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authorJorge Bernal <jbernalmartinez@gmail.com>2015-03-22 20:13:53 +0300
committerJorge Bernal <jbernalmartinez@gmail.com>2015-03-22 20:19:49 +0300
commite7d051043dc82c2991eb491e0630d9b1065934c3 (patch)
tree83e6c88e2ebdfca3ffb50814d66c525c5d5bb231 /source/gameengine/Ketsji/KX_GameObject.cpp
parent0b4a71b07245d5370a02fae4dbde9195c9c58881 (diff)
BGE: New hysteresis offset to improve LOD level transitions
This change introduces a new hysteresis parameter that it will be added or subtracted to/from the LOD distance to avoid popping when a LOD object moves close to the LOD transition continuously. Then, we have the following: - a new LOD Hysteresis setting per scene (default 10%) which is located in Scene context --> Level of Detail panel. This scene parameter also will active/deactive the scene hysteresis. - and a new LOD Hysteresis setting per object (default 10%) which is located in Object context --> Levels of Detail panel. The LOD hysteresis setting per object (if active) will overwrite the hysteresis setting per scene value. For the new blends: the hysteresis setting per scene would be active by default and the per object would be inactive by default. For the old blends: both hysteresis settings (per scene and per object) would be inactive by default. A quick way to take advantage of this feature for old blends would be to activate the hysteresis parameter in the scene context -> Level of Detail panel Reviewers: campbellbarton, kupoman, moguri Reviewed By: kupoman, moguri Subscribers: nonamejuju, lordodin Differential Revision: https://developer.blender.org/D957
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp42
1 files changed, 41 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index c8fc64f4679..16dfe5bd9de 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -92,6 +92,8 @@ KX_GameObject::KX_GameObject(
m_bDyna(false),
m_layer(0),
m_currentLodLevel(0),
+ m_previousLodLevel(0),
+ m_lodHysteresis(0),
m_pBlenderObject(NULL),
m_pBlenderGroupObject(NULL),
m_bSuspendDynamics(false),
@@ -784,6 +786,11 @@ void KX_GameObject::AddLodMesh(RAS_MeshObject* mesh)
m_lodmeshes.push_back(mesh);
}
+void KX_GameObject::SetLodHysteresisValue(int hysteresis)
+{
+ m_lodHysteresis = hysteresis;
+}
+
void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos)
{
// Handle dupligroups
@@ -804,14 +811,47 @@ void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos)
int level = 0;
Object *bob = this->GetBlenderObject();
LodLevel *lod = (LodLevel*) bob->lodlevels.first;
+ KX_Scene *sce = this->GetScene();
+
for (; lod; lod = lod->next, level++) {
if (!lod->source || lod->source->type != OB_MESH) level--;
- if (!lod->next || lod->next->distance * lod->next->distance > distance2) break;
+ if (!lod->next) break;
+ if (level == (this->m_previousLodLevel) || (level == (this->m_previousLodLevel + 1))) {
+ short hysteresis = 0;
+ if (sce->IsActivedLodHysteresis()) {
+ // if exists, LoD level hysteresis will override scene hysteresis
+ if (lod->next->flags & OB_LOD_USE_HYST) {
+ hysteresis = lod->next->obhysteresis;
+ }
+ else if (this->m_lodHysteresis != 0) {
+ hysteresis = m_lodHysteresis;
+ }
+ }
+ float hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
+ if ((lod->next->distance + hystvariance) * (lod->next->distance + hystvariance) > distance2)
+ break;
+ }
+ else if (level == (this->m_previousLodLevel - 1)) {
+ short hysteresis = 0;
+ if (sce->IsActivedLodHysteresis()) {
+ // if exists, LoD level hysteresis will override scene hysteresis
+ if (lod->next->flags & OB_LOD_USE_HYST) {
+ hysteresis = lod->next->obhysteresis;
+ }
+ else if (this->m_lodHysteresis != 0) {
+ hysteresis = m_lodHysteresis;
+ }
+ }
+ float hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
+ if ((lod->next->distance - hystvariance) * (lod->next->distance - hystvariance) > distance2)
+ break;
+ }
}
RAS_MeshObject *mesh = this->m_lodmeshes[level];
this->m_currentLodLevel = level;
if (mesh != this->m_meshes[0]) {
+ this->m_previousLodLevel = level;
this->GetScene()->ReplaceMesh(this, mesh, true, false);
}
}