/*************************************************************************/ /* lod.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "lod.h" #include "core/config/engine.h" #include "scene/3d/visual_instance.h" #include "scene/resources/world_3d.h" void LOD::_lod_register() { if (!data.registered) { Ref world = get_world_3d(); ERR_FAIL_COND(!world.is_valid()); world->_register_lod(this, data.queue_id); data.registered = true; } } void LOD::_lod_unregister() { if (data.registered) { Ref world = get_world_3d(); ERR_FAIL_COND(!world.is_valid()); world->_unregister_lod(this, data.queue_id); data.registered = false; } } void LOD::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (is_visible_in_tree()) { _lod_register(); } } break; case NOTIFICATION_EXIT_TREE: { if (is_visible_in_tree()) { _lod_unregister(); } } break; case NOTIFICATION_VISIBILITY_CHANGED: { if (is_inside_tree()) { if (is_visible_in_tree()) { _lod_register(); } else { _lod_unregister(); } } } break; default: break; } } void LOD::_bind_methods() { ClassDB::bind_method(D_METHOD("set_hysteresis", "distance"), &LOD::set_hysteresis); ClassDB::bind_method(D_METHOD("get_hysteresis"), &LOD::get_hysteresis); ADD_PROPERTY(PropertyInfo(Variant::REAL, "hysteresis", PROPERTY_HINT_RANGE, "0,1024,0.01,or_greater"), "set_hysteresis", "get_hysteresis"); ClassDB::bind_method(D_METHOD("set_lod_priority", "priority"), &LOD::set_lod_priority); ClassDB::bind_method(D_METHOD("get_lod_priority"), &LOD::get_lod_priority); ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_priority", PROPERTY_HINT_RANGE, "0,4"), "set_lod_priority", "get_lod_priority"); } void LOD::set_hysteresis(real_t p_distance) { data.hysteresis = CLAMP((float)p_distance, 0.0f, 100000.0f); } void LOD::set_lod_priority(int p_priority) { // We are just using priority as a user facing // description. Internally we use queues. int queue_id = CLAMP(p_priority, 0, 4); if (queue_id == data.queue_id) { return; } if (is_inside_tree()) { // If already in the world, we must remove the LOD // and re-add in a different queue. Ref world = get_world_3d(); ERR_FAIL_COND(!world.is_valid()); world->_unregister_lod(this, data.queue_id); data.queue_id = queue_id; world->_register_lod(this, data.queue_id); } else { data.queue_id = queue_id; } } void LOD::_lod_pre_save() { // The pre-save is primarily for the editor, // to ensure that saved scenes do not have unnecessary // diffs because of changes to which LOD child is active. // We standardize on just showing the first child in saved scenes. _update_child_distances(); int32_t num_lods = data.lod_children.size(); // Make first visible, and all others invisible. data.current_lod_child = 0; for (int32_t n = 0; n < num_lods; n++) { uint32_t child_id = data.lod_children[n].child_id; Spatial *child = Object::cast_to(get_child(child_id)); if (child) { child->set_visible(n == data.current_lod_child); } } } // Returns whether a visibility change was triggered. bool LOD::_lod_update(float p_camera_dist_squared) { // This should later be done as a one-off, as // this is expensive. _update_child_distances(); int32_t num_lods = data.lod_children.size(); // LOD node has no valid children to update. if (!num_lods) { return false; } data.current_lod_child = MIN(data.current_lod_child, num_lods - 1); int32_t curr = data.current_lod_child; float dist = Math::sqrt(p_camera_dist_squared); bool changed = true; while (changed) { changed = false; if ((curr < num_lods - 1) && (dist >= (data.lod_children[curr + 1].distance) + data.hysteresis)) { // Lower detail. curr += 1; changed = true; } if (curr && (dist < data.lod_children[curr].distance)) { // Increase detail. curr -= 1; changed = true; } } // No change? if ((curr == data.current_lod_child) && (data.current_lod_node == get_child(data.lod_children[curr].child_id))) { return false; } data.current_lod_child = curr; // Make current visible, and all others invisible. for (int32_t n = 0; n < num_lods; n++) { uint32_t child_id = data.lod_children[n].child_id; Spatial *child = Object::cast_to(get_child(child_id)); if (child) { child->set_visible(n == curr); if (n == curr) { data.current_lod_node = child; } } } return true; } void LOD::_update_child_distances() { // Reserve enough space for all children, assuming they are all valid. LODChild *lod_children = (LODChild *)alloca(sizeof(LODChild) * get_child_count()); // Reset prior to loop. float total_dist = 0.0f; uint32_t valid_count = 0; #ifdef TOOLS_ENABLED bool is_editor = Engine::get_singleton()->is_editor_hint(); uint32_t visible_count = 0; #endif // Check every possible node child, not all will be valid lod children. for (int32_t n = 0; n < get_child_count(); n++) { // Destination for a valid child. LODChild &lod_child = lod_children[valid_count]; const Spatial *child = Object::cast_to(get_child(n)); if (child) { // Fill the data. lod_child.distance = total_dist; lod_child.child_id = n; // Keep running total of the distance range used by each lod child. total_dist += child->get_lod_range(); #ifdef TOOLS_ENABLED if (is_editor && child->is_visible()) { visible_count++; } #endif valid_count++; } } // Size the actual vector, and copy data across. data.lod_children.resize(valid_count); if (valid_count) { memcpy(&data.lod_children[0], lod_children, valid_count * sizeof(LODChild)); } #ifdef TOOLS_ENABLED // Something external has changed the visibilities of the children, // such as the editor. if (is_editor && visible_count != 1) { // Force the current child to reset. data.current_lod_child = -1; } #endif }