Splitting

This commit is contained in:
Confideo-IOM
2026-09-22 15:22:41 +01:00
parent 2734c663c7
commit 94a2bb508e
47 changed files with 1148 additions and 459 deletions
@@ -38,34 +38,58 @@ void HydraPlanetQuadActor::InitialiseQuad(float planet_diameter, float quad_dime
m_planet_diameter = planet_diameter;
m_origin = origin;
m_quad_dimension = quad_dimension;
m_orientation = orientation;
GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), origin, orientation, true);
_CreateMesh();
}
void HydraPlanetQuadActor::CheckResolution(glm::dvec3 player_position)
{
if(m_divided)
{
std::vector<HydraID> children = GetEngine()->ActorManager()->GetChildren(GetID());
for(HydraID child_id : children)
{
}
}
bool should_split = false;
double distance_to_quad = glm::length(player_position - m_centre);
//might need to bias this so it splits sooner and merges later
if(distance_to_quad < m_quad_dimension)
{
should_split = true;
}
//Not split but should be
if((should_split) && (!m_divided))
{
//Split this quad
_Split();
//Check its children to see if they should be split
//std::vector<HydraID> children = GetEngine()->ActorManager()->GetChildren(GetID());
for(HydraID child_id : m_child_quads)
{
HydraPlanetQuadActor* child = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(child_id));
child->CheckResolution(player_position);
}
HydraRenderableComponent& renderable = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
renderable.active = false;
}
else if((should_split) && (m_divided))
{
for(HydraID child_id : m_child_quads)
{
HydraPlanetQuadActor* child = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(child_id));
child->CheckResolution(player_position);
}
}
else if ((!should_split) && (m_divided)) //Is split but should not be
{
//Merge this quad and all its children
}
}
glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::dmat4 trans, glm::dmat4 inv_trans, double diameter, glm::vec3 origin)
{
glm::dvec4 vert = trans * vert_in;
vert = glm::normalize(vert);
vert = vert * (m_planet_diameter / 2.0);
FastNoiseLite fnl;
fnl.SetNoiseType(FastNoiseLite::NoiseType::NoiseType_OpenSimplex2);
fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged);
@@ -89,6 +113,39 @@ glm::dvec3 HydraPlanetQuadActor::_ProjectCentre(glm::dvec4 vert_in, glm::dmat4 t
return glm::dvec3(vert);
}
void HydraPlanetQuadActor::_Split()
{
m_divided = true;
float quad_size = m_quad_dimension / 2.0f;
float radius = m_planet_diameter / 2.0f;
//2 | 3
//-----
//0 | 1
std::vector<glm::vec3> origins;
origins.push_back(m_origin);
origins.push_back(m_origin + glm::vec3(quad_size, 0, 0));
origins.push_back(m_origin + glm::vec3(0, quad_size, 0));
origins.push_back(m_origin + glm::vec3(quad_size, quad_size, 0));
// glm::vec3 origin0 = m_origin;
// glm::vec3 origin1 = m_origin + glm::vec3(quad_size, 0, 0);
// glm::vec3 origin2 = m_origin + glm::vec3(0, quad_size, 0);
// glm::vec3 origin3 = m_origin;
for(uint32_t i = 0; i < 4; i ++)
{
HydraID quad_id = GetEngine()->ActorManager()->CreateActor<HydraPlanetQuadActor>();
HydraPlanetQuadActor* quad = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(quad_id));
quad->InitialiseQuad(m_planet_diameter, quad_size, m_divisions, origins[i], m_orientation);
GetEngine()->ActorManager()->InitialiseActor(quad_id);
//GetEngine()->ActorManager()->SetRelationship(GetID(), quad_id);
m_child_quads.push_back(quad_id);
}
}
void HydraPlanetQuadActor::_CreatePosition()
{
HydraECS *ecs = GetEngine()->ECS();
@@ -113,12 +170,12 @@ void HydraPlanetQuadActor::_CreateMesh()
mesh->vertexes.resize(vert_counts);
mesh->indexes.resize(index_counts);
float min_x = -m_quad_dimension / 2.0f;
float min_y = -m_quad_dimension / 2.0f;
float min_x = 0;//-m_quad_dimension / 2.0f;
float min_y = 0;//-m_quad_dimension / 2.0f;
float min_z = 0.0f;
float max_x = m_quad_dimension / 2.0f;
float max_y = m_quad_dimension / 2.0f;
float max_x = m_quad_dimension;
float max_y = m_quad_dimension;
float max_z = 0.0f;
float min_u = 0;
@@ -152,18 +209,16 @@ void HydraPlanetQuadActor::_CreateMesh()
glm::dvec4 centre = glm::dvec4(max_x - min_x, max_y - min_y, max_z - min_z, 1.0);
m_centre = _ProjectCentre(centre, trans, m_planet_diameter, m_origin);
m_centre = _ProjectCentre(centre, trans, m_planet_diameter, glm::vec3(max_x, max_y, max_z) - glm::vec3(min_x, min_y, min_z));
for (uint32_t y_count = 0; y_count < m_divisions - 1; y_count++)
{
for (uint32_t x_count = 0; x_count < m_divisions - 1; x_count++)
{
// Create Vertex
glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
uint32_t ind0 = vert_idx;