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https://github.com/eliasstepanik/voxel-simulation.git
synced 2026-01-11 05:48:29 +00:00
optimize root expansion
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292d0508a1
commit
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@ -9,9 +9,9 @@ impl SparseVoxelOctree {
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let step = self.get_spacing_at_depth(self.max_depth);
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let half = self.size * 0.5;
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let centre = Vec3::new(
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(key.0 as f32 + 0.5) * CHUNK_SIZE as f32 * step - half,
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(key.1 as f32 + 0.5) * CHUNK_SIZE as f32 * step - half,
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(key.2 as f32 + 0.5) * CHUNK_SIZE as f32 * step - half,
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self.center.x - half + (key.0 as f32 + 0.5) * CHUNK_SIZE as f32 * step,
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self.center.y - half + (key.1 as f32 + 0.5) * CHUNK_SIZE as f32 * step,
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self.center.z - half + (key.2 as f32 + 0.5) * CHUNK_SIZE as f32 * step,
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);
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// depth of the octree node that exactly matches one chunk
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@ -13,7 +13,7 @@ pub fn visualize_octree_system(
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// Draw a translucent cuboid for the root
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gizmos.cuboid(
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Transform::from_translation(octree_tf.translation).with_scale(Vec3::splat(octree.size)),
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Transform::from_translation(octree.center).with_scale(Vec3::splat(octree.size)),
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Color::srgba(1.0, 1.0, 0.0, 0.15),
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);
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@ -22,7 +22,7 @@ pub fn visualize_octree_system(
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visualize_recursive_center(
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&mut gizmos,
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&octree.root,
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octree_tf.translation, // center of root in world
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octree.center, // center of root in world
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octree.size,
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0,
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octree.max_depth,
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@ -103,9 +103,9 @@ pub fn draw_grid(
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};
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let camera_pos = camera_tf.translation;
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for (octree, octree_tf) in octree_query.iter() {
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for (octree, _octree_tf) in octree_query.iter() {
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let half_size = octree.size * 0.5;
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let root_center = octree_tf.translation;
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let root_center = octree.center;
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// Voxel spacing at max depth
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let spacing = octree.get_spacing_at_depth(octree.max_depth);
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@ -28,8 +28,8 @@ impl SparseVoxelOctree {
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pub fn normalize_to_voxel_at_depth(&self, position: Vec3, depth: u32) -> Vec3 {
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// Convert world coordinate to normalized [0,1] space.
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let half_size = self.size * 0.5;
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// Shift to [0, self.size]
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let shifted = (position + Vec3::splat(half_size)) / self.size;
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// Shift to [0, self.size] taking the octree centre into account
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let shifted = (position - (self.center - Vec3::splat(half_size))) / self.size;
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// Determine the number of voxels along an edge at the given depth.
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let voxel_count = 2_u32.pow(depth) as f32;
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// Get the voxel index (as a float) and then compute the center in normalized space.
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@ -40,7 +40,7 @@ impl SparseVoxelOctree {
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pub fn denormalize_voxel_center(&self, voxel_center: Vec3) -> Vec3 {
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let half_size = self.size * 0.5;
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// Convert the normalized voxel center back to world space.
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voxel_center * self.size - Vec3::splat(half_size)
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voxel_center * self.size - Vec3::splat(half_size) + self.center
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}
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@ -109,9 +109,9 @@ impl SparseVoxelOctree {
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pub fn contains(&self, x: f32, y: f32, z: f32) -> bool {
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let half_size = self.size / 2.0;
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let eps = 1e-6;
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(x >= -half_size - eps && x < half_size + eps)
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&& (y >= -half_size - eps && y < half_size + eps)
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&& (z >= -half_size - eps && z < half_size + eps)
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(x >= self.center.x - half_size - eps && x < self.center.x + half_size + eps)
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&& (y >= self.center.y - half_size - eps && y < self.center.y + half_size + eps)
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&& (z >= self.center.z - half_size - eps && z < self.center.z + half_size + eps)
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}
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/// Retrieve a voxel at world coordinates by normalizing and looking up.
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@ -122,12 +122,8 @@ impl SparseVoxelOctree {
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pub fn local_to_world(&self, local_pos: Vec3) -> Vec3 {
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// Half the total octree size, used to shift the center to the origin.
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let half_size = self.size * 0.5;
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// Convert local coordinate to world space:
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// 1. Subtract 0.5 to center the coordinate at zero (range becomes [-0.5, 0.5])
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// 2. Multiply by the total size to scale into world units.
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// 3. Add half_size to shift from a center–based system to one starting at zero.
