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authorDaniel Stokes <kupomail@gmail.com>2013-12-18 02:42:47 +0400
committerkupoman <kupomail@gmail.com>2013-12-18 05:03:27 +0400
commite9e08a1d12594eab0e341049fc252ff8578e9333 (patch)
treeac7c15959b03398babb68058f3824c2a4dbff5b7 /source/gameengine/Ketsji/KX_GameObject.cpp
parent173f7a3d30db8cba95656bf03dc842b9300c2436 (diff)
Game Engine: Level of detail support and tools
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp39
1 files changed, 39 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index d3b5a987138..8b7e6667fae 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -71,6 +71,8 @@ typedef unsigned long uint_ptr;
#include "NG_NetworkScene.h" //Needed for sendMessage()
#include "KX_ObstacleSimulation.h"
+#include "BKE_object.h"
+
#include "BL_ActionManager.h"
#include "BL_Action.h"
@@ -732,6 +734,43 @@ void KX_GameObject::RemoveMeshes()
m_meshes.clear();
}
+void KX_GameObject::AddLodMesh(RAS_MeshObject* mesh)
+{
+ m_lodmeshes.push_back(mesh);
+}
+
+void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos)
+{
+ // Handle dupligroups
+ if (this->m_pInstanceObjects) {
+ KX_GameObject * instob;
+ int count = this->m_pInstanceObjects->GetCount();
+ for (int i = 0; i < count; i++) {
+ instob = (KX_GameObject*)this->m_pInstanceObjects->GetValue(i);
+ instob->UpdateLod(cam_pos);
+ }
+ }
+
+ if (this->m_lodmeshes.empty()) return;
+
+ MT_Vector3 delta = this->NodeGetWorldPosition() - cam_pos;
+ float distance2 = delta.length2();
+
+ int level = 0;
+ Object *bob = this->GetBlenderObject();
+ LodLevel *lod = (LodLevel*) bob->lodlevels.first;
+ for (; lod; lod = lod->next, level++) {
+ if (!lod->source) level--;
+ if (!lod->next || lod->next->distance * lod->next->distance > distance2) break;
+ }
+
+ RAS_MeshObject *mesh = this->m_lodmeshes[level];
+
+ if (mesh != this->m_meshes[0]) {
+ this->GetScene()->ReplaceMesh(this, mesh, true, false);
+ }
+}
+
void KX_GameObject::UpdateTransform()
{
// HACK: saves function call for dynamic object, they are handled differently