Optimized, updated
This commit is contained in:
2
godot
2
godot
Submodule godot updated: 2b5d89e635...3ca8003199
@@ -32,8 +32,10 @@ Dictionary RoadGrid::build_diagram(int npatches, int center_count, int center_st
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float sa = rnd->randf() * 2.0 * Math_PI;
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int i, bad = 0, cx, cp;
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while (centers.size() < center_count) {
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int center_x = CLAMP(center_step * (int)((rnd->randi() % spread) - spread / 2), -dim, dim);
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int center_y = CLAMP(center_step * (int)((rnd->randi() % spread) - spread / 2), -dim, dim);
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int center_x = center_step * (int)((rnd->randi() % spread) - spread / 2);
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int center_y = center_step * (int)((rnd->randi() % spread) - spread / 2);
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center_x = CLAMP(center_x, -dim, dim);
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center_y = CLAMP(center_y, -dim, dim);
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Vector2i c(center_x, center_y);
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if (centers.find(c) < 0) {
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centers.push_back(c);
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@@ -114,9 +116,10 @@ bool RoadGrid::segment_intersects_rect(const Vector2 &a, const Vector2 &b, const
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return true;
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}
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/* This is heavy when rendered on top of 3D viewport! */
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void RoadGrid::draw_debug(Node *drawable, int size_x, int size_y) const
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{
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int i, j;
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int i, j, k;
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CanvasItem *ci = Object::cast_to<CanvasItem>(drawable);
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if (!ci)
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return;
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@@ -138,11 +141,10 @@ void RoadGrid::draw_debug(Node *drawable, int size_x, int size_y) const
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Rect2i g = rect_to_grid(bounds);
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for (i = g.position.y - 1; i < g.position.y + g.size.y + 1; i++) {
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for (j = g.position.x - 1; j < g.position.x + g.size.x + 1; j++) {
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if (hedge_grid.has(j) && hedge_grid[j].has(i)) {
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List<struct half_edge *> items = hedge_grid[j][i];
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List<struct half_edge *>::Element *e;
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for (e = items.front(); e; e = e->next()) {
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struct half_edge *he = e->get();
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if (hedge_grid.has(j, i)) {
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const Vector<struct half_edge *> &items = hedge_grid.get(j, i);
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for (k = 0; k < items.size(); k++) {
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struct half_edge *he = items[k];
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assert(he->a >= 0);
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assert(he->b >= 0);
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@@ -215,6 +217,8 @@ void RoadGrid::process_diagram(const Dictionary &diagram)
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printf("start processing sites\n");
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for (i = 0; i < sites.size(); i++) {
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struct map_site site;
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/* We use Dictionary to build native structure only once,
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* then we use native data. */
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const Dictionary &site_data = sites[i];
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const Array &graphedges = site_data["graphedges"];
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printf("processing site: %d\n", i);
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@@ -256,7 +260,7 @@ void RoadGrid::process_diagram(const Dictionary &diagram)
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printf("processing done, sites count: %d\n", map_sites.size());
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}
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void RoadGrid::build(Ref<Curve> curve, Ref<OpenSimplexNoise> noise)
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void RoadGrid::build(Ref<Curve> curve, Ref<FastNoiseLite> noise)
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{
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rnd.instance();
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rnd->randomize();
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@@ -274,7 +278,8 @@ void RoadGrid::build(Ref<Curve> curve, Ref<OpenSimplexNoise> noise)
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printf("building 3rd dimention\n");
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diagram_vertex_heights.resize(diagram_vertices.size());
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for (i = 0; i < diagram_vertices.size(); i++) {
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float n = noise->get_noise_2dv(diagram_vertices[i]);
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const Vector2 &v = diagram_vertices[i];
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float n = noise->get_noise_2d(v.x, v.y);
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float t = (n + 1.0f) * 0.5f;
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float d = MAX(1.0f, curve->interpolate_baked(t));
