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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
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')
-rw-r--r--source/blender/blenkernel/intern/object.c2
-rw-r--r--source/blender/blenkernel/intern/scene.c3
-rw-r--r--source/blender/blenloader/intern/versioning_270.c18
-rw-r--r--source/blender/blenloader/intern/versioning_defaults.c3
-rw-r--r--source/blender/makesdna/DNA_object_types.h4
-rw-r--r--source/blender/makesdna/DNA_scene_types.h10
-rw-r--r--source/blender/makesrna/intern/rna_object.c13
-rw-r--r--source/blender/makesrna/intern/rna_scene.c14
-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
13 files changed, 141 insertions, 4 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 08a74d0c6cd..174fb38aada 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -1098,10 +1098,12 @@ void BKE_object_lod_add(Object *ob)
BLI_addtail(&ob->lodlevels, base);
base->flags = OB_LOD_USE_MESH | OB_LOD_USE_MAT;
base->source = ob;
+ base->obhysteresis = 10;
last = ob->currentlod = base;
}
lod->distance = last->distance + 25.0f;
+ lod->obhysteresis = 10;
lod->flags = OB_LOD_USE_MESH | OB_LOD_USE_MAT;
BLI_addtail(&ob->lodlevels, lod);
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index c28d741d7ec..d2c3f473e11 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -677,6 +677,9 @@ Scene *BKE_scene_add(Main *bmain, const char *name)
sce->gm.recastData.detailsampledist = 6.0f;
sce->gm.recastData.detailsamplemaxerror = 1.0f;
+ sce->gm.lodflag = SCE_LOD_USE_HYST;
+ sce->gm.scehysteresis = 10;
+
sce->gm.exitkey = 218; // Blender key code for ESC
sound_create_scene(sce);
diff --git a/source/blender/blenloader/intern/versioning_270.c b/source/blender/blenloader/intern/versioning_270.c
index adf5f93ae16..0853c93750c 100644
--- a/source/blender/blenloader/intern/versioning_270.c
+++ b/source/blender/blenloader/intern/versioning_270.c
@@ -654,5 +654,23 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
+
+ /* hysteresis setted to 10% but not actived */
+ if (!DNA_struct_elem_find(fd->filesdna, "LodLevel", "int", "obhysteresis")) {
+ Object* ob;
+ for (ob = main->object.first; ob; ob = ob->id.next) {
+ LodLevel *level;
+ for (level = ob->lodlevels.first; level; level = level->next) {
+ level->obhysteresis = 10;
+ }
+ }
+ }
+
+ if (!DNA_struct_elem_find(fd->filesdna, "GameData", "int", "scehysteresis")) {
+ Scene *scene;
+ for (scene = main->scene.first; scene; scene = scene->id.next) {
+ scene->gm.scehysteresis = 10;
+ }
+ }
}
}
diff --git a/source/blender/blenloader/intern/versioning_defaults.c b/source/blender/blenloader/intern/versioning_defaults.c
index 4c7b011097b..d320b305c06 100644
--- a/source/blender/blenloader/intern/versioning_defaults.c
+++ b/source/blender/blenloader/intern/versioning_defaults.c
@@ -92,6 +92,9 @@ void BLO_update_defaults_startup_blend(Main *bmain)
sculpt->detail_size = 12;
}
}
+
+ scene->gm.lodflag |= SCE_LOD_USE_HYST;
+ scene->gm.scehysteresis = 10;
}
for (linestyle = bmain->linestyle.first; linestyle; linestyle = linestyle->id.next) {
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 2699bb5f22f..4cb979c57b7 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -109,7 +109,8 @@ typedef struct LodLevel {
struct LodLevel *next, *prev;
struct Object *source;
int flags;
- float distance;
+ float distance, pad;
+ int obhysteresis;
} LodLevel;
typedef struct Object {
@@ -484,6 +485,7 @@ enum {
enum {
OB_LOD_USE_MESH = 1 << 0,
OB_LOD_USE_MAT = 1 << 1,
