[1069] | 1 | /*==========================================================================
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| 2 | * (C) 2006 Universitat Jaume I
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| 3 | *==========================================================================
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| 4 | * PROYECT: GAME TOOLS
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| 5 | *==========================================================================
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| 6 | * CONTENT:
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| 7 | *
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| 8 | *
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| 9 | * @file GeoLodManager.cpp
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| 10 | *===========================================================================*/
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| 11 |
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| 12 | #include "GeoLodManager.h"
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| 13 | #include "GeoLodObject.h"
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[1526] | 14 | #include "VertexData.h"
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| 15 | #include <ntls.h>
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| 16 | #include <map>
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| 17 |
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| 18 | using namespace Geometry;
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| 19 |
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| 20 | //#define MINIMUM_VALID_LOD_SIMILARITY 0.1f
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| 21 |
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| 22 |
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[1069] | 23 | namespace Geometry
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| 24 | {
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[1526] | 25 | class lodobj_node_t : public Moveable<lodobj_node_t>
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| 26 | {
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| 27 | public:
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| 28 | lodobj_node_t(const std::string &nam, float dist, LodObject *o):dist2cam(dist),lodobj(o),name(nam){ must_recalculate_distance=false; to_update=0; master=NULL; lodfactor=o->GetCurrentLodFactor(); precalpos=-1; }
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| 29 | lodobj_node_t(const lodobj_node_t &n){ operator=(n); }
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| 30 | float dist2cam;
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| 31 | LodObject *lodobj;
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| 32 | bool must_recalculate_distance;
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| 33 | uint32 to_update;
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| 34 | bool operator < (const lodobj_node_t &o) const { return (dist2cam < o.dist2cam); }
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| 35 | void operator = (const lodobj_node_t &n){ dist2cam=n.dist2cam; lodobj=n.lodobj; must_recalculate_distance=n.must_recalculate_distance; master=n.master; lodfactor=n.lodfactor; precalpos=-1; name=n.name; }
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[1309] | 36 |
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[1526] | 37 | lodobj_node_t * master;
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| 38 | VectorMap<uint32,lodobj_node_t*> disciples;
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| 39 | float lodfactor; // virtual lod factor (the lodfactor it seems, not its real internal lodfactor)
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| 40 | int precalpos;
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| 41 | std::string name;
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| 42 | };
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[1309] | 43 |
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[1526] | 44 | class NodeContainer
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[1069] | 45 | {
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| 46 | public:
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[1526] | 47 | Vector<lodobj_node_t> lodobj_dists;
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| 48 | std::map<uint32,Geometry::Vector3> lodobj_pos; // map key: LodObject UniqueID for efficient ID-based finding
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| 49 | Vector3 camera_pos;
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| 50 |
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| 51 | int num_lod_sim;
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| 52 |
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| 53 | NodeContainer(const Geometry::Vector3 &campos)
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| 54 | :camera_pos(campos){
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| 55 | }
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| 56 |
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| 57 | ~NodeContainer(void){
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| 58 | for (VectorMap<std::string,lodobj_node_t**>::Iterator it = precalculated_lods.Begin();
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| 59 | it != precalculated_lods.End(); it ++)
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| 60 | {
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| 61 | lodobj_node_t **nodes = *it;
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| 62 | delete[] nodes;
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| 63 | }
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| 64 | }
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| 65 |
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| 66 | void RecalculateDist(lodobj_node_t & node){
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| 67 | std::map<uint32,Vector3>::iterator posit = lodobj_pos.find(