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d = CLAMP(d, 1.0f, 30.0f);
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@@ -303,25 +308,21 @@ void RoadGrid::build(Ref<Curve> curve, Ref<OpenSimplexNoise> noise)
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Vector2 RoadGrid::get_influence(int x, int y, float radius) const
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{
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int rd = (int)(radius / grid_width) + 1;
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List<struct half_edge *> hlist;
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List<struct half_edge *>::Element *e;
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Vector<struct half_edge *> hlist;
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const List<struct half_edge *>::Element *e;
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int i = 0, j = 0;
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for (i = -rd; i < rd + 1; i++)
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for (j = -rd; j < rd + 1; j++) {
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List<struct half_edge *> tmp;
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if (hedge_grid.has(x / grid_width + i) && hedge_grid[x / grid_width + i].has(y / grid_height + j)) {
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tmp = hedge_grid[x / grid_width + i][y / grid_height + j];
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for (e = tmp.front(); e; e = e->next()) {
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struct half_edge *d = e->get();
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hlist.push_back(d);
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}
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if (hedge_grid.has(x / grid_width + i, y / grid_height + j)) {
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const Vector<struct half_edge *> &tmp = hedge_grid.get(x / grid_width + i, y / grid_height + j);
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hlist.append_array(tmp);
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}
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}
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if (hlist.size() == 0)
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return Vector2();
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for (e = hlist.front(); e; e = e->next()) {
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struct half_edge *he = e->get();
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for (i = 0; i < hlist.size(); i++) {
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struct half_edge *he = hlist[i];
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Vector2 a = diagram_vertices[he->a];
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Vector2 b = diagram_vertices[he->b];
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Vector2 p(x, y);
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@@ -338,7 +339,8 @@ Vector2 RoadGrid::get_influence(int x, int y, float radius) const
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float l = he->length;
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assert(l > 0.0f);
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float m1 = pt.distance_to(a) / l;
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float m2 = CLAMP(1.0f - m1, 0.0f, 1.0f);
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float m2 = 1.0f - m1;
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m2 = CLAMP(m2, 0.0f, 1.0f);
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float h = h1 * (1.0f - m1) + h2 * (1.0f - m2);
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ret.y = h - 2.5f;
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return ret;
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@@ -354,3 +356,132 @@ void RoadGrid::_bind_methods()
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ClassDB::bind_method(D_METHOD("build", "curve", "noise"), &RoadGrid::build);
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}
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int RoadGrid::find_edge(int a, int b)
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{
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int i;
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for (i = 0; i < map_hedges.size(); i++) {
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if (map_hedges[i]->a == a &&
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map_hedges[i]->b == b)
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return i;
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}
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return -1;
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}
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void RoadGrid::setup_vshapes()
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{
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int i, j;
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vertices.resize(get_diagram_vertex_count());
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for (i = 0; i < vertices.size(); i++) {
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vertices.write()[i].x = diagram_vertices[i].x;
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vertices.write()[i].y = diagram_vertex_heights[i];
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vertices.write()[i].z = diagram_vertices[i].y;
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}
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List<struct vshape> vdata_list;
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for (i = 0; i < map_hedges.size(); i++) {
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for (j = 0; j < map_hedges.size(); j++) {
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if (i == j)
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continue;
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if (map_hedges[i]->b !=
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map_hedges[j]->a)
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continue;
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if (map_hedges[i]->site !=
