refactor(M03): extract terrain chunk LOD planner
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@@ -19,6 +19,8 @@ const ADT_TILE_COORDINATE_SCRIPT := preload("res://src/domain/coordinates/adt_ti
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const ADT_TILE_LOCAL_POSITION_SCRIPT := preload("res://src/domain/coordinates/adt_tile_local_position.gd")
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const RENDERED_GROUND_SAMPLE_SCRIPT := preload("res://src/render/terrain/rendered_ground_sample.gd")
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const TERRAIN_QUALITY_MESH_CACHE_SCRIPT := preload("res://src/render/terrain/terrain_quality_mesh_cache.gd")
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const TERRAIN_CHUNK_LOD_POLICY_SCRIPT := preload("res://src/render/terrain/terrain_chunk_lod_policy.gd")
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const TERRAIN_CHUNK_LOD_PLANNER_SCRIPT := preload("res://src/render/terrain/terrain_chunk_lod_planner.gd")
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const STREAMING_TARGET_PLANNER_SCRIPT := preload("res://src/render/streaming/streaming_target_planner.gd")
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const STREAMING_TARGET_POLICY_SCRIPT := preload("res://src/render/streaming/streaming_target_policy.gd")
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const RENDER_BUDGET_SCHEDULER_SCRIPT := preload("res://src/render/streaming/render_budget_scheduler.gd")
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@@ -181,6 +183,7 @@ const QUALITY_HIGH := "High"
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var _builder
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var _streaming_target_planner := STREAMING_TARGET_PLANNER_SCRIPT.new()
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var _terrain_chunk_lod_planner := TERRAIN_CHUNK_LOD_PLANNER_SCRIPT.new()
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var _map_dir := ""
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var _abs_map_dir := ""
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var _wdt_info: Dictionary = {}
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@@ -797,6 +800,8 @@ func _refresh_streaming_targets_at(focus_pos: Vector3, force: bool) -> void:
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func _apply_streaming_target(wanted_tiles: Dictionary, retained_tiles: Dictionary, focus_pos: Vector3) -> void:
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_last_focus_pos = focus_pos
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var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(focus_pos.x, focus_pos.y, focus_pos.z)
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var terrain_chunk_lod_policy = _create_terrain_chunk_lod_policy()
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var filtered_load_queue: Array = []
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for request in _tile_load_queue:
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@@ -831,7 +836,7 @@ func _apply_streaming_target(wanted_tiles: Dictionary, retained_tiles: Dictionar
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state["wanted"] = wanted
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state["retained"] = retained
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if wanted:
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state["desired_lods"] = _compute_desired_lods(state, focus_pos)
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state["desired_lods"] = _compute_desired_lods(state, typed_focus_position, terrain_chunk_lod_policy)
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state["desired_tile_lod"] = -1 if not state["desired_lods"].is_empty() else _compute_desired_tile_lod(state, focus_pos)
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state["desired_tile_lod_visible"] = _compute_desired_tile_lod_visible(state, focus_pos)
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elif retained:
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@@ -2492,7 +2497,16 @@ func _finalize_loaded_tile(request: Dictionary, data: Dictionary) -> void:
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}
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# Use _last_focus_pos — already set correctly for both editor and game.
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state["desired_lods"] = _compute_desired_lods(state, _last_focus_pos)
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var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(
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_last_focus_pos.x,
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_last_focus_pos.y,
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_last_focus_pos.z
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)
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state["desired_lods"] = _compute_desired_lods(
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state,
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typed_focus_position,
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_create_terrain_chunk_lod_policy()
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)
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state["desired_tile_lod"] = -1 if not state["desired_lods"].is_empty() else _compute_desired_tile_lod(state, _last_focus_pos)
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state["desired_tile_lod_visible"] = _compute_desired_tile_lod_visible(state, _last_focus_pos)
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_tile_states[key] = state
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@@ -3045,33 +3059,23 @@ func _reset_terrain_root_children() -> void:
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child.free()
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func _compute_desired_lods(state: Dictionary, cam_pos: Vector3) -> Dictionary:
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if not use_chunk_terrain_lods:
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return {}
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var desired := {}
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func _compute_desired_lods(
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state: Dictionary,
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typed_focus_position: RefCounted,
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terrain_chunk_lod_policy: RefCounted
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) -> Dictionary:
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var chunks: Array = state["data"].get("chunks", [])
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return _terrain_chunk_lod_planner.plan(chunks, typed_focus_position, terrain_chunk_lod_policy)
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var lod0_sq: float = (lod0_radius_chunks * CHUNK_SIZE) ** 2
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var lod1_sq: float = (lod1_radius_chunks * CHUNK_SIZE) ** 2
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var lod2_sq: float = (lod2_radius_chunks * CHUNK_SIZE) ** 2
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for chunk_id in range(chunks.size()):
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var chunk: Dictionary = chunks[chunk_id]
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if chunk.is_empty():
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continue
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var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
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var center := origin + Vector3(CHUNK_SIZE * 0.5, 0.0, CHUNK_SIZE * 0.5)
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var dx := center.x - cam_pos.x
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var dz := center.z - cam_pos.z
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var dist_sq := dx * dx + dz * dz
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if dist_sq <= lod0_sq: desired[chunk_id] = 0
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elif dist_sq <= lod1_sq: desired[chunk_id] = 1
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elif dist_sq <= lod2_sq: desired[chunk_id] = 2
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return desired
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func _create_terrain_chunk_lod_policy() -> RefCounted:
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return TERRAIN_CHUNK_LOD_POLICY_SCRIPT.new(
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use_chunk_terrain_lods,
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lod0_radius_chunks,
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lod1_radius_chunks,
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lod2_radius_chunks,
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CHUNK_SIZE
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)
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func _runtime_load_tile_radius() -> int:
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