LightmapGI: Reduce warnings and increase probe accuracy
This commit is contained in:
parent
b8fa48be04
commit
a990e42207
|
@ -397,7 +397,10 @@ int LightmapGI::_bsp_get_simplex_side(const Vector<Vector3> &p_points, const Loc
|
||||||
const BSPSimplex &s = p_simplices[p_simplex];
|
const BSPSimplex &s = p_simplices[p_simplex];
|
||||||
for (int i = 0; i < 4; i++) {
|
for (int i = 0; i < 4; i++) {
|
||||||
const Vector3 v = p_points[s.vertices[i]];
|
const Vector3 v = p_points[s.vertices[i]];
|
||||||
if (p_plane.has_point(v)) {
|
// The tolerance used here comes from experiments on scenes up to
|
||||||
|
// 1000x1000x100 meters. If it's any smaller, some simplices will
|
||||||
|
// appear to self-intersect due to a lack of precision in Plane.
|
||||||
|
if (p_plane.has_point(v, 1.0 / (1 << 13))) {
|
||||||
// Coplanar.
|
// Coplanar.
|
||||||
} else if (p_plane.is_point_over(v)) {
|
} else if (p_plane.is_point_over(v)) {
|
||||||
over++;
|
over++;
|
||||||
|
@ -419,7 +422,8 @@ int LightmapGI::_bsp_get_simplex_side(const Vector<Vector3> &p_points, const Loc
|
||||||
//#define DEBUG_BSP
|
//#define DEBUG_BSP
|
||||||
|
|
||||||
int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const LocalVector<Plane> &p_planes, LocalVector<int32_t> &planes_tested, const LocalVector<BSPSimplex> &p_simplices, const LocalVector<int32_t> &p_simplex_indices, LocalVector<BSPNode> &bsp_nodes) {
|
int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const LocalVector<Plane> &p_planes, LocalVector<int32_t> &planes_tested, const LocalVector<BSPSimplex> &p_simplices, const LocalVector<int32_t> &p_simplex_indices, LocalVector<BSPNode> &bsp_nodes) {
|
||||||
//if we reach here, it means there is more than one simplex
|
ERR_FAIL_COND_V(p_simplex_indices.size() < 2, -1);
|
||||||
|
|
||||||
int32_t node_index = (int32_t)bsp_nodes.size();
|
int32_t node_index = (int32_t)bsp_nodes.size();
|
||||||
bsp_nodes.push_back(BSPNode());
|
bsp_nodes.push_back(BSPNode());
|
||||||
|
|
||||||
|
@ -477,13 +481,14 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const Loc
|
||||||
|
|
||||||
float score = 0; //by default, score is 0 (worst)
|
float score = 0; //by default, score is 0 (worst)
|
||||||
if (over_count > 0) {
|
if (over_count > 0) {
|
||||||
//give score mainly based on ratio (under / over), this means that this plane is splitting simplices a lot, but its balanced
|
// Simplices that are intersected by the plane are moved into both the over
|
||||||
score = float(under_count) / over_count;
|
// and under subtrees which makes the entire tree deeper, so the best plane
|
||||||
|
// will have the least intersections while separating the simplices evenly.
|
||||||
|
float balance = float(under_count) / over_count;
|
||||||
|
float separation = float(over_count + under_count) / p_simplex_indices.size();
|
||||||
|
score = balance * separation * separation;
|
||||||
}
|
}
|
||||||
|
|
||||||
//adjusting priority over least splits, probably not a great idea
|
|
||||||
//score *= Math::sqrt(float(over_count + under_count) / p_simplex_indices.size()); //also multiply score
|
|
||||||
|
|
||||||
if (score > best_plane_score) {
|
if (score > best_plane_score) {
|
||||||
best_plane = plane;
|
best_plane = plane;
|
||||||
best_plane_score = score;
|
best_plane_score = score;
|
||||||
|
@ -491,6 +496,44 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const Loc
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// We often end up with two (or on rare occasions, three) simplices that are
|
||||||
|
// either disjoint or share one vertex and don't have a separating plane
|
||||||
|
// among their faces. The fallback is to loop through new planes created
|
||||||
|
// with one vertex of the first simplex and two vertices of the second until
|
||||||
|
// we find a winner.
|
||||||
|
if (best_plane_score == 0) {
|
||||||
|
const BSPSimplex &simplex0 = p_simplices[p_simplex_indices[0]];
|
||||||
|
const BSPSimplex &simplex1 = p_simplices[p_simplex_indices[1]];
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < 4 && !best_plane_score; i++) {
|
||||||
|
Vector3 v0 = p_points[simplex0.vertices[i]];
|
||||||
|
for (uint32_t j = 0; j < 3 && !best_plane_score; j++) {
|
||||||
|
if (simplex0.vertices[i] == simplex1.vertices[j]) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
Vector3 v1 = p_points[simplex1.vertices[j]];
|
||||||
|
for (uint32_t k = j + 1; k < 4; k++) {
|
||||||
|
if (simplex0.vertices[i] == simplex1.vertices[k]) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
Vector3 v2 = p_points[simplex1.vertices[k]];
|
||||||
|
|
||||||
|
Plane plane = Plane(v0, v1, v2);
|
||||||
|
if (plane == Plane()) { // When v0, v1, and v2 are collinear, they can't form a plane.
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
int32_t side0 = _bsp_get_simplex_side(p_points, p_simplices, plane, p_simplex_indices[0]);
|
||||||
|
int32_t side1 = _bsp_get_simplex_side(p_points, p_simplices, plane, p_simplex_indices[1]);
|
||||||
|
if ((side0 == 1 && side1 == -1) || (side0 == -1 && side1 == 1)) {
|
||||||
|
best_plane = plane;
|
||||||
|
best_plane_score = 1.0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
LocalVector<int32_t> indices_over;
|
LocalVector<int32_t> indices_over;
|
||||||
LocalVector<int32_t> indices_under;
|
LocalVector<int32_t> indices_under;
|
||||||
|
|
||||||
|
@ -515,8 +558,6 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const Loc
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (best_plane_score < 0.0 || indices_over.size() == p_simplex_indices.size() || indices_under.size() == p_simplex_indices.size()) {
|
if (best_plane_score < 0.0 || indices_over.size() == p_simplex_indices.size() || indices_under.size() == p_simplex_indices.size()) {
|
||||||
ERR_FAIL_COND_V(p_simplex_indices.size() <= 1, 0); //should not happen, this is a bug
|
|
||||||
|
|
||||||
// Failed to separate the tetrahedrons using planes
|
// Failed to separate the tetrahedrons using planes
|
||||||
// this means Delaunay broke at some point.
|
// this means Delaunay broke at some point.
|
||||||
// Luckily, because we are using tetrahedrons, we can resort to
|
// Luckily, because we are using tetrahedrons, we can resort to
|
||||||
|
|
Loading…
Reference in New Issue