khanat-client/addons/zylann.hterrain/util/quad_tree_lod.gd

196 lines
5 KiB
GDScript

tool
# Independent quad tree designed to handle LOD
class Quad:
var children = null
var origin_x := 0
var origin_y := 0
var data = null
func _init():
pass
func clear():
clear_children()
data = null
func clear_children():
children = null
func has_children():
return children != null
var _tree := Quad.new()
var _max_depth := 0
var _base_size := 16
var _split_scale := 2.0
var _make_func : FuncRef = null
var _recycle_func : FuncRef = null
var _vertical_bounds_func : FuncRef = null
func set_callbacks(make_cb: FuncRef, recycle_cb: FuncRef, vbounds_cb: FuncRef):
_make_func = make_cb
_recycle_func = recycle_cb
_vertical_bounds_func = vbounds_cb
func clear():
_join_all_recursively(_tree, _max_depth)
_max_depth = 0
_base_size = 0
static func compute_lod_count(base_size: int, full_size: int) -> int:
var po = 0
while full_size > base_size:
full_size = full_size >> 1
po += 1
return po
func create_from_sizes(base_size: int, full_size: int):
clear()
_base_size = base_size
_max_depth = compute_lod_count(base_size, full_size)
func get_lod_count() -> int:
# TODO _max_depth is a maximum, not a count. Would be better for it to be a count (+1)
return _max_depth + 1
# The higher, the longer LODs will spread and higher the quality.
# The lower, the shorter LODs will spread and lower the quality.
func set_split_scale(p_split_scale: float):
var MIN := 2.0
var MAX := 5.0
# Split scale must be greater than a threshold,
# otherwise lods will decimate too fast and it will look messy
if p_split_scale < MIN:
p_split_scale = MIN
if p_split_scale > MAX:
p_split_scale = MAX
_split_scale = float(p_split_scale)
func get_split_scale() -> float:
return _split_scale
func update(view_pos: Vector3):
_update(_tree, _max_depth, view_pos)
# This makes sure we keep seeing the lowest LOD,
# if the tree is cleared while we are far away
if not _tree.has_children() and _tree.data == null:
_tree.data = _make_chunk(_max_depth, 0, 0)
# TODO Should be renamed get_lod_factor
func get_lod_size(lod: int) -> int:
return 1 << lod
func _update(quad: Quad, lod: int, view_pos: Vector3):
# This function should be called regularly over frames.
var lod_factor := get_lod_size(lod)
var chunk_size := _base_size * lod_factor
var world_center := \
chunk_size * (Vector3(quad.origin_x, 0, quad.origin_y) + Vector3(0.5, 0, 0.5))
if _vertical_bounds_func != null:
var vbounds = _vertical_bounds_func.call_func(quad.origin_x, quad.origin_y, lod)
world_center.y = (vbounds.x + vbounds.y) / 2.0
var split_distance := _base_size * lod_factor * _split_scale
if not quad.has_children():
if lod > 0 and world_center.distance_to(view_pos) < split_distance:
# Split
quad.children = [null, null, null, null]
for i in 4:
var child := Quad.new()
child.origin_x = quad.origin_x * 2 + (i & 1)
child.origin_y = quad.origin_y * 2 + ((i & 2) >> 1)
quad.children[i] = child
child.data = _make_chunk(lod - 1, child.origin_x, child.origin_y)
# If the quad needs to split more, we'll ask more recycling...
if quad.data != null:
_recycle_chunk(quad.data, quad.origin_x, quad.origin_y, lod)
quad.data = null
else:
var no_split_child := true
for child in quad.children:
_update(child, lod - 1, view_pos)
if child.has_children():
no_split_child = false
if no_split_child and world_center.distance_to(view_pos) > split_distance:
# Join
if quad.has_children():
for i in 4:
var child = quad.children[i]
_recycle_chunk(child.data, child.origin_x, child.origin_y, lod - 1)
quad.data = null
quad.clear_children()
assert(quad.data == null)
quad.data = _make_chunk(lod, quad.origin_x, quad.origin_y)
func _join_all_recursively(quad: Quad, lod: int):
if quad.has_children():
for i in range(4):
var child = quad.children[i]
_join_all_recursively(child, lod - 1)
quad.clear_children()
elif quad.data != null:
_recycle_chunk(quad.data, quad.origin_x, quad.origin_y, lod)
quad.data = null
func _make_chunk(lod: int, origin_x: int, origin_y: int):
var chunk = null
if _make_func != null:
chunk = _make_func.call_func(origin_x, origin_y, lod)
return chunk
func _recycle_chunk(chunk, origin_x: int, origin_y: int, lod: int):
if _recycle_func != null:
_recycle_func.call_func(chunk, origin_x, origin_y, lod)
func debug_draw_tree(ci: CanvasItem):
var quad := _tree
_debug_draw_tree_recursive(ci, quad, _max_depth, 0)
func _debug_draw_tree_recursive(ci: CanvasItem, quad: Quad, lod_index: int, child_index: int):
if quad.has_children():
for i in range(0, quad.children.size()):
var child = quad.children[i]
_debug_draw_tree_recursive(ci, child, lod_index - 1, i)
else:
var size := get_lod_size(lod_index)
var checker := 0
if child_index == 1 or child_index == 2:
checker = 1
var chunk_indicator := 0
if quad.data != null:
chunk_indicator = 1
var r := Rect2(Vector2(quad.origin_x, quad.origin_y) * size, Vector2(size, size))
ci.draw_rect(r, Color(1.0 - lod_index * 0.2, 0.2 * checker, chunk_indicator, 1))