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(local_pos - Vec3::splat(0.5)) * self.size + Vec3::splat(half_size)
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// Convert normalized coordinate to world space, accounting for the octree centre
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(local_pos - Vec3::splat(0.5)) * self.size + self.center
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}
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@ -248,13 +244,12 @@ pub fn face_orientation(dx: f32, dy: f32, dz: f32, voxel_size_f: f32) -> (Vec3,
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pub(crate) fn chunk_key_from_world(tree: &SparseVoxelOctree, pos: Vec3) -> ChunkKey {
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let half = tree.size * 0.5;
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let step = tree.get_spacing_at_depth(tree.max_depth);
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let scale = CHUNK_SIZE as f32 * step; // metres per chunk
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ChunkKey(
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((pos.x + half) / scale).floor() as i32,
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((pos.y + half) / scale).floor() as i32,
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((pos.z + half) / scale).floor() as i32,
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((pos.x - tree.center.x + half) / scale).floor() as i32,
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((pos.y - tree.center.y + half) / scale).floor() as i32,
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((pos.z - tree.center.z + half) / scale).floor() as i32,
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)
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}
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@ -263,9 +258,9 @@ pub fn world_to_chunk(tree: &SparseVoxelOctree, p: Vec3) -> ChunkKey {
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let half = tree.size * 0.5;
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let scale = CHUNK_SIZE as f32 * step;
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ChunkKey(
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((p.x + half) / scale).floor() as i32,
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((p.y + half) / scale).floor() as i32,
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((p.z + half) / scale).floor() as i32,
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((p.x - tree.center.x + half) / scale).floor() as i32,
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((p.y - tree.center.y + half) / scale).floor() as i32,
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((p.z - tree.center.z + half) / scale).floor() as i32,
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)
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}
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@ -273,9 +268,9 @@ pub fn chunk_center_world(tree: &SparseVoxelOctree, key: ChunkKey) -> Vec3 {
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let half = tree.size * 0.5;
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let step = tree.get_spacing_at_depth(tree.max_depth);
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Vec3::new(
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(key.0 as f32 + 0.5) * CHUNK_SIZE as f32 * step - half,
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(key.1 as f32 + 0.5) * CHUNK_SIZE as f32 * step - half,
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(key.2 as f32 + 0.5) * CHUNK_SIZE as f32 * step - half,
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tree.center.x - half + (key.0 as f32 + 0.5) * CHUNK_SIZE as f32 * step,
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tree.center.y - half + (key.1 as f32 + 0.5) * CHUNK_SIZE as f32 * step,
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tree.center.z - half + (key.2 as f32 + 0.5) * CHUNK_SIZE as f32 * step,
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)
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}
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@ -298,8 +293,8 @@ impl SparseVoxelOctree {
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pub fn collect_voxels_in_region(&self, min: Vec3, max: Vec3) -> Vec<(Vec3, Voxel)> {
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let half_size = self.size * 0.5;
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let root_bounds = AABB {
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min: Vec3::new(-half_size, -half_size, -half_size),
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max: Vec3::new(half_size, half_size, half_size),
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min: self.center - Vec3::splat(half_size),
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max: self.center + Vec3::splat(half_size),
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};
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let mut voxels = Vec::new();
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self.collect_voxels_in_region_recursive(&self.root, root_bounds, min, max, &mut voxels);
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@ -26,6 +26,7 @@ impl SparseVoxelOctree {
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root: OctreeNode::new(),
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max_depth,
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size,
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center: Vec3::ZERO,
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show_wireframe,
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show_world_grid,
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dirty: Vec::new(),
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@ -125,9 +126,9 @@ impl SparseVoxelOctree {
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let step = self.get_spacing_at_depth(self.max_depth);
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let half = self.size * 0.5;
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let gx = ((position.x + half) / step).floor() as i32;
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let gy = ((position.y + half) / step).floor() as i32;
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let gz = ((position.z + half) / step).floor() as i32;
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let gx = ((position.x - self.center.x + half) / step).floor() as i32;
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let gy = ((position.y - self.center.y + half) / step).floor() as i32;
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let gz = ((position.z - self.center.z + half) / step).floor() as i32;
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let lx = gx - key.0 * CHUNK_SIZE;
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let ly = gy - key.1 * CHUNK_SIZE;
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@ -272,32 +273,65 @@ impl SparseVoxelOctree {
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false
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}
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fn expand_root(&mut self, _x: f32, _y: f32, _z: f32) {
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fn expand_root(&mut self, x: f32, y: f32, z: f32) {
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info!("Root expanding ...");
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// Save the old root and its size.
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let old_root = std::mem::replace(&mut self.root, OctreeNode::new());
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let old_size = self.size;
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// Update the octree's size and depth.
