Crate lodtree[][src]

Expand description


LodTree, a simple tree data structure for doing chunk-based level of detail


The aim of this crate is to provide a generic, easy to use tree data structure that can be used to make Lod Quadtrees, Octrees and more.

Internally, the tree tries to keep as much memory allocated, to avoid the cost of heap allocation, and stores the actual chunks data seperate from the tree data.

This does come at a cost, mainly, only the chunks that are going to be added and their locations can be retreived as a slice, although for most (procedural) terrain implementations making new chunks and editing them will be the highest cost to do, so that shouldn’t be the biggest issue.


Import the crate

use lodtree::*;
use lodtree::coords::OctVec; // or QuadVec if you're making an octree

The tree is it’s own struct, and accepts a chunk (anything that implements Sized) and the lod vector (Anything that implements the LodVec trait).

let mut tree = Tree::<Chunk, OctVec>::new();

If you want to update chunks due to the camera being moved, you can check if it’s needed with prepare_update. It takes in 3 parameters.

Targets: where to generate the most detail around.

The given LodVec implementations (OctVec and QuadVec) take in 4 and 3 arguments respectively. The first 3/2 are the position in the tree, which is dependant on the lod level. and the last parameter is the lod level. No lods smaller than this will be generated for this target.

Detail: The amount of detail for the targets. The default implementation defines this as the amount of chunks at the target lod level surrounding the target chunk.

Chunk creator: Internally a buffer for new chunks is filled, and this function is called to create the new chunk. It takes in the LodVec of the position of the chunk.

let needs_updating = tree.prepare_update(
	&[OctVec::new(8, 8, 8, 8)], // the target positions to generate the lod around
	4, // amount of detail
	|pos| Chunk {} // and the function to construct the chunk with

Now, the tree is ready for an update, so now we’ll want to do something with that. First, we want to process all chunks that are going to be added. This is the only thing the API exposes as a slice, so we can nicely iterate over that in parallel with rayon.

	.iter_mut() // or par_iter_mut() if you're using rayon
	.for_each(|(position, chunk)| {

		// and run expensive init, probably does something with procedural generation

Next, we’ll also want to change the visibility of some chunks so they don’t overlap with higher detail lods.

// and make all chunks visible or not
for i in 0..tree.get_num_chunks_to_activate() {

for i in 0..tree.get_num_chunks_to_deactivate() {

We’ll probably also want to do some cleanup with chunks that are removed.

for i in 0..tree.get_num_chunks_to_remove() {

And finally, actually update the tree with the new chunks. Note that it’s likely needed to do the prepare_update and do_update cycle a number of times before no new chunks need to be added, as the tree only adds one lod level at a time.



pub use crate::traits::*;
pub use crate::tree::*;


Contains coordinate structs, QuadVec for quadtrees, and OctVec for octrees, as well as their LodVec implementation

Contains LodVec trait, which is needed for the coordinate system to be used in a tree Sample implementations for this are in

Contains the tree struct, which is used to hold all chunks