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map_hedges[j]->site)
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continue;
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int a, b1, b2;
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struct vshape v;
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/* star topology */
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a = map_hedges[i]->b;
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b1 = map_hedges[i]->a;
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b2 = map_hedges[j]->b;
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v.e1 = i;
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v.e2 = j;
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v.site = map_hedges[i]->site;
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v.area.position = vertices[a];
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v.area.expand_to(vertices[b1] + Vector3(0, 1, 0));
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v.area.expand_to(vertices[b2] + Vector3(0, -1, 0));
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v.instance = -1;
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Vector3 p1 = vertices[map_hedges[v.e1]->a];
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Vector3 p2 = vertices[map_hedges[v.e1]->b];
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Vector3 p3 = vertices[map_hedges[v.e2]->b];
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p1 = (p2 + (p1 - p2) * 0.5f).snapped(Vector3(4.0f, 0.1f, 4.0f));
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p3 = (p2 + (p3 - p2) * 0.5f).snapped(Vector3(4.0f, 0.1f, 4.0f));
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p2 = p2.snapped(Vector3(4.0f, 0.1f, 4.0f));
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v.p1 = p1;
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v.p2 = p2;
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v.p3 = p3;
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/* add v-shape only if we can actually generate it */
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if (v.p1.distance_squared_to(v.p2) > 2.0f &&
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v.p2.distance_squared_to(v.p3) > 2.0f &&
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v.p1.distance_squared_to(v.p3) > 2.0f)
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vdata_list.push_back(v);
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}
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}
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vshapes.resize(vdata_list.size());
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for (i = 0; i < vdata_list.size(); i++)
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vshapes.write()[i] = vdata_list[i];
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for (i = 0; i < vshapes.size(); i++) {
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for (j = 0; j < vshapes.size(); j++) {
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if (i == j)
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continue;
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if (vshapes[i].e1 == vshapes[j].e1)
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vshapes.write()[j].p1 = vshapes[i].p1;
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if (vshapes[i].e2 == vshapes[j].e1)
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vshapes.write()[j].p1 = vshapes[i].p3;
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if (vshapes[i].e1 == vshapes[j].e2)
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vshapes.write()[j].p3 = vshapes[i].p1;
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if (vshapes[i].e2 == vshapes[j].e2)
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vshapes.write()[j].p3 = vshapes[i].p3;
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}
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}
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for (i = 0; i < vshapes.size(); i++) {
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const struct vshape &v = vshapes[i];
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assert(map_hedges[v.e1]->site == map_hedges[v.e2]->site);
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assert(v.e1 >= 0 && v.e2 >= 0 && v.e1 != v.e2);
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int e1a = map_hedges[vshapes[i].e1]->a;
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int e1b = map_hedges[vshapes[i].e1]->b;
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int e2a = map_hedges[vshapes[i].e2]->a;
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int e2b = map_hedges[vshapes[i].e2]->b;
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printf("vshape %d: %d: %d: %f %f %f -> %d: %f %f %f -> %d: %d: %f %f %f -> %d: %f %f %f\n",
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i,
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vshapes[i].e1,
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e1a,
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vertices[e1a].x,
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vertices[e1a].y,
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vertices[e1a].z,
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e1b,
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vertices[e1b].x,
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vertices[e1b].y,
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vertices[e1b].z,
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vshapes[i].e2,
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e2a,
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vertices[e2a].x,
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vertices[e2a].y,
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vertices[e2a].z,
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e2b,
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vertices[e2b].x,
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vertices[e2b].y,
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vertices[e2b].z
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);
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}
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}
