diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp index 86ff6d15dd9d..cc923b667688 100644 --- a/scene/3d/lightmap_gi.cpp +++ b/scene/3d/lightmap_gi.cpp @@ -397,7 +397,10 @@ int LightmapGI::_bsp_get_simplex_side(const Vector &p_points, const Loc const BSPSimplex &s = p_simplices[p_simplex]; for (int i = 0; i < 4; 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. } else if (p_plane.is_point_over(v)) { over++; @@ -419,7 +422,8 @@ int LightmapGI::_bsp_get_simplex_side(const Vector &p_points, const Loc //#define DEBUG_BSP int32_t LightmapGI::_compute_bsp_tree(const Vector &p_points, const LocalVector &p_planes, LocalVector &planes_tested, const LocalVector &p_simplices, const LocalVector &p_simplex_indices, LocalVector &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(); bsp_nodes.push_back(BSPNode()); @@ -477,13 +481,14 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector &p_points, const Loc float score = 0; //by default, score is 0 (worst) 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 - score = float(under_count) / over_count; + // Simplices that are intersected by the plane are moved into both the over + // 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) { best_plane = plane; best_plane_score = score; @@ -491,6 +496,44 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector &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 indices_over; LocalVector indices_under; @@ -515,8 +558,6 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector &p_points, const Loc #endif 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 // this means Delaunay broke at some point. // Luckily, because we are using tetrahedrons, we can resort to