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#ifndef QUAD_TREE_LOD_H
#define QUAD_TREE_LOD_H
#include <CanvasItem.hpp>
#include <FuncRef.hpp>
#include <Godot.hpp>
#include <vector>
namespace godot {
class QuadTreeLod : public Reference {
GODOT_CLASS(QuadTreeLod, Reference)
public:
static void _register_methods();
QuadTreeLod() {}
~QuadTreeLod() {}
void _init() {}
void set_callbacks(Ref<FuncRef> make_cb, Ref<FuncRef> recycle_cb, Ref<FuncRef> vbounds_cb);
int get_lod_count();
int get_lod_factor(int lod);
int compute_lod_count(int base_size, int full_size);
void set_split_scale(real_t p_split_scale);
real_t get_split_scale();
void clear();
void create_from_sizes(int base_size, int full_size);
void update(Vector3 view_pos);
void debug_draw_tree(CanvasItem *ci);
private:
static const unsigned int NO_CHILDREN = -1;
static const unsigned int ROOT = -1;
class Quad {
public:
unsigned int first_child = NO_CHILDREN;
int origin_x = 0;
int origin_y = 0;
Quad() {
init();
}
~Quad() {
}
inline void init() {
first_child = NO_CHILDREN;
origin_x = 0;
origin_y = 0;
clear_data();
}
inline void clear_data() {
_data = Variant();
}
inline bool has_children() {
return first_child != NO_CHILDREN;
}
inline bool is_null() {
return _data.get_type() == Variant::NIL;
}
inline bool is_valid() {
return _data.get_type() != Variant::NIL;
}
inline Variant get_data() {
return _data;
}
inline void set_data(Variant p_data) {
_data = p_data;
}
private:
Variant _data; // Type is HTerrainChunk.gd : Object
};
Quad _root;
std::vector<Quad> _node_pool;
std::vector<unsigned int> _free_indices;
int _max_depth = 0;
int _base_size = 16;
real_t _split_scale = 2.0f;
Ref<FuncRef> _make_func;
Ref<FuncRef> _recycle_func;
Ref<FuncRef> _vertical_bounds_func;
inline Quad *_get_root() {
return &_root;
}
inline Quad *_get_node(unsigned int index) {
if (index == ROOT) {
return &_root;
} else {
return &_node_pool[index];
}
}
void _clear_children(unsigned int index);
unsigned int _allocate_children();
void _recycle_children(unsigned int i0);
Variant _make_chunk(int lod, int origin_x, int origin_y);
void _recycle_chunk(unsigned int quad_index, int lod);
void _join_all_recursively(unsigned int quad_index, int lod);
void _update(unsigned int quad_index, int lod, Vector3 view_pos);
void _debug_draw_tree_recursive(CanvasItem *ci, unsigned int quad_index, int lod_index, int child_index);
}; // class QuadTreeLod
} // namespace godot
#endif // QUAD_TREE_LOD_H
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