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Initial support for Terrain SmoothGrid data #444
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I'd prefer we keep the naming scheme intact and name the spec file for SmoothGrid
to be smooth-grid.md
.
Otherwise, I've left my comments and questions for the spec file.
further code commits are paused until structure is reviewed so I don't add the deserializer and have to immediately rewrite it |
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Overall, I'd say that this is a good start to an encoder. The comments up above are more focused on the actual code than things like code structure.
Let's rename the terrain.rs
module to smooth_grid.rs
. I'd also like it if the TerrainSerializer
trait could be killed off, since I don't think it adds anything. The encode
and decode
methods could be under the same impl
blocks as the rest of the methods.
Architecturally I have some things I'd like to change but they involve files outside of this PR so I won't force them onto you.. Stuff like moving smooth_grid
and material_colors
into a submodule named terrain
and having them share a Material
enum, as an example. If you want to make those changes you're welcome to but otherwise I'll do it after this is merged.
i could give this a shot but I was mainly wondering how the enum should be structured with it being like this? the easiest way would be to just put it in order but you'd have to include air and some other non-colorable materials i think and then implement an error for them?? |
for this |
There's a few ways I can imagine this working. The first is that we just have a Another option is to just say "to hell with it" and have multiple The final option I can see is that we have a centralized I'm inclined to go with the first option since it's the easiest and have the least obstructive UX possible. Moving us to a central In terms of actual implementation, I imagine that each Terrain would have its own internal variant that it used that it just tried to convert into from the central |
Can't wait for Ken for the rest of our days, so I'm gonna go ahead and say go for the plan I gave above with moving us to a central |
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No that does not compile, just pushing work so far |
So far my only hypothetical concern is performance - I feel like the algorithm in the encoder sucks |
@Dekkonot |
Spec file, begin integrating it whoops fixes this ugly bit reword flat_map flat_map map make nested for loops great again The linter has spoken requested changes Spec file improvements, encoder improvements Reword Reword (2) consistency link water occupancy to shorelines chunk max const comments current changes docstring naming convention
needs review - only thing missing is decoder testing |
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This obviously still needs tests, but nothing is jumping out at me right now implementation-wise. I have some questions and suggestions but they're mostly clerical.
However, outside of the implementation there's stuff we have to do for rbx-dom to actually support reading and writing files with this type!
This needs support for reading it in rbx_xml; there's a list of conversions in rbx_xml\src\conversion.rs
that you need to add an entry for SmoothGrid
to.
In rbx_binary
, this needs some conversions. You can take a look at my MaterialColors
PR for a good idea of what that actually entails: https://github.com/rojo-rbx/rbx-dom/pull/323/files
In rbx-dom-lua, we need at least a pod in rbx_dom_lua\src\EncodedValue.lua
. If we want to support live syncing it for Rojo, it also needs an entry in rbx_dom_lua\src\customProperties.lua
but honestly that might be a lot of work.
Also obligatory "we need a changelog entry".
#[repr(u8)] | ||
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)] | ||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] | ||
enum TerrainGridMaterial { |
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Is this repr(u8)
to ensure the bit flag works or is there something else I'm missing?
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Fairly sure it's to make it actually represent how it's stored in the format and also to save on memory
// Shorelines uses a new water occupancy value in the voxel data. Because of this, | ||
// Roblox uses a hack to avoid having to reduce their 6 bits of material ID freedom | ||
// by writing voxels with a count bit set to 1 and no count. This means we have to write | ||
// all voxels in the run length manually. | ||
let len = to_write.len(); | ||
return to_write | ||
.into_iter() | ||
.cycle() | ||
.take(len * count as usize) | ||
.collect(); |
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Would this not result in the flag being potentially written multiple times?
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urmm... thats the whole point ! read the big comment
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I did, thank you for the snark. Now elaborate.
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because material ids are 6 bits, and the other 2 bits of the byte for the flag are taken up by write occupancy/write count toggles, they instead set the write count bit to 1 and then write a count of 0x00. then they write the water occupancy value after that. if there are multiple voxels in a row with the same water occupancy, that process is repeated for the entire amount, so the entire 3-4 byte sequence is just repeated for the entire run length. essentially run length encoding is just turned off for voxels with a nonzero water occupancy
i have to make ChunkCoordinates/VoxelCoordinates serializable as strings that are acceptable as json keys. worst day |
DISCLAIMER: THIS IS MY FIRST ACTUAL PROJECT IN RUST. Terrible code will bleach your eyes!
Because of that, this PR also has edits by maintainers on.
This PR adds support for serialization and deserialization to
rbx-types
for theTerrain
objectSmoothGrid
property data.This fully permits the creation of external tooling for modification and generation of smooth terrain data, as Roblox Studio, along with RCCService (presumably) generate the additionally-required PhysicsGrid data at runtime/publish-time.
As a bonus, no reverse engineering of the client had to be done here; just a lot of comparing outputs with ImHex peddled by this article.
https://zeux.io/2017/03/27/voxel-terrain-storage/
Rendered spec.