diff options
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 42 |
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); } } |