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void RoadGrid::sort_angle(Vector<int> &sort_data)
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{
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struct comparator {
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Vector3 *vertices;
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bool operator()(int a, int b) const {
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Vector3 p1 = vertices[a];
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Vector3 p2 = vertices[b];
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Vector2 rp1(p1.x, p1.z);
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Vector2 rp2(p2.x, p2.z);
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return rp1.angle() < rp2.angle();
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}
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};
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SortArray<int, struct comparator> sorter;
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sorter.compare.vertices = vertices.write().ptr();
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sorter.sort(sort_data.ptrw(), sort_data.size());
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}
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void RoadGrid::build_building_positions()
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{
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}
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@@ -1,10 +1,11 @@
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#ifndef ROAD_GRID_H
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#define ROAD_GRID_H
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#include <unordered_map>
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#include <core/object.h>
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#include <core/reference.h>
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#include <scene/resources/curve.h>
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#include <core/math/random_number_generator.h>
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#include <modules/opensimplex/open_simplex_noise.h>
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#include <modules/voxel/util/noise/fast_noise_lite.h>
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class CanvasItem;
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@@ -44,7 +45,6 @@ protected:
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int spread, int dim);
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HashMap<int, int> class_sizes;
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struct half_edge;
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HashMap<int, HashMap<int, List<struct half_edge *> > > hedge_grid;
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Rect2 bounds;
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void set_class_size(int cl, int sz)
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{
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@@ -141,15 +141,38 @@ protected:
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rect.size.x = grid_height;
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return rect;
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}
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inline void insert_hedge_to_grid_cell(int x, int y, struct half_edge *hedge)
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{
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if (hedge_grid.has(x) && hedge_grid[x].has(y))
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hedge_grid[x][y].push_back(hedge);
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else {
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List<struct half_edge *> items;
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items.push_back(hedge);
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class hg {
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typedef Vector<struct half_edge *> tvalue;
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std::unordered_map<int, std::unordered_map<int, Vector<struct half_edge *> > > hedge_grid;
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public:
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inline const tvalue get(int x, int y) const
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{
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return hedge_grid.at(x).at(y);
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}
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inline bool has(int x, int y) const
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{
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if (hedge_grid.find(x) != hedge_grid.end() &&
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hedge_grid.at(x).find(y) != hedge_grid.at(x).end())
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return true;
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return false;
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}
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inline void set(int x, int y, struct half_edge *hedge)
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{
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Vector<struct half_edge *> items;
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if (has(x, y))
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items = get(x, y);
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items.resize(items.size() + 1);
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items.write[items.size() - 1] = hedge;
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hedge_grid[x][y] = items;
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}
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};
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class hg hedge_grid;
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inline void insert_hedge_to_grid_cell(int x, int y, struct half_edge *hedge)
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{
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static int count = 0;
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count++;
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hedge_grid.set(x, y, hedge);