+ OB_LOD_USE_HYST = 1 << 2,
};
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 0eae50a2562..ac0803d494c 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -718,7 +718,12 @@ typedef struct GameData {
short obstacleSimulation;
short raster_storage;
float levelHeight;
- float deactivationtime, lineardeactthreshold, angulardeactthreshold, pad2;
+ float deactivationtime, lineardeactthreshold, angulardeactthreshold;
+
+ /* Scene LoD */
+ short lodflag, pad2;
+ int scehysteresis, pad5;
+
} GameData;
#define STEREO_NOSTEREO 1
@@ -791,6 +796,9 @@ enum {
#pragma GCC poison GAME_MAT_TEXFACE
#endif
+/* GameData.lodflag */
+#define SCE_LOD_USE_HYST (1 << 0)
+
/* UV Paint */
#define UV_SCULPT_LOCK_BORDERS 1
#define UV_SCULPT_ALL_ISLANDS 2
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index d8aa659b68e..a49388866a6 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -2089,6 +2089,14 @@ static void rna_def_object_lodlevel(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Distance", "Distance to begin using this level of detail");
RNA_def_property_update(prop, NC_OBJECT | ND_LOD, "rna_Object_lod_distance_update");
+ prop = RNA_def_property(srna, "object_hysteresis_percentage", PROP_INT, PROP_PERCENTAGE);
+ RNA_def_property_int_sdna(prop, NULL, "obhysteresis");
+ RNA_def_property_range(prop, 0, 100);
+ RNA_def_property_ui_range(prop, 0, 100, 10, 1);
+ RNA_def_property_ui_text(prop, "Hysteresis %", "Minimum distance change required to transition to the previous"
+ " level of detail");
+ RNA_def_property_update(prop, NC_OBJECT | ND_LOD, NULL);
+
prop = RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "source");
RNA_def_property_struct_type(prop, "Object");
@@ -2107,6 +2115,11 @@ static void rna_def_object_lodlevel(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Use Material", "Use the material from this object at this level of detail");
RNA_def_property_ui_icon(prop, ICON_MATERIAL, 0);
RNA_def_property_update(prop, NC_OBJECT | ND_LOD, NULL);
+
+ prop = RNA_def_property(srna, "use_object_hysteresis", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flags", OB_LOD_USE_HYST);
+ RNA_def_property_ui_text(prop, "Hysteresis Override", "Override LoD Hysteresis scene setting for this Lod Level");
+ RNA_def_property_update(prop, NC_OBJECT | ND_LOD, NULL);
}
diff --git a/source/blender/makesrna/intern/rna_scene.c b/source/blender/makesrna/intern/rna_scene.c
index 2e941487e98..a0a0eedcfed 100644
--- a/source/blender/makesrna/intern/rna_scene.c
+++ b/source/blender/makesrna/intern/rna_scene.c
@@ -3886,6 +3886,20 @@ static void rna_def_scene_game_data(BlenderRNA *brna)
/* Nestled Data */
rna_def_scene_game_recast_data(brna);
+
+ /* LoD */
+ prop = RNA_def_property(srna, "use_scene_hysteresis", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "lodflag", SCE_LOD_USE_HYST);
+ RNA_def_property_ui_text(prop, "Hysteresis", "Use LoD Hysteresis setting for the scene");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
+
+ prop = RNA_def_property(srna, "scene_hysteresis_percentage", PROP_INT, PROP_PERCENTAGE);
+ RNA_def_property_int_sdna(prop, NULL, "scehysteresis");
+ RNA_def_property_range(prop, 0, 100);
+ RNA_def_property_ui_range(prop, 0, 100, 10, 1);
+ RNA_def_property_ui_text(prop, "Hysteresis %", "Minimum distance change required to transition to the previous"
+ " level of detail");
+ RNA_def_property_update(prop, NC_SCENE, NULL);
}
static void rna_def_gpu_dof_fx(BlenderRNA *brna)
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);