Skip to content

Commit

Permalink
Restore approximate occlusion check
Browse files Browse the repository at this point in the history
While less precise, it worked better which is what matters in the end.
  • Loading branch information
sfan5 committed Aug 23, 2019
1 parent b14aa30 commit e8716ff
Show file tree
Hide file tree
Showing 2 changed files with 14 additions and 27 deletions.
37 changes: 12 additions & 25 deletions src/map.cpp
Expand Up @@ -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;
Expand All @@ -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 &&
Expand Down Expand Up @@ -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;
Expand All @@ -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;
Expand Down
4 changes: 2 additions & 2 deletions src/map.h
Expand Up @@ -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;
Expand Down

0 comments on commit e8716ff

Please sign in to comment.