pandemonium_engine/scene/3d/lod.h
lawnjelly 909acac329 Discrete Level of Detail
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.
2024-04-06 12:06:01 +02:00

74 lines
3.0 KiB
C++

/**************************************************************************/
/* lod.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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, */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef LOD_H
#define LOD_H
#include "scene/main/spatial.h"
class LOD : public Spatial {
GDCLASS(LOD, Spatial);
struct LODChild {
float distance;
int32_t child_id;
};
struct Data {
LocalVector<LODChild> lod_children;
int32_t current_lod_child = 0;
float hysteresis = 1.0f;
int32_t queue_id = 0;
const Spatial *current_lod_node = nullptr;
bool registered = false;
} data;
friend class LODManager;
bool _lod_update(float p_camera_dist_squared);
void _lod_pre_save();
void _update_child_distances();
void _lod_register();
void _lod_unregister();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_hysteresis(real_t p_distance);
real_t get_hysteresis() const { return data.hysteresis; }
void set_lod_priority(int p_priority);
int get_lod_priority() const { return data.queue_id; }
};
#endif // LOD_H