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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
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')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp42
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h10
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp13
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h9
5 files changed, 76 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index cd2e2151034..7b5cc457ee6 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1554,6 +1554,10 @@ static KX_GameObject *gameobject_from_blenderobject(
}
gameobj->AddLodMesh(BL_ConvertMesh(lodmesh, lodmatob, kxscene, converter, libloading));
}
+ if (blenderscene->gm.lodflag & SCE_LOD_USE_HYST) {
+ kxscene->SetLodHysteresis(true);
+ gameobj->SetLodHysteresisValue(blenderscene->gm.scehysteresis);
+ }
}
// for all objects: check whether they want to
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);
}
}
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 132e72c45e2..d9810b89c90 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -90,6 +90,8 @@ protected:
std::vector<RAS_MeshObject*> m_meshes;
std::vector<RAS_MeshObject*> m_lodmeshes;
int m_currentLodLevel;
+ short m_previousLodLevel;
+ int m_lodHysteresis;
SG_QList m_meshSlots; // head of mesh slots of this
struct Object* m_pBlenderObject;
struct Object* m_pBlenderGroupObject;
@@ -805,6 +807,14 @@ public:
);
/**
+ * Set lod hysteresis value
+ */
+ void
+ SetLodHysteresisValue(
+ int hysteresis
+ );
+
+ /**
* Updates the current lod level based on distance from camera.
*/
void
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 47510baa436..d9d07e78c17 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -156,7 +156,8 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_networkDeviceInterface(ndi),
m_active_camera(NULL),
m_ueberExecutionPriority(0),
- m_blenderScene(scene)
+ m_blenderScene(scene),
+ m_isActivedHysteresis(false)
{
m_suspendedtime = 0.0;
m_suspendeddelta = 0.0;
@@ -1763,6 +1764,16 @@ void KX_Scene::UpdateObjectLods(void)
}
}
+void KX_Scene::SetLodHysteresis(bool active)
+{
+ m_isActivedHysteresis = active;
+}
+
+bool KX_Scene::IsActivedLodHysteresis(void)
+{
+ return m_isActivedHysteresis;
+}
+
void KX_Scene::UpdateObjectActivity(void)
{
if (m_activity_culling) {
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 2e1ee9f101d..19873daabb3 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -295,6 +295,11 @@ protected:
KX_ObstacleSimulation* m_obstacleSimulation;
+ /**
+ * Does this scene active the LoD Hysteresis?
+ */
+ bool m_isActivedHysteresis;
+
public:
KX_Scene(class SCA_IInputDevice* keyboarddevice,
class SCA_IInputDevice* mousedevice,
@@ -546,6 +551,10 @@ public:
// Update the mesh for objects based on level of detail settings
void UpdateObjectLods(void);
+
+ // Enable/disable LoD Hysteresis
+ void SetLodHysteresis(bool active);
+ bool IsActivedLodHysteresis();
// Update the activity box settings for objects in this scene, if needed.
void UpdateObjectActivity(void);