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https://github.com/Dejvino/roadtrip
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Map: Fine-grained terrain grid implemented. Now there is smoother loading and unloading of terrain tiles.
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@ -41,6 +41,7 @@ import com.jme3.math.FastMath;
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import com.jme3.math.Vector2f;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.control.LodControl;
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import com.jme3.scene.control.UpdateControl;
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import com.jme3.terrain.Terrain;
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import com.jme3.terrain.geomipmap.LRUCache;
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@ -122,10 +123,11 @@ public class FineTerrainGrid extends TerrainQuad {
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protected HeightMapGrid heightMapGrid;
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private TerrainGridTileLoader gridTileLoader;
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protected Vector3f[] quadIndex;
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protected Set<TerrainGridListener> listeners = new HashSet<TerrainGridListener>();
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protected Set<TerrainGridListener> listeners = new HashSet<>();
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protected Material material;
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//cache needs to be 1 row (4 cells) larger than what we care is cached
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protected LRUCache<Vector3f, TerrainQuad> cache = new LRUCache<Vector3f, TerrainQuad>(20);
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protected LRUCache<Vector3f, TerrainQuad> cache = new LRUCache<>(
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getSubdivisionsPerSide() * getSubdivisionsPerSide() + getSubdivisionsPerSide());
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protected int cellsLoaded = 0;
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protected int[] gridOffset;
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protected boolean runOnce = false;
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@ -135,6 +137,11 @@ public class FineTerrainGrid extends TerrainQuad {
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return size;
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}
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public int getSubdivisionsPerSide()
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{
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return 8;
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}
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protected class UpdateQuadCache implements Runnable {
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protected final Vector3f location;
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@ -153,9 +160,9 @@ public class FineTerrainGrid extends TerrainQuad {
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* neighbours).
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*/
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public void run() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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int quadIdx = i * 4 + j;
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for (int i = 0; i < getSubdivisionsPerSide(); i++) {
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for (int j = 0; j < getSubdivisionsPerSide(); j++) {
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int quadIdx = i * getSubdivisionsPerSide() + j;
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final Vector3f quadCell = location.add(quadIndex[quadIdx]);
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TerrainQuad q = cache.get(quadCell);
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if (q == null) {
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@ -221,20 +228,18 @@ public class FineTerrainGrid extends TerrainQuad {
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}
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protected boolean isCenter(int quadIndex) {
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return quadIndex == 9 || quadIndex == 5 || quadIndex == 10 || quadIndex == 6;
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// The only thing that is not a center for us here are the edges of the grid.
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int w = getSubdivisionsPerSide();
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// left / right edge
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if (quadIndex % w == 0 || (quadIndex + 1) % w == 0) return false;
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// top / down edge
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if (quadIndex < w || quadIndex >= (w*w - w)) return false;
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// center
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return true;
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}
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protected int getQuadrant(int quadIndex) {
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if (quadIndex == 5) {
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return 1;
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} else if (quadIndex == 9) {
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return 2;
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} else if (quadIndex == 6) {
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return 3;
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} else if (quadIndex == 10) {
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return 4;
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}
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return 0; // error
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return quadIndex + 1; // whatever, just not 0
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}
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public FineTerrainGrid(String name, int patchSize, int maxVisibleSize, Vector3f scale, TerrainGridTileLoader terrainQuadGrid,
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@ -268,8 +273,8 @@ public class FineTerrainGrid extends TerrainQuad {
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private void initData() {
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int maxVisibleSize = size;
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this.quarterSize = maxVisibleSize >> 2;
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this.quadSize = (maxVisibleSize + 1) >> 1;
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this.quarterSize = maxVisibleSize / getSubdivisionsPerSide();
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this.quadSize = (maxVisibleSize / getSubdivisionsPerSide()) + 1;
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this.totalSize = maxVisibleSize;
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this.gridOffset = new int[]{0, 0};
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@ -282,11 +287,14 @@ public class FineTerrainGrid extends TerrainQuad {
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* |
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* z
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*/
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this.quadIndex = new Vector3f[]{
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new Vector3f(-1, 0, -1), new Vector3f(0, 0, -1), new Vector3f(1, 0, -1), new Vector3f(2, 0, -1),
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new Vector3f(-1, 0, 0), new Vector3f(0, 0, 0), new Vector3f(1, 0, 0), new Vector3f(2, 0, 0),
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new Vector3f(-1, 0, 1), new Vector3f(0, 0, 1), new Vector3f(1, 0, 1), new Vector3f(2, 0, 1),
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new Vector3f(-1, 0, 2), new Vector3f(0, 0, 2), new Vector3f(1, 0, 2), new Vector3f(2, 0, 2)};
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// generate a grid of quad positions
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this.quadIndex = new Vector3f[getSubdivisionsPerSide() * getSubdivisionsPerSide()];
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int i = 0;
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for (int z = -getSubdivisionsPerSide() / 2 + 1; z <= getSubdivisionsPerSide() / 2; z++) {
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for (int x = -getSubdivisionsPerSide() / 2 + 1; x <= getSubdivisionsPerSide() / 2; x++) {
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quadIndex[i++] = new Vector3f(x, 0, z);
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}
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}
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}
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@ -357,7 +365,7 @@ public class FineTerrainGrid extends TerrainQuad {
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}
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protected void removeQuad(TerrainQuad q) {
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if (q != null && ( (q.getQuadrant() > 0 && q.getQuadrant()<5) || q.getParent() != null) ) {
