod_fraction)
if lod > MAX_LOD then lod = MAX_LOD end
log:verbose("update_voxel_geometry(): lod="..lod..
", d="..math.floor(d)..", #data="..data:GetSize()..
", node="..node:GetID())
local near_trigger_d = nil
local near_weight = nil
local far_trigger_d = nil
local far_weight = nil
if d >= camera_far_clip * 1.4 then
log:verbose("Clearing voxel geometry outside camera far clip ("
..camera_far_clip..")")
buildat.clear_voxel_geometry(node)
-- clip out -> 4
near_trigger_d = 1.2 * camera_far_clip
near_weight = 0.4
elseif lod == 1 then
buildat.set_voxel_geometry(node, data, registry_name)
-- 1 -> 2
far_trigger_d = LOD_DISTANCE * (1.0 + LOD_THRESHOLD)
far_weight = 0.5
else
buildat.set_voxel_lod_geometry(lod, node, data, registry_name)
if lod == 1 then
-- Shouldn't go here
elseif lod == 2 then
-- 2 -> 1
near_trigger_d = LOD_DISTANCE * (1.0 - LOD_THRESHOLD)
near_weight = 0.75
-- 2 -> 3
far_trigger_d = 2 * LOD_DISTANCE * (1.0 + LOD_THRESHOLD)
far_weight = 0.4
elseif lod == 3 then
-- 3 -> 2
near_trigger_d = 2 * LOD_DISTANCE * (1.0 - LOD_THRESHOLD)
near_weight = 0.6
-- 3 -> 4
far_trigger_d = 3 * LOD_DISTANCE * (1.0 + LOD_THRESHOLD)
far_weight = 0.4
elseif lod == 4 then
-- 4 -> 3
near_trigger_d = 3 * LOD_DISTANCE * (1.0 - LOD_THRESHOLD)
near_weight = 0.5
-- 4 -> clip out
far_trigger_d = camera_far_clip * 1.4
far_weight = 0.4
end
end
node_update_queue:put(node_p,
near_weight, near_trigger_d,
far_weight, far_trigger_d, {
type = "geometry",
current_lod = lod,
node_id = node:GetID(),
})
end
local function update_voxel_physics(node)
local data = node:GetVar("buildat_voxel_data"):GetBuffer()
--local registry_name = node:GetVar("buildat_voxel_registry_name"):GetBuffer()
local node_p = node:GetWorldPosition()
local d = (node_p - camera_p):Length()
log:verbose("update_voxel_physics(): d="..math.floor(d)..
", #data="..data:GetSize()..", node="..node:GetID())
local near_trigger_d = nil
local near_weight = nil
local far_trigger_d = nil
local far_weight = nil
if d > PHYSICS_DISTANCE then
log:verbose("Clearing physics boxes outside physics distance ("..
PHYSICS_DISTANCE..")")
buildat.clear_voxel_physics_boxes(node)
near_trigger_d = PHYSICS_DISTANCE * 0.8
near_weight = 1.0
else
buildat.set_voxel_physics_boxes(node, data, registry_name)
far_trigger_d = PHYSICS_DISTANCE * 1.2
far_weight = 0.2
end
node_update_queue:put(node_p,
near_weight, near_trigger_d,
far_weight, far_trigger_d, {
type = "physics",
node_id = node:GetID(),
})
end
magic.SubscribeToEvent("Update", function(event_type, event_data)
buildat.profiler_block_begin("Buildat|voxelworld:update")
--local t0 = buildat.get_time_us()
--local dt = event_data:GetFloat("TimeStep")
update_counter = update_counter + 1
if camera_node then
camera_dir = camera_node.direction
camera_p = camera_node:GetWorldPosition()
camera_far_clip = camera_node:GetComponent("Camera").farClip
end
if camera_node and M.section_size_voxels then
-- TODO: How should position information be sent to the server?
local p = camera_p
if update_counter % 60 == 0 then
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.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
-- 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) / 3
local stop_at_us = current_us + max_handling_time_us
node_update_queue:set_p(camera_p)
-- Scale queue update operations according to the handling time of the
-- rest of the processing
node_update_queue:update(max_handling_time_us / 50 + 1)
for i = 1, 10 do -- Usually there is time only for a few
local f = node_update_queue:peek_next_f()
local fw = node_update_queue:peek_next_fw()
local did_update = false
if f and f <= 1.0 then
local node_update = node_update_queue:get()
local node = replicate.main_scene:GetNode(node_update.node_id)
log:verbose("Node update #"..
node_update_queue:get_length()..
" (f="..(math.floor(f*100)/100)..""..
", fw="..(math.floor(fw*100)/100)..")"..
": "..node:GetName())
if node_update.type == "geometry" then
update_voxel_geometry(node)
end
if node_update.type == "physics" then
update_voxel_physics(node)
end
did_update = true
else
log:verbose("Poked update #"..
node_update_queue:get_length()..
" (f="..(math.floor((f or -1)*100)/100)..""..
", fw="..(math.floor((fw or -1)*100)/100)..")")
--node_update_queue.queue = {} -- For testing
end
-- Check this at the end of the loop so at least one is handled
if not did_update or buildat.get_time_us() >= stop_at_us then
log:debug("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)
buildat.profiler_block_end()
end)
replicate.sub_sync_node_added({}, function(node)
if not node:GetVar("buildat_voxel_data"):IsEmpty() then
queue_initial_node_update(node)
end
--local name = node:GetName()
end)
end
function M.set_camera(new_camera_node)
camera_node = new_camera_node
end
function send_get_section(p)
local data = cereal.binary_output({
p = {
x = p.x,
y = p.y,
z = p.z,
},
}, {"object",
{"p", {"object",
{"x", "int32_t"},
{"y", "int32_t"},
{"z", "int32_t"},
}},
})
--log:info(dump(buildat.bytes(data)))
buildat.send_packet("voxelworld:get_section", data)
end
return M
-- vim: set noet ts=4 sw=4: