BGE: Code Cleanup: LOD hysteresis calculation
* Cleanup duplicated code. * Remove unnecessary "this->" Reviewers: kupoman, lordloki Reviewed By: kupoman, lordloki Differential Revision: https://developer.blender.org/D1293
This commit is contained in:
@@ -806,68 +806,74 @@ void KX_GameObject::AddLodMesh(RAS_MeshObject* mesh)
|
||||
m_lodmeshes.push_back(mesh);
|
||||
}
|
||||
|
||||
|
||||
static float calcHysteresis(KX_Scene *kxscene, LodLevel *lod)
|
||||
{
|
||||
float hystvariance = 0.0f;
|
||||
|
||||
if (!kxscene->IsActivedLodHysteresis())
|
||||
return hystvariance;
|
||||
|
||||
short hysteresis = 0;
|
||||
// if exists, LoD level hysteresis will override scene hysteresis
|
||||
if (lod->next->flags & OB_LOD_USE_HYST)
|
||||
hysteresis = lod->next->obhysteresis;
|
||||
else
|
||||
hysteresis = kxscene->GetLodHysteresisValue();
|
||||
|
||||
return hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
|
||||
}
|
||||
|
||||
void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos)
|
||||
{
|
||||
// Handle dupligroups
|
||||
if (this->m_pInstanceObjects) {
|
||||
KX_GameObject * instob;
|
||||
int count = this->m_pInstanceObjects->GetCount();
|
||||
if (m_pInstanceObjects) {
|
||||
KX_GameObject *instob;
|
||||
int count = m_pInstanceObjects->GetCount();
|
||||
for (int i = 0; i < count; i++) {
|
||||
instob = (KX_GameObject*)this->m_pInstanceObjects->GetValue(i);
|
||||
instob = (KX_GameObject*)m_pInstanceObjects->GetValue(i);
|
||||
instob->UpdateLod(cam_pos);
|
||||
}
|
||||
}
|
||||
|
||||
if (this->m_lodmeshes.empty()) return;
|
||||
if (m_lodmeshes.empty())
|
||||
return;
|
||||
|
||||
MT_Vector3 delta = this->NodeGetWorldPosition() - cam_pos;
|
||||
MT_Vector3 delta = NodeGetWorldPosition() - cam_pos;
|
||||
float distance2 = delta.length2();
|
||||
|
||||
int level = 0;
|
||||
Object *bob = this->GetBlenderObject();
|
||||
LodLevel *lod = (LodLevel*) bob->lodlevels.first;
|
||||
KX_Scene *kxscene = this->GetScene();
|
||||
float hystvariance = 0.0f;
|
||||
Object *bob = GetBlenderObject();
|
||||
LodLevel *lod = (LodLevel *)bob->lodlevels.first;
|
||||
KX_Scene *kxscene = GetScene();
|
||||
|
||||
for (; lod; lod = lod->next, level++) {
|
||||
if (!lod->source || lod->source->type != OB_MESH) level--;
|
||||
if (!lod->next) break;
|
||||
if (level == (this->m_previousLodLevel) || (level == (this->m_previousLodLevel + 1))) {
|
||||
short hysteresis = 0;
|
||||
if (kxscene->IsActivedLodHysteresis()) {
|
||||
// if exists, LoD level hysteresis will override scene hysteresis
|
||||
if (lod->next->flags & OB_LOD_USE_HYST) {
|
||||
hysteresis = lod->next->obhysteresis;
|
||||
}
|
||||
else {
|
||||
hysteresis = kxscene->GetLodHysteresisValue();
|
||||
}
|
||||
}
|
||||
float hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
|
||||
if ((lod->next->distance + hystvariance) * (lod->next->distance + hystvariance) > distance2)
|
||||
if (!lod->source || lod->source->type != OB_MESH)
|
||||
level--;
|
||||
|
||||
if (!lod->next)
|
||||
break;
|
||||
|
||||
if (level == m_previousLodLevel || level == (m_previousLodLevel + 1)) {
|
||||
hystvariance = calcHysteresis(kxscene, lod);
|
||||
float newdistance = lod->next->distance + hystvariance;
|
||||
if (newdistance * newdistance > distance2)
|
||||
break;
|
||||
}
|
||||
else if (level == (this->m_previousLodLevel - 1)) {
|
||||
short hysteresis = 0;
|
||||
if (kxscene->IsActivedLodHysteresis()) {
|
||||
// if exists, LoD level hysteresis will override scene hysteresis
|
||||
if (lod->next->flags & OB_LOD_USE_HYST) {
|
||||
hysteresis = lod->next->obhysteresis;
|
||||
}
|
||||
else {
|
||||
hysteresis = kxscene->GetLodHysteresisValue();
|
||||
}
|
||||
}
|
||||
float hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
|
||||
if ((lod->next->distance - hystvariance) * (lod->next->distance - hystvariance) > distance2)
|
||||
else if (level == (m_previousLodLevel - 1)) {
|
||||
hystvariance = calcHysteresis(kxscene, lod);
|
||||
float newdistance = lod->next->distance - hystvariance;
|
||||
if (newdistance * newdistance > 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);
|
||||
RAS_MeshObject *mesh = m_lodmeshes[level];
|
||||
m_currentLodLevel = level;
|
||||
if (mesh != m_meshes[0]) {
|
||||
m_previousLodLevel = level;
|
||||
GetScene()->ReplaceMesh(this, mesh, true, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user