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Restore approximate occlusion check

While less precise, it worked better which is what matters in the end.
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sfan5 committed Aug 23, 2019
1 parent b14aa30 commit e8716ffede885b3041a5fc97557b336d6699abc5
Showing with 14 additions and 27 deletions.
  1. +12 −25 src/map.cpp
  2. +2 −2 src/map.h
@@ -1033,21 +1033,11 @@ void Map::removeNodeTimer(v3s16 p)
}

bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
const core::aabbox3d<s16> &block_bounds, float step, float stepfac, float offset,
u32 needed_count)
float step, float stepfac, float offset, float end_offset, u32 needed_count)
{
// Worst-case safety distance to keep to the target position
// Anything smaller than the mapblock diagonal could result in in self-occlusion
// Diagonal = sqrt(1*1 + 1*1 + 1*1)
const static float BLOCK_DIAGONAL = BS * MAP_BLOCKSIZE * 1.732f;

v3f direction = intToFloat(pos_target - pos_camera, BS);
float distance = direction.getLength();

// Disable occlusion culling for near mapblocks in underground
if (distance < BLOCK_DIAGONAL)
return false;

// Normalize direction vector
if (distance > 0.0f)
direction /= distance;
@@ -1056,17 +1046,10 @@ bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
u32 count = 0;
bool is_valid_position;

for (; offset < distance; offset += step) {
for (; offset < distance + end_offset; offset += step) {
v3f pos_node_f = pos_origin_f + direction * offset;
v3s16 pos_node = floatToInt(pos_node_f, BS);

if (offset > distance - BLOCK_DIAGONAL) {
// Do accurate position checks:
// Check whether the node is inside the current mapblock
if (block_bounds.isPointInside(pos_node))
return false;
}

MapNode node = getNode(pos_node, &is_valid_position);

if (is_valid_position &&
@@ -1098,10 +1081,7 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
v3s16(-1, -1, -1) * bs2,
};

// Minimal and maximal positions in the mapblock
core::aabbox3d<s16> block_bounds = block->getBox();

v3s16 pos_blockcenter = block_bounds.MinEdge + (MAP_BLOCKSIZE / 2);
v3s16 pos_blockcenter = block->getPosRelative() + (MAP_BLOCKSIZE / 2);

// Starting step size, value between 1m and sqrt(3)m
float step = BS * 1.2f;
@@ -1110,14 +1090,21 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)

float start_offset = BS * 1.0f;

// The occlusion search of 'isOccluded()' must stop short of the target
// point by distance 'end_offset' to not enter the target mapblock.
// For the 8 mapblock corners 'end_offset' must therefore be the maximum
// diagonal of a mapblock, because we must consider all view angles.
// sqrt(1^2 + 1^2 + 1^2) = 1.732
float end_offset = -BS * MAP_BLOCKSIZE * 1.732f;

// to reduce the likelihood of falsely occluded blocks
// require at least two solid blocks
// this is a HACK, we should think of a more precise algorithm
u32 needed_count = 2;

for (const v3s16 &dir : dir9) {
if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, block_bounds,
step, stepfac, start_offset, needed_count))
if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, step, stepfac,
start_offset, end_offset, needed_count))
return false;
}
return true;
@@ -311,8 +311,8 @@ class Map /*: public NodeContainer*/
const NodeDefManager *m_nodedef;

bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
const core::aabbox3d<s16> &block_bounds, float step, float stepfac,
float offset, u32 needed_count);
float step, float stepfac, float start_offset, float end_offset,
u32 needed_count);

private:
f32 m_transforming_liquid_loop_count_multiplier = 1.0f;

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