project_teddy/addons/zylann.hterrain/native/quad_tree_lod_generic.gd

188 lines
4.9 KiB
GDScript

@tool
# Independent quad tree designed to handle LOD
class HT_QTLQuad:
# Optional array of 4 HT_QTLQuad
var children = null
# TODO Use Vector2i
var origin_x : int = 0
var origin_y : int = 0
var data = null
func _init():
pass
func clear():
clear_children()
data = null
func clear_children():
children = null
func has_children() -> bool:
return children != null
var _tree := HT_QTLQuad.new()
var _max_depth : int = 0
var _base_size : int = 16
var _split_scale : float = 2.0
var _make_func : Callable
var _recycle_func : Callable
var _vertical_bounds_func : Callable
func set_callbacks(make_cb: Callable, recycle_cb: Callable, vbounds_cb: Callable):
_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 : int = 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
_split_scale = clampf(p_split_scale, MIN, MAX)
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)
func get_lod_factor(lod: int) -> int:
return 1 << lod
func _update(quad: HT_QTLQuad, lod: int, view_pos: Vector3):
# This function should be called regularly over frames.
var lod_factor : int = get_lod_factor(lod)
var chunk_size : int = _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.is_valid():
var vbounds : Vector2 = _vertical_bounds_func.call(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 := HT_QTLQuad.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
for i in 4:
var child : HT_QTLQuad = quad.children[i]
_recycle_chunk(child.data, child.origin_x, child.origin_y, lod - 1)
quad.clear_children()
quad.data = _make_chunk(lod, quad.origin_x, quad.origin_y)
func _join_all_recursively(quad: HT_QTLQuad, lod: int):
if quad.has_children():
for i in 4:
_join_all_recursively(quad.children[i], 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.is_valid():
chunk = _make_func.call(origin_x, origin_y, lod)
return chunk
func _recycle_chunk(chunk, origin_x: int, origin_y: int, lod: int):
if _recycle_func.is_valid():
_recycle_func.call(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: HT_QTLQuad, lod_index: int, child_index: int):
if quad.has_children():
for i in 4:
_debug_draw_tree_recursive(ci, quad.children[i], lod_index - 1, i)
else:
var size : int = get_lod_factor(lod_index)
var checker : int = 0
if child_index == 1 or child_index == 2:
checker = 1
var chunk_indicator : int = 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))