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author | jfons <joan.fonssanchez@gmail.com> | 2021-05-09 18:23:20 +0200 |
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committer | jfons <joan.fonssanchez@gmail.com> | 2021-06-14 12:17:11 +0200 |
commit | 3a53ae5d9fe3d8b3dcc686c6a32510e0fe53b19e (patch) | |
tree | f4201a9212a4d10309af2067899d0935ee86cd5f /scene/3d/visual_instance_3d.h | |
parent | 12e0f10c74e9619262f1edcfdc1840432ada0565 (diff) | |
download | redot-engine-3a53ae5d9fe3d8b3dcc686c6a32510e0fe53b19e.tar.gz |
Implement visibility range and dependencies.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.
Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.
This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).
Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.
Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
Diffstat (limited to 'scene/3d/visual_instance_3d.h')
-rw-r--r-- | scene/3d/visual_instance_3d.h | 30 |
1 files changed, 18 insertions, 12 deletions
diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h index 68d29ef81e..2d5699859b 100644 --- a/scene/3d/visual_instance_3d.h +++ b/scene/3d/visual_instance_3d.h @@ -107,10 +107,13 @@ public: private: ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON; Ref<Material> material_override; - float lod_min_distance = 0.0; - float lod_max_distance = 0.0; - float lod_min_hysteresis = 0.0; - float lod_max_hysteresis = 0.0; + + float visibility_range_begin = 0.0; + float visibility_range_end = 0.0; + float visibility_range_begin_margin = 0.0; + float visibility_range_end_margin = 0.0; + + Vector<NodePath> visibility_range_children; float lod_bias = 1.0; @@ -136,17 +139,20 @@ public: void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting); ShadowCastingSetting get_cast_shadows_setting() const; - void set_lod_min_distance(float p_dist); - float get_lod_min_distance() const; + void set_visibility_range_begin(float p_dist); + float get_visibility_range_begin() const; + + void set_visibility_range_end(float p_dist); + float get_visibility_range_end() const; - void set_lod_max_distance(float p_dist); - float get_lod_max_distance() const; + void set_visibility_range_begin_margin(float p_dist); + float get_visibility_range_begin_margin() const; - void set_lod_min_hysteresis(float p_dist); - float get_lod_min_hysteresis() const; + void set_visibility_range_end_margin(float p_dist); + float get_visibility_range_end_margin() const; - void set_lod_max_hysteresis(float p_dist); - float get_lod_max_hysteresis() const; + void set_visibility_range_parent(const Node *p_parent); + void clear_visibility_range_parent(); void set_material_override(const Ref<Material> &p_material); Ref<Material> get_material_override() const; |