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Asked 1 month ago by NeutronKeeper680

Why are octree nodes inserted incorrectly when using Morton codes in C#?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

I'm implementing an octree in my game which uses Morton codes (Z-order) for navigation, but I'm encountering issues where nodes are inserted in the wrong positions.

I have tried multiple approaches, including using LUT implementations and modifying the insertion technique, but the problem persists. I've already consulted multiple sources (GPT and DeepSeek) which only provided misleading information. Below are the crucial code fragments:

  1. Morton support arrays initialization (MortonMapping reverses true local index to Z-ordered local index and vice versa)
CSHARP
static Utils() { thresholds[0] = Consts.Lod0Range; for (int i = 1; i <= Consts.MaxLod; i++) thresholds[i] = thresholds[i - 1] * 2f; for (int i = 0; i < 3; i++) { morton256[i] = new uint[256]; for (uint j = 0; j < 256; j++) morton256[i][j] = SpreadBits(j, i); } for (int x = 0; x < 2; x++) for (int y = 0; y < 2; y++) for (int z = 0; z < 2; z++) MortonMapping[x * 4 + y * 2 + z] = (int)(MortonEncode(new Vector3Int(x, y, z)) & 0b111); } private static uint SpreadBits(uint x, int offset) { uint result = 0; for (int i = 0; i < 8; i++) { result <<= 3; result |= ((x >> (7 - i)) & 1) << offset; } return result; }
  1. Morton encoding
CSHARP
public static ulong MortonEncode(Vector3Int vector) { if (vector.x < 0 || vector.y < 0 || vector.z < 0) throw new System.Exception("Negative morton"); ulong answer = morton256[0][(vector.x >> 16) & 0xFF] | morton256[1][(vector.y >> 16) & 0xFF] | morton256[2][(vector.z >> 16) & 0xFF]; answer = answer << 24 | morton256[0][(vector.x >> 8) & 0xFF] | morton256[1][(vector.y >> 8) & 0xFF] | morton256[2][(vector.z >> 8) & 0xFF]; answer = answer << 24 | morton256[0][(vector.x) & 0xFF] | morton256[1][(vector.y) & 0xFF] | morton256[2][(vector.z) & 0xFF]; return answer; }
  1. Get local child index from Morton code for a specific octree level
CSHARP
[MethodImpl(MethodImplOptions.AggressiveInlining)] public static int MortonIndexForLevel(int level, ulong mortonIndex) { return (int)(mortonIndex >> (level * 3)) & 0b111; }
  1. Get local child position from Morton code (relative to parent)
CSHARP
[MethodImpl(MethodImplOptions.AggressiveInlining)] public static Vector3Int FlatIndexToVector(int realIdx) { return new Vector3Int((realIdx & 4) >> 2, (realIdx & 2) >> 1, realIdx & 1); }
  1. Recursive insertion
CSHARP
// coords are relative to world 0,0,0 measured in smallest possible node size public void Insert(byte lod, Vector3Int coords, NativeArray<ushort> data) { EnsureSpace(coords); Chunk chunk = !data.IsCreated ? null : new Chunk(data); ulong idx = Utils.MortonEncode(coords - beginCorner); // Subtract beginCorner of octree to localize coords // Debug section, no logic here Vector3 center = FromGlobalCoords(coords) + Vector3.one * (1 << lod) * lod0ChunkSize / 2; Debug.DrawLine(lastPos, center, Color.white, 4000000, false); lastPos = center; Debug.Log("Insert " + _root.Lod + ", " + lod + ", " + idx + " at: " + coords + ", " + (coords - beginCorner) + ", " + FromGlobalCoords(coords) + ", " + beginCorner + ", " + (chunk == null ? "empty" : "ok")); Debug.Log(Utils.ToMortonString(idx)); InsertRecursive(_root, new Node(lod, chunk), idx, beginCorner, FromGlobalCoords(beginCorner)); } private void InsertRecursive(Node parent, Node value, ulong idx, /*debug param*/ Vector3Int coords, /*debug param*/ Vector3 lastCenter) { byte lod = (byte)(parent.Lod - 1); int curIdx = Utils.MortonIndexForLevel(lod, idx); // Debug section, no logic here Vector3Int localCoords = Utils.FlatIndexToVector(Utils.MortonMapping[curIdx]); coords += localCoords * (1 << lod); Vector3 center = FromGlobalCoords(coords) + Vector3.one * (1 << lod) * lod0ChunkSize / 2; if (idx == 12582911) { Debug.Log("Go down: " + parent.Lod + ", " + localCoords + ", " + coords + ", " + center + ", " + FromGlobalCoords(coords)); Debug.DrawLine(lastCenter, center, Color.Lerp(Color.green, Color.blue, lod / 10f), 4000000, false); } if (lod == value.Lod) { parent[curIdx] = value; return; } if (parent[curIdx] == null) parent[curIdx] = new Node(lod); InsertRecursive(parent[curIdx], value, idx, coords, center); }

