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