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if (q != null && ( q.getParent() != null) ) {
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for (TerrainGridListener l : listeners) {
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l.tileDetached(getTileCell(q.getWorldTranslation()), q);
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}
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@ -372,7 +380,6 @@ public class FineTerrainGrid extends TerrainQuad {
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* @param shifted quads are still attached to the parent and don't need to re-load
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*/
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protected void attachQuadAt(TerrainQuad q, int quadrant, Vector3f quadCell, boolean shifted) {
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q.setQuadrant((short) quadrant);
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if (!shifted)
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this.attachChild(q);
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@ -386,7 +393,6 @@ public class FineTerrainGrid extends TerrainQuad {
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}
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}
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updateModelBound();
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}
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@ -412,17 +418,17 @@ public class FineTerrainGrid extends TerrainQuad {
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}
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int xMin = 0;
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int xMax = 4;
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int xMax = getSubdivisionsPerSide();
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int yMin = 0;
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int yMax = 4;
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int yMax = getSubdivisionsPerSide();
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if (dx == -1) { // camera moved to -X direction
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xMax = 3;
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xMax = getSubdivisionsPerSide() - 1;
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} else if (dx == 1) { // camera moved to +X direction
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xMin = 1;
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}
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if (dy == -1) { // camera moved to -Y direction
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yMax = 3;
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yMax = getSubdivisionsPerSide() - 1;
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} else if (dy == 1) { // camera moved to +Y direction
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yMin = 1;
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}
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@ -432,7 +438,7 @@ public class FineTerrainGrid extends TerrainQuad {
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// either way in one of the axes (say X or Y axis) then they are all touched.
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for (int i = yMin; i < yMax; i++) {
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for (int j = xMin; j < xMax; j++) {
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cache.get(camCell.add(quadIndex[i * 4 + j]));
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cache.get(camCell.add(quadIndex[i * getSubdivisionsPerSide() + j]));
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}
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}
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@ -16,6 +16,7 @@ import com.jme3.scene.Spatial;
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import com.jme3.terrain.geomipmap.*;
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import com.jme3.terrain.geomipmap.grid.FractalTileLoader;
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import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
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import com.jme3.terrain.geomipmap.lodcalc.LodCalculator;
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import com.jme3.terrain.noise.ShaderUtils;
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import com.jme3.terrain.noise.basis.FilteredBasis;
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import com.jme3.terrain.noise.filter.IterativeFilter;
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@ -35,7 +36,7 @@ import roadtrip.view.model.GameWorldState;
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*/
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public class GameWorldView {
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public static boolean DEBUG = false;//true;
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public static boolean DEBUG = true;
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private final GameWorldState state;
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@ -157,9 +158,11 @@ public class GameWorldView {
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//terrain.terrainGrid.setLocalScale(2f, 1f, 2f);
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this.rootNode.attachChild(terrain.terrainGrid);
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TerrainLodControl control = new FineTerrainGridLodControl(terrain.terrainGrid, camera);
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control.setLodCalculator(new DistanceLodCalculator(patchSize + 1, 3.7f)); // patch size, and a multiplier
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terrain.terrainGrid.addControl(control);
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final TerrainLodControl lodControl = new FineTerrainGridLodControl(terrain.terrainGrid, camera);
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lodControl.setLodCalculator(new DistanceLodCalculator(patchSize + 1, 3.7f)); // patch size, and a multiplier
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terrain.terrainGrid.addControl(lodControl);
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final Spatial treeModel = assetManager.loadModel("Models/tree.j3o");
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final FineTerrainGrid terrainGrid = terrain.terrainGrid;
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terrainGrid.addListener(new TerrainGridListener() {
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@ -170,6 +173,7 @@ public class GameWorldView {
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@Override
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public void tileAttached(Vector3f cell, TerrainQuad quad) {
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lodControl.forceUpdate();
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while(quad.getControl(RigidBodyControl.class)!=null){
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quad.removeControl(RigidBodyControl.class);
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}
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@ -180,7 +184,8 @@ public class GameWorldView {
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String quadObjectsNodeKey = getQuadObjectsNodeKey(quad);
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Node objects = new Node(quadObjectsNodeKey);
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populateQuadObjectsNode(quad, objects);
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// TODO: fix
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//populateQuadObjectsNode(quad, objects);
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rootNode.attachChild(objects);
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}
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@ -189,7 +194,6 @@ public class GameWorldView {
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ProceduralMapQuadBlock mapQuadBlock = state.proceduralMap.getMapQuadBlock(quad);
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// Add map objects (for now - trees)
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Spatial treeModel = assetManager.loadModel("Models/tree.j3o");
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//System.out.println("Grid @ " + terrainGrid.getLocalTranslation() + " s " + terrainGrid.getLocalScale());
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//System.out.println("Quad " + quad.getName() + " @ " + quad.getLocalTranslation());
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for (MapObjectInstance mapObject : mapQuadBlock.getMapObjects()) {
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@ -202,7 +206,7 @@ public class GameWorldView {
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if (control != null) {
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modelInstance.addControl(control);
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control.setPhysicsLocation(pos);
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physicsSpace.add(control);
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//physicsSpace.add(control);
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}
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objects.attachChild(modelInstance);
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}
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