Add base to compute lod level automatically

This commit is contained in:
samuncle 2019-02-28 00:23:27 +01:00
parent 0b6e153111
commit bf6e81b97d
2 changed files with 30 additions and 2 deletions

View File

@ -177,6 +177,7 @@ void LODNode::OnRegisterSceneNode()
m_nodes[0]->getType() == scene::ESNT_ANIMATED_MESH) &&
now > m_last_tick)
{
printf("Hi, we are in level mode one :p\n\n");
if (m_previous_visibility == WAS_HIDDEN && shown)
{
scene::IMesh* mesh;
@ -251,13 +252,37 @@ void LODNode::OnRegisterSceneNode()
void LODNode::add(int level, scene::ISceneNode* node, bool reparent)
{
// Dynamic auto computation of LoD level
printf("Autocomputation of LoD level: >%s<\n ---- \n", node->getName());
Box = node->getBoundingBox();
float volume = Box.getVolume();
float max_draw = 0.0;
if (volume < 2.0)
{
max_draw = (volume * 1.3) + 50.0;
}
else
{
max_draw = (volume * 0.05) + 100;
}
int level2 = (int) max_draw * (m_detail.size() + 1) * 0.3;
printf("Volume: %f\n", max_draw);
printf("Level: %d\n", level);
printf("Level2: %d\n", level2);
// samuncle suggested to put a slight randomisation in LOD
// I'm not convinced (Auria) but he's the artist pro, so I listen ;P
// The last level should not be randomized because after that the object disappears,
// and the location is disapparition needs to be deterministic
if (m_detail.size() > 0)
{
assert(m_detail.back()<level*level);
assert(m_detail.back()<level2*level2);
m_detail[m_detail.size() - 1] += (int)(((rand()%1000)-500)/500.0f*(m_detail[m_detail.size() - 1]*0.2f));
}
@ -266,7 +291,7 @@ void LODNode::add(int level, scene::ISceneNode* node, bool reparent)
node->grab();
node->remove();
node->setPosition(core::vector3df(0,0,0));
m_detail.push_back(level*level);
m_detail.push_back(level2*level2);
m_nodes.push_back(node);
m_nodes_set.insert(node);
node->setParent(this);

View File

@ -62,6 +62,9 @@ private:
* m_forced_lod is >=0, only this level is be used. */
int m_forced_lod;
// Volume of the bounding box (for autoLOD computation)
int m_volume;
enum PreviousVisibility
{
FIRST_PASS,