1b5fa74e39
Add scene side discrete level of detail. New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
73 lines
3 KiB
C++
73 lines
3 KiB
C++
/**************************************************************************/
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/* lod.h */
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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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#ifndef LOD_H
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#define LOD_H
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#include "spatial.h"
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class LOD : public Spatial {
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GDCLASS(LOD, Spatial);
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struct LODChild {
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float distance;
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int32_t child_id;
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};
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struct Data {
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LocalVector<LODChild> lod_children;
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int32_t current_lod_child = 0;
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float hysteresis = 1.0f;
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int32_t queue_id = 0;
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const Spatial *current_lod_node = nullptr;
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bool registered = false;
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} data;
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friend class LODManager;
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bool _lod_update(float p_camera_dist_squared);
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void _lod_pre_save();
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void _update_child_distances();
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void _lod_register();
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void _lod_unregister();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_hysteresis(real_t p_distance);
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real_t get_hysteresis() const { return data.hysteresis; }
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void set_lod_priority(int p_priority);
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int get_lod_priority() const { return data.queue_id; }
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};
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#endif // LOD_H
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