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// Save the old root
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let old_root = std::mem::replace(&mut self.root, OctreeNode::new());
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let old_center = self.center;
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let old_size = self.size;
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let half = old_size * 0.5;
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// Determine in which direction to expand along each axis
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let mut shift = Vec3::ZERO;
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if x >= old_center.x {
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shift.x = half;
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} else {
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shift.x = -half;
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}
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if y >= old_center.y {
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shift.y = half;
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} else {
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shift.y = -half;
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}
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if z >= old_center.z {
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shift.z = half;
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} else {
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shift.z = -half;
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}
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// New center after expansion
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self.center += shift;
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self.size *= 2.0;
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self.max_depth += 1;
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// Reinsert each voxel from the old tree.
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let voxels = Self::collect_voxels_from_node(&old_root, old_size);
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for (world_pos, voxel, _depth) in voxels {
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self.insert(world_pos, voxel);
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// Determine which child the old root should occupy
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let mut index = 0usize;
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if shift.x < 0.0 {
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index |= 1;
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}
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if shift.y < 0.0 {
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index |= 2;
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}
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if shift.z < 0.0 {
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index |= 4;
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}
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let mut children = Box::new(core::array::from_fn(|_| OctreeNode::new()));
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children[index] = old_root;
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self.root.children = Some(children);
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self.root.is_leaf = false;
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}
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/// Helper: Collect all voxels from a given octree node recursively.
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/// The coordinate system here assumes the node covers [–old_size/2, +old_size/2] in each axis.
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fn collect_voxels_from_node(node: &OctreeNode, old_size: f32) -> Vec<(Vec3, Voxel, u32)> {
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fn collect_voxels_from_node(node: &OctreeNode, old_size: f32, center: Vec3) -> Vec<(Vec3, Voxel, u32)> {
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let mut voxels = Vec::new();
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Self::collect_voxels_recursive(
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node,
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-old_size / 2.0,
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-old_size / 2.0,
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-old_size / 2.0,
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center.x - old_size / 2.0,
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center.y - old_size / 2.0,
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center.z - old_size / 2.0,
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old_size,
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0,
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&mut voxels,
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@ -440,7 +474,7 @@ impl SparseVoxelOctree {
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// Convert the normalized neighbor coordinate back to world space
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let half_size = self.size * 0.5;
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let neighbor_world = neighbor * self.size - Vec3::splat(half_size);
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let neighbor_world = neighbor * self.size - Vec3::splat(half_size) + self.center;
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if !self.contains(neighbor_world.x, neighbor_world.y, neighbor_world.z) {
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return false;
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@ -454,8 +488,8 @@ impl SparseVoxelOctree {
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// Start from the root node
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let half_size = self.size / 2.0;
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let root_bounds = AABB {
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min: Vec3::new(-half_size as f32, -half_size as f32, -half_size as f32),
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max: Vec3::new(half_size as f32, half_size as f32, half_size as f32),
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min: self.center - Vec3::splat(half_size),
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max: self.center + Vec3::splat(half_size),
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};
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self.raycast_recursive(&self.root, ray, &root_bounds, 0)
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}
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@ -537,7 +571,7 @@ impl SparseVoxelOctree {
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self.dirty_chunks.clear();
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self.occupied_chunks.clear();
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let voxels = Self::collect_voxels_from_node(&self.root, self.size);
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let voxels = Self::collect_voxels_from_node(&self.root, self.size, self.center);
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for (pos, _voxel, _depth) in voxels {
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let key = chunk_key_from_world(self, pos);
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self.occupied_chunks.insert(key);
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@ -55,9 +55,9 @@ pub fn rebuild_dirty_chunks(
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let half = tree_ref.size * 0.5;
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let step = tree_ref.get_spacing_at_depth(tree_ref.max_depth);
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let origin = Vec3::new(
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key.0 as f32 * CHUNK_SIZE as f32 * step - half,
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key.1 as f32 * CHUNK_SIZE as f32 * step - half,
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key.2 as f32 * CHUNK_SIZE as f32 * step - half,
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tree_ref.center.x - half + key.0 as f32 * CHUNK_SIZE as f32 * step,
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tree_ref.center.y - half + key.1 as f32 * CHUNK_SIZE as f32 * step,
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tree_ref.center.z - half + key.2 as f32 * CHUNK_SIZE as f32 * step,
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);
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let mult = 1 << lod;
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@ -38,6 +38,7 @@ pub struct SparseVoxelOctree {
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pub root: OctreeNode,
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pub max_depth: u32,
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pub size: f32,
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pub center: Vec3,
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pub show_wireframe: bool,
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pub show_world_grid: bool,
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