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printf("count: %d\n", count);
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}
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inline void add_hedge_to_grid(struct half_edge *hedge)
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{
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@@ -186,12 +209,44 @@ protected:
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return (int)(y / grid_height);
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}
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float grid_width, grid_height;
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friend class Roads;
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PoolVector<Vector3> vertices;
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public:
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void build(Ref<Curve> curve, Ref<OpenSimplexNoise> noise);
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struct vshape {
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AABB area;
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int instance;
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int e1, e2;
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int site;
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Vector3 p1, p2, p3;
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};
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protected:
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PoolVector<struct vshape> vshapes;
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void sort_angle(Vector<int> &sort_data);
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public:
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void build(Ref<Curve> curve, Ref<FastNoiseLite> noise);
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void draw_debug(Node *drawable, int size_x, int size_y) const;
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int find_edge(int a, int b);
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void setup_vshapes();
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inline const PoolVector<struct vshape> &get_vshapes() const
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{
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const PoolVector<struct vshape> &ret = vshapes;
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return ret;
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}
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inline PoolVector<struct vshape> &get_vshapes()
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{
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PoolVector<struct vshape> &ret = vshapes;
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return ret;
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}
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Vector2 get_influence(int x, int y, float radius) const;
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RoadGrid();
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~RoadGrid();
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inline int get_diagram_vertex_count() const
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{
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return diagram_vertices.size();
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}
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inline int get_map_hedges_count() const
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{
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return map_hedges.size();
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}
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void build_building_positions();
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};
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#endif
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@@ -54,121 +54,6 @@ bool Roads::_set(const StringName &p_name, const Variant &p_value)
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return update;
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}
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void Roads::sort_angle(Vector<int> &sort_data)
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{
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struct comparator {
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Vector3 *vertices;
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bool operator()(int a, int b) const {
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Vector3 p1 = vertices[a];
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Vector3 p2 = vertices[b];
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Vector2 rp1(p1.x, p1.z);
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Vector2 rp2(p2.x, p2.z);
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return rp1.angle() < rp2.angle();
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}
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};
|
||||
SortArray<int, struct comparator> sorter;
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sorter.compare.vertices = vertices.write().ptr();
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sorter.sort(sort_data.ptrw(), sort_data.size());
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}
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void Roads::setup_vshapes()
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{
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int i, j;
|
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RoadGrid *rg = RoadsData::get_singleton()->get_road_grid();
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vertices.resize(rg->diagram_vertices.size());
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for (i = 0; i < vertices.size(); i++) {
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vertices.write()[i].x = rg->diagram_vertices[i].x;
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vertices.write()[i].y = rg->diagram_vertex_heights[i];
|
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vertices.write()[i].z = rg->diagram_vertices[i].y;
|
||||
}
|
||||
List<struct vshape> vdata_list;
|
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for (i = 0; i < rg->map_hedges.size(); i++) {
|
||||
for (j = 0; j < rg->map_hedges.size(); j++) {
|
||||
if (i == j)
|
||||
continue;
|
||||
if (rg->map_hedges[i]->b !=
|
||||
rg->map_hedges[j]->a)
|
||||
continue;
|
||||
if (rg->map_hedges[i]->site !=
|
||||
rg->map_hedges[j]->site)
|
||||
continue;
|
||||
int a, b1, b2;
|
||||
struct vshape v;
|
||||
/* star topology */
|
||||
a = rg->map_hedges[i]->b;
|
||||
b1 = rg->map_hedges[i]->a;
|
||||
b2 = rg->map_hedges[j]->b;
|
||||
v.e1 = i;
|
||||
v.e2 = j;
|
||||
v.site = rg->map_hedges[i]->site;
|
||||
v.area.position = vertices[a];
|
||||
v.area.expand_to(vertices[b1] + Vector3(0, 1, 0));
|
||||
v.area.expand_to(vertices[b2] + Vector3(0, -1, 0));
|
||||
v.instance = -1;
|
||||
Vector3 p1 = vertices[rg->map_hedges[v.e1]->a];
|
||||
Vector3 p2 = vertices[rg->map_hedges[v.e1]->b];
|
||||
Vector3 p3 = vertices[rg->map_hedges[v.e2]->b];
|
||||
p1 = (p2 + (p1 - p2) * 0.5f).snapped(Vector3(4.0f, 0.1f, 4.0f));
|
||||
p3 = (p2 + (p3 - p2) * 0.5f).snapped(Vector3(4.0f, 0.1f, 4.0f));
|
||||
p2 = p2.snapped(Vector3(4.0f, 0.1f, 4.0f));
|
||||
v.p1 = p1;
|
||||
v.p2 = p2;
|
||||
v.p3 = p3;
|
||||
/* add v-shape only if we can actually generate it */
|
||||
if (v.p1.distance_squared_to(v.p2) > 2.0f &&
|
||||
v.p2.distance_squared_to(v.p3) > 2.0f &&
|
||||
v.p1.distance_squared_to(v.p3) > 2.0f)
|
||||
vdata_list.push_back(v);
|
||||
}
|
||||
}
|
||||
vshapes.resize(vdata_list.size());
|
||||
for (i = 0; i < vdata_list.size(); i++)
|
||||
vshapes.write()[i] = vdata_list[i];
|
||||
for (i = 0; i < vshapes.size(); i++) {
|
||||
for (j = 0; j < vshapes.size(); j++) {
|
||||
if (i == j)
|
||||
continue;
|
||||
if (vshapes[i].e1 == vshapes[j].e1)
|
||||
vshapes.write()[j].p1 = vshapes[i].p1;
|
||||
if (vshapes[i].e2 == vshapes[j].e1)
|
||||
vshapes.write()[j].p1 = vshapes[i].p3;
|
||||
if (vshapes[i].e1 == vshapes[j].e2)
|
||||
vshapes.write()[j].p3 = vshapes[i].p1;
|
||||
if (vshapes[i].e2 == vshapes[j].e2)
|
||||
vshapes.write()[j].p3 = vshapes[i].p3;
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < vshapes.size(); i++) {
|
||||
const struct vshape &v = vshapes[i];
|
||||
assert(rg->map_hedges[v.e1]->site == rg->map_hedges[v.e2]->site);
|
||||
assert(v.e1 >= 0 && v.e2 >= 0 && v.e1 != v.e2);
|
||||
int e1a = rg->map_hedges[vshapes[i].e1]->a;
|
||||
int e1b = rg->map_hedges[vshapes[i].e1]->b;
|
||||
int e2a = rg->map_hedges[vshapes[i].e2]->a;
|
||||
int e2b = rg->map_hedges[vshapes[i].e2]->b;
|
||||
printf("vshape %d: %d: %d: %f %f %f -> %d: %f %f %f -> %d: %d: %f %f %f -> %d: %f %f %f\n",
|
||||
i,
|
||||
vshapes[i].e1,
|
||||
e1a,
|
||||
vertices[e1a].x,
|
||||
vertices[e1a].y,
|
||||
vertices[e1a].z,
|
||||
e1b,
|
||||
vertices[e1b].x,
|
||||
vertices[e1b].y,
|
||||
vertices[e1b].z,
|
||||
vshapes[i].e2,
|
||||
e2a,
|
||||
vertices[e2a].x,
|
||||
vertices[e2a].y,
|
||||
vertices[e2a].z,
|
||||
e2b,
|
||||
vertices[e2b].x,
|
||||
vertices[e2b].y,
|
||||
vertices[e2b].z
|
||||
);
|
||||
}
|
||||
}
|
||||
void Roads::update_all()
|
||||
{
|
||||
int i;
|
||||
@@ -195,7 +80,7 @@ void Roads::update_all()
|
||||
}
|
||||
printf("vertices: %d\n", rg->get_diagram_vertex_count());
|
||||
printf("edges: %d\n", rg->get_map_hedges_count());
|
||||
setup_vshapes();
|
||||
rg->setup_vshapes();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -476,11 +361,13 @@ void Roads::process_vshapes()
|
||||
{
|
||||
if (get_viewport() && get_viewport()->get_camera())
|
||||
cam_xform = get_viewport()->get_camera()->get_global_transform();
|
||||
RoadGrid *rg = RoadsData::get_singleton()->get_road_grid();
|
||||
AABB camarea;
|
||||
camarea.position = cam_xform.origin;
|
||||
camarea.grow_by(550.0f);
|
||||
int i;
|
||||
List<int> active_vshapes;
|
||||
const PoolVector<struct RoadGrid::vshape> &vshapes = rg->get_vshapes();
|
||||
printf("camera %f %f %f\n", cam_xform.origin.x, cam_xform.origin.y, cam_xform.origin.z);
|
||||
for (i = 0; i < vshapes.size(); i++) {
|
||||
if (active_vshapes.size() > 32)
|
||||
@@ -504,7 +391,7 @@ void Roads::process_vshapes()
|
||||
List<int>::Element *e;
|
||||
for (e = active_vshapes.front(); e; e = e->next()) {
|
||||
i = e->get();
|
||||
const struct vshape &v = vshapes[i];
|
||||
const struct RoadGrid::vshape &v = vshapes[i];
|
||||
assert(v.p1.distance_squared_to(v.p2) > 2.0f);
|
||||
assert(v.p2.distance_squared_to(v.p3) > 2.0f);
|
||||
assert(v.p1.distance_squared_to(v.p3) > 2.0f);
|
||||
@@ -546,14 +433,16 @@ void Roads::generate_threaded(void *p_userdata)
|
||||
struct thread_data *data = (struct thread_data *)p_userdata;
|
||||
Roads *obj = Object::cast_to<Roads>(data->root);
|
||||
obj->mutex.lock();
|
||||
Vector3 p1 = obj->vshapes[data->vshape].p1;
|
||||
Vector3 p2 = obj->vshapes[data->vshape].p2;
|
||||
Vector3 p3 = obj->vshapes[data->vshape].p3;
|
||||
RoadGrid *rg = RoadsData::get_singleton()->get_road_grid();
|
||||
const PoolVector<RoadGrid::vshape> &vshapes = rg->get_vshapes();
|
||||
Vector3 p1 = vshapes[data->vshape].p1;
|
||||
Vector3 p2 = vshapes[data->vshape].p2;
|
||||
Vector3 p3 = vshapes[data->vshape].p3;
|
||||
obj->mutex.unlock();
|
||||
int instance = obj->make_vmesh(obj, data->mat, data->mesh, data->xmi, p1, p2, p3, data->width, data->flags, data->sidewalk_width);
|
||||
assert(instance >= 0);
|
||||
obj->mutex.lock();
|
||||
obj->vshapes.write()[data->vshape].instance = instance;
|
||||
rg->get_vshapes().write()[data->vshape].instance = instance;
|
||||
obj->mutex.unlock();
|
||||
}
|
||||
|
||||
|
||||
@@ -22,7 +22,6 @@ protected:
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
static void _bind_methods();
|
||||
void update_all();
|
||||
PoolVector<Vector3> vertices;
|
||||
struct thread_data {
|
||||
Thread thread;
|
||||
Ref<Material> mat;
|
||||
@@ -49,19 +48,9 @@ protected:
|
||||
{}
|
||||
};
|
||||
#endif
|
||||
struct vshape {
|
||||
AABB area;
|
||||
int instance;
|
||||
int e1, e2;
|
||||
int site;
|
||||
Vector3 p1, p2, p3;
|
||||
};
|
||||
#if 0
|
||||
PoolVector<struct edge_data> edges;
|
||||
#endif
|
||||
PoolVector<struct vshape> vshapes;
|
||||
void setup_vshapes();
|
||||
void sort_angle(Vector<int> &sort_data);
|
||||
#if 0
|
||||
void extrude_direct(Array &out, const Array &arrays, const struct edge_data *data) const;
|
||||
void extrude_vshape(Array &out, const Array &arrays, const struct vshape *data) const;
|
||||
|
||||
Reference in New Issue
Block a user