Simplify LOD handling, based on suggestions by Samuncle (note that the simplification is on the blender side, the C++ code is more complex)

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@7815 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2011-03-05 20:13:40 +00:00
parent a3f2805aa4
commit 4c4dd50e13

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@ -467,6 +467,13 @@ void Track::convertTrackToBullet(scene::ISceneNode *node)
} // convertTrackToBullet
// ----------------------------------------------------------------------------
bool PairCompare(const std::pair<int, std::string>& i, const std::pair<int, std::string>& j)
{
return (i.first < j.first);
}
/** Loads the main track model (i.e. all other objects contained in the
* scene might use raycast on this track model to determine the actual
* height of the terrain.
@ -522,7 +529,8 @@ bool Track::loadMainTrack(const XMLNode &root)
MeshTools::minMax3D(merged_mesh, &m_aabb_min, &m_aabb_max);
World::getWorld()->getPhysics()->init(m_aabb_min, m_aabb_max);
std::map< std::string, std::vector< std::pair<int, scene::ISceneNode*> > > lod_groups;
std::map< std::string, std::map< int, std::string > > lod_groups;
std::map< std::string, std::vector< const XMLNode* > > lod_instances;
for(unsigned int i=0; i<track_node->getNumNodes(); i++)
{
@ -553,10 +561,24 @@ bool Track::loadMainTrack(const XMLNode &root)
n->get("scale", &scale);
std::string lodgroup;
n->get("lodgroup", &lodgroup);
int detail = -1;
n->get("detail", &detail);
size_t loc = model_name.find("_LOD");
if (loc != std::string::npos)
{
lodgroup = model_name.substr(0, loc);
std::string detail_str = StringUtils::removeExtension(model_name.substr(loc+4));
if (!StringUtils::parseString(detail_str, &detail))
{
lodgroup = "";
fprintf(stderr, "WARNING : invalid level-of-detail model name '%s'\n", model_name.c_str());
}
// else printf("'%s' has lod group '%s' and detail '%i'\n", model_name.c_str(), lodgroup.c_str(), detail);
}
if (tangent)
{
@ -586,6 +608,14 @@ bool Track::loadMainTrack(const XMLNode &root)
std::string debug_name = model_name+" (tangent static track-object)";
scene_node->setName(debug_name.c_str());
#endif
handleAnimatedTextures(scene_node, *n);
m_all_nodes.push_back( scene_node );
}
else if (!lodgroup.empty())
{
lod_groups[lodgroup][detail] = model_name;
lod_instances[lodgroup].push_back(n);
}
else
{
@ -606,35 +636,105 @@ bool Track::loadMainTrack(const XMLNode &root)
std::string debug_name = model_name+" (static track-object)";
scene_node->setName(debug_name.c_str());
#endif
}
handleAnimatedTextures(scene_node, *n);
if (lodgroup.empty())
{
handleAnimatedTextures(scene_node, *n);
m_all_nodes.push_back( scene_node );
}
else
{
lod_groups[lodgroup].push_back( std::pair<int, scene::ISceneNode*>(detail, scene_node) );
}
} // for i
scene::ISceneManager* sm = irr_driver->getSceneManager();
scene::ISceneNode* sroot = sm->getRootSceneNode();
std::map<std::string, std::vector< std::pair<int, scene::ISceneNode*> > >::iterator it;
// ================ Level Of Detail ================
// Creating LOD nodes is more complicated than one might have hoped, on the C++ side;
// but it was done this way to minimize the work needed on the side of the artists
// 1. Sort LOD groups (highest detail first, lowest detail last)
std::map<std::string, std::vector< std::pair<int, std::string> > > sorted_lod_groups;
std::map<std::string, std::map<int, std::string> >::iterator it;
for (it = lod_groups.begin(); it != lod_groups.end(); it++)
{
LODNode* node = new LODNode(sroot, sm, -1);
std::vector< std::pair<int, scene::ISceneNode*> >& nodes = it->second;
for (unsigned int n=0; n<nodes.size(); n++)
std::map<int, std::string>::iterator it2;
for (it2 = it->second.begin(); it2 != it->second.end(); it2++)
{
node->add( nodes[n].first, nodes[n].second, true );
//printf("Copying before sort : (%i) %s is in group %s\n", it2->first, it2->second.c_str(), it->first.c_str());
sorted_lod_groups[it->first].push_back( std::pair<int, std::string>(it2->first, it2->second) );
}
m_all_nodes.push_back( node );
std::sort( sorted_lod_groups[it->first].begin(), sorted_lod_groups[it->first].end(), PairCompare );
//printf("Group '%s' :\n", it->first.c_str());
//for (unsigned int x=0; x<sorted_lod_groups[it->first].size(); x++)
//{
// printf(" - (%i) %s\n", sorted_lod_groups[it->first][x].first, sorted_lod_groups[it->first][x].second.c_str());
//}
}
// 2. Read the XML nodes and instanciate LOD scene nodes where relevant
std::map< std::string, std::vector< const XMLNode* > >::iterator it3;
for (it3 = lod_instances.begin(); it3 != lod_instances.end(); it3++)
{
std::vector< std::pair<int, std::string> >& group = sorted_lod_groups[it3->first];
std::vector< const XMLNode* >& v = it3->second;
for (unsigned int n=0; n<v.size(); n++)
{
const XMLNode* node = v[n];
if(node->getName()!="static-object")
{
fprintf(stderr, "Incorrect tag '%s' used in LOD instance - ignored\n",
node->getName().c_str());
continue;
}
// Only instanciate those at the highest level of detail
model_name="";
node->get("model", &model_name);
if (model_name != sorted_lod_groups[it3->first][0].second) continue;
core::vector3df xyz(0,0,0);
node->get("xyz", &xyz);
core::vector3df hpr(0,0,0);
node->get("hpr", &hpr);
core::vector3df scale(1.0f, 1.0f, 1.0f);
node->get("scale", &scale);
LODNode* lod_node = new LODNode(sroot, sm, -1);
for (unsigned int m=0; m<group.size(); m++)
{
full_path = m_root + "/" + group[m].second;
scene::IAnimatedMesh *a_mesh = irr_driver->getAnimatedMesh(full_path);
if(!a_mesh)
{
fprintf(stderr, "Warning: object model '%s' not found, ignored.\n",
full_path.c_str());
continue;
}
m_all_meshes.push_back(a_mesh);
scene::IAnimatedMeshSceneNode* scene_node = irr_driver->addAnimatedMesh(a_mesh);
scene_node->setPosition(xyz);
scene_node->setRotation(hpr);
scene_node->setScale(scale);
lod_node->add( group[m].first, scene_node, true );
}
m_all_nodes.push_back( lod_node );
#ifdef DEBUG
std::string debug_name = model_name+" (LOD track-object)";
lod_node->setName(debug_name.c_str());
#endif
handleAnimatedTextures(lod_node, *node);
m_all_nodes.push_back( lod_node );
}
}
// =================================================
// This will (at this stage) only convert the main track model.
for(unsigned int i=0; i<m_all_nodes.size(); i++)
{