251 lines
7.8 KiB
C++
251 lines
7.8 KiB
C++
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/**************************************************************************/
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/* lod.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "lod.h"
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#include "core/engine.h"
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#include "scene/3d/visual_instance.h"
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void LOD::_lod_register() {
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if (!data.registered) {
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Ref<World> world = get_world();
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ERR_FAIL_COND(!world.is_valid());
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world->_register_lod(this, data.queue_id);
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data.registered = true;
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}
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}
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void LOD::_lod_unregister() {
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if (data.registered) {
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Ref<World> world = get_world();
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ERR_FAIL_COND(!world.is_valid());
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world->_unregister_lod(this, data.queue_id);
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data.registered = false;
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}
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}
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void LOD::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (is_visible_in_tree()) {
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_lod_register();
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (is_visible_in_tree()) {
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_lod_unregister();
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}
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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if (is_inside_tree()) {
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if (is_visible_in_tree()) {
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_lod_register();
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} else {
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_lod_unregister();
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}
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}
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} break;
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default:
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break;
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}
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}
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void LOD::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_hysteresis", "distance"), &LOD::set_hysteresis);
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ClassDB::bind_method(D_METHOD("get_hysteresis"), &LOD::get_hysteresis);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "hysteresis", PROPERTY_HINT_RANGE, "0,1024,0.01,or_greater"), "set_hysteresis", "get_hysteresis");
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ClassDB::bind_method(D_METHOD("set_lod_priority", "priority"), &LOD::set_lod_priority);
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ClassDB::bind_method(D_METHOD("get_lod_priority"), &LOD::get_lod_priority);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_priority", PROPERTY_HINT_RANGE, "0,4"), "set_lod_priority", "get_lod_priority");
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}
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void LOD::set_hysteresis(real_t p_distance) {
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data.hysteresis = CLAMP((float)p_distance, 0.0f, 100000.0f);
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}
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void LOD::set_lod_priority(int p_priority) {
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// We are just using priority as a user facing
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// description. Internally we use queues.
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int queue_id = CLAMP(p_priority, 0, 4);
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if (queue_id == data.queue_id) {
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return;
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}
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if (is_inside_tree()) {
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// If already in the world, we must remove the LOD
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// and re-add in a different queue.
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Ref<World> world = get_world();
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ERR_FAIL_COND(!world.is_valid());
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world->_unregister_lod(this, data.queue_id);
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data.queue_id = queue_id;
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world->_register_lod(this, data.queue_id);
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} else {
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data.queue_id = queue_id;
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}
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}
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void LOD::_lod_pre_save() {
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// The pre-save is primarily for the editor,
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// to ensure that saved scenes do not have unnecessary
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// diffs because of changes to which LOD child is active.
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// We standardize on just showing the first child in saved scenes.
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_update_child_distances();
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int32_t num_lods = data.lod_children.size();
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// Make first visible, and all others invisible.
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data.current_lod_child = 0;
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for (int32_t n = 0; n < num_lods; n++) {
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uint32_t child_id = data.lod_children[n].child_id;
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Spatial *child = Object::cast_to<Spatial>(get_child(child_id));
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if (child) {
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child->set_visible(n == data.current_lod_child);
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}
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}
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}
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// Returns whether a visibility change was triggered.
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bool LOD::_lod_update(float p_camera_dist_squared) {
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// This should later be done as a one-off, as
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// this is expensive.
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_update_child_distances();
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int32_t num_lods = data.lod_children.size();
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// LOD node has no valid children to update.
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if (!num_lods) {
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return false;
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}
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data.current_lod_child = MIN(data.current_lod_child, num_lods - 1);
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int32_t curr = data.current_lod_child;
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float dist = Math::sqrt(p_camera_dist_squared);
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bool changed = true;
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while (changed) {
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changed = false;
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if ((curr < num_lods - 1) && (dist >= (data.lod_children[curr + 1].distance) + data.hysteresis)) {
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// Lower detail.
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curr += 1;
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changed = true;
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}
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if (curr && (dist < data.lod_children[curr].distance)) {
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// Increase detail.
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curr -= 1;
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changed = true;
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}
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}
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// No change?
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if ((curr == data.current_lod_child) && (data.current_lod_node == get_child(data.lod_children[curr].child_id))) {
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return false;
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}
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data.current_lod_child = curr;
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// Make current visible, and all others invisible.
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for (int32_t n = 0; n < num_lods; n++) {
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uint32_t child_id = data.lod_children[n].child_id;
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Spatial *child = Object::cast_to<Spatial>(get_child(child_id));
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if (child) {
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child->set_visible(n == curr);
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if (n == curr) {
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data.current_lod_node = child;
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}
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}
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}
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return true;
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}
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void LOD::_update_child_distances() {
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// Reserve enough space for all children, assuming they are all valid.
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LODChild *lod_children = (LODChild *)alloca(sizeof(LODChild) * get_child_count());
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// Reset prior to loop.
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float total_dist = 0.0f;
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uint32_t valid_count = 0;
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#ifdef TOOLS_ENABLED
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bool is_editor = Engine::get_singleton()->is_editor_hint();
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uint32_t visible_count = 0;
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#endif
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// Check every possible node child, not all will be valid lod children.
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for (int32_t n = 0; n < get_child_count(); n++) {
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// Destination for a valid child.
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LODChild &lod_child = lod_children[valid_count];
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const Spatial *child = Object::cast_to<Spatial>(get_child(n));
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if (child) {
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// Fill the data.
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lod_child.distance = total_dist;
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lod_child.child_id = n;
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// Keep running total of the distance range used by each lod child.
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total_dist += child->get_lod_range();
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#ifdef TOOLS_ENABLED
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if (is_editor && child->is_visible()) {
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visible_count++;
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}
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#endif
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valid_count++;
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}
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}
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// Size the actual vector, and copy data across.
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data.lod_children.resize(valid_count);
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if (valid_count) {
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memcpy(&data.lod_children[0], lod_children, valid_count * sizeof(LODChild));
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}
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#ifdef TOOLS_ENABLED
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// Something external has changed the visibilities of the children,
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// such as the editor.
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if (is_editor && visible_count != 1) {
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// Force the current child to reset.
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data.current_lod_child = -1;
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}
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#endif
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}
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