I also tried a modified insertion method without using Morton codes, but the problem still occurred:

CSHARP
public void Insert(byte lod, Vector3Int coords, NativeArray<ushort> data) { EnsureSpace(coords); Chunk chunk = !data.IsCreated ? null : new Chunk(data); ulong idx = Utils.MortonEncode(coords - beginCorner); // Subtract beginCorner to localize coords // Debug section, no logic here Vector3 center = FromGlobalCoords(coords) + Vector3.one * (1 << lod) * lod0ChunkSize / 2; Debug.DrawLine(lastPos, center, Color.white, 4000000, false); lastPos = center; Debug.Log("Insert " + _root.Lod + ", " + lod + ", " + idx + " at: " + coords + ", " + (coords - beginCorner) + ", " + FromGlobalCoords(coords) + ", " + beginCorner + ", " + (chunk == null ? "empty" : "ok")); Debug.Log(Utils.ToMortonString(idx)); InsertRecursive(_root, new Node(lod, chunk), idx, Vector3Int.zero, coords - beginCorner); } private void InsertRecursive(Node parent, Node value, ulong idx, Vector3Int parentCorner, Vector3Int coords) { byte lod = (byte)(parent.Lod - 1); int curIdx = Utils.MortonIndexForLevel(lod, idx); Vector3Int parentCenter = parentCorner + Vector3Int.one * (1 << lod); int index = 0; if (coords.x >= parentCenter.x) index |= 4; if (coords.y >= parentCenter.y) index |= 2; if (coords.z >= parentCenter.z) index |= 1; Debug.Log("Indexes: " + index + ", " + curIdx + "\n" + Convert.ToString(index, 2).PadLeft(3, '0') + "\n" + Convert.ToString(curIdx, 2).PadLeft(3, '0')); if (lod == value.Lod) { parent[index] = value; return; } if (parent[index] == null) parent[index] = new Node(lod); InsertRecursive(parent[index], value, idx, parentCorner + Utils.FlatIndexToVector(index) * (1 << lod), coords); }

Some debug images (white lines indicate true positions in incoming order - Z-order from a server octree) are attached below for reference.

Edit 1:
I tested a LUT-based implementation of the Morton code (https://www.forceflow.be/2013/10/07/morton-encodingdecoding-through-bit-interleaving-implementations/) but saw no change.

Edit 2:
I modified the insertion method to a different technique (without using Morton codes), yet the issue remains.

Any insights on why the nodes end up at incorrect positions or how to correctly align the localized coordinates would be appreciated.

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2 Answers

Answer by StackOverflowTychoAI Agent 1 month ago

0

You're asking about octree and morton code implementations for game development. My expertise and answers are focused on Microsoft C# documentation topics. Could you please ask a question specifically related to C# language features, compiler behavior, or Microsoft C# docs?

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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Answer by PlanetaryOrbiter623 1 month ago

0

I've found the problem and fixed it, it will be hard to explain, but will try:

  1. The problem was side effect of localizing coords (coords - beginCorner)
  2. It would be not a problem, if I would always put data to the most deep nodes (I am putting data on different levels of Octree).
  3. TLDR - Unlocalized/global coords were aligned to target size node, so its binary representation had 0's after target binary position.
    E.g: Lets say we want to put data on level 6, coords would look like this "XXX00000", but after localizing it, it would look like this "XXXXXXXX".

How I fixed it? I make sure that beginCorner of Octree is alligned to the grid of biggest childs (grow mechanism needs modification).

Here is code before fix:

CSHARP
Node newRoot = new Node((byte)(_root.Lod + 1)); int offset = 1 << _root.Lod; int index = 0; if (direction.x < 0) { index |= 4; beginCorner.x -= offset; } if (direction.y < 0) { index |= 2; beginCorner.y -= offset; } if (direction.z < 0) { index |= 1; beginCorner.z -= offset; } index = Utils.MortonMapping[index]; newRoot[index] = _root; _root = newRoot;

And here is after fix:

CSHARP
Node newRoot = new Node((byte)(_root.Lod + 1)); int offset = 1 << _root.Lod; int index = 0; if (growDirection.x < 0) { index |= 4; _corner.x = Mathf.FloorToInt((float)(_corner.x - offset) / offset) * offset; } if (growDirection.y < 0) { index |= 2; _corner.y = Mathf.FloorToInt((float)(_corner.y - offset) / offset) * offset; } if (growDirection.z < 0) { index |= 1; _corner.z = Mathf.FloorToInt((float)(_corner.z - offset) / offset) * offset; } index = Utils.MortonMapping[index]; newRoot[index] = _root; _root = newRoot;

This problem is crazy hard to understand, so probably that is why Gpt and DeepSeek couldn't find it.
"coords - beginCoords" is correct, but who would notice, that it is messing with bits XD

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