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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);
}
}