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
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@@ -92,6 +92,8 @@ KX_GameObject::KX_GameObject(
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m_bDyna(false),
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m_layer(0),
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m_currentLodLevel(0),
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m_previousLodLevel(0),
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m_lodHysteresis(0),
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m_pBlenderObject(NULL),
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m_pBlenderGroupObject(NULL),
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m_bSuspendDynamics(false),
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@@ -784,6 +786,11 @@ void KX_GameObject::AddLodMesh(RAS_MeshObject* mesh)
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m_lodmeshes.push_back(mesh);
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}
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void KX_GameObject::SetLodHysteresisValue(int hysteresis)
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{
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m_lodHysteresis = hysteresis;
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}
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void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos)
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{
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// Handle dupligroups
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@@ -804,14 +811,47 @@ void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos)
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int level = 0;
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Object *bob = this->GetBlenderObject();
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LodLevel *lod = (LodLevel*) bob->lodlevels.first;
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KX_Scene *sce = this->GetScene();
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for (; lod; lod = lod->next, level++) {
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if (!lod->source || lod->source->type != OB_MESH) level--;
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if (!lod->next || lod->next->distance * lod->next->distance > distance2) break;
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if (!lod->next) break;
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if (level == (this->m_previousLodLevel) || (level == (this->m_previousLodLevel + 1))) {
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short hysteresis = 0;
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if (sce->IsActivedLodHysteresis()) {
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// if exists, LoD level hysteresis will override scene hysteresis
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if (lod->next->flags & OB_LOD_USE_HYST) {
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hysteresis = lod->next->obhysteresis;
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}
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else if (this->m_lodHysteresis != 0) {
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hysteresis = m_lodHysteresis;
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}
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}
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float hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
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if ((lod->next->distance + hystvariance) * (lod->next->distance + hystvariance) > distance2)
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break;
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}
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else if (level == (this->m_previousLodLevel - 1)) {
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short hysteresis = 0;
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if (sce->IsActivedLodHysteresis()) {
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// if exists, LoD level hysteresis will override scene hysteresis
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if (lod->next->flags & OB_LOD_USE_HYST) {
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hysteresis = lod->next->obhysteresis;
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}
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else if (this->m_lodHysteresis != 0) {
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hysteresis = m_lodHysteresis;
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}
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}
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float hystvariance = MT_abs(lod->next->distance - lod->distance) * hysteresis / 100;
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if ((lod->next->distance - hystvariance) * (lod->next->distance - hystvariance) > distance2)
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break;
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}
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}
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RAS_MeshObject *mesh = this->m_lodmeshes[level];
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this->m_currentLodLevel = level;
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if (mesh != this->m_meshes[0]) {
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this->m_previousLodLevel = level;
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this->GetScene()->ReplaceMesh(this, mesh, true, false);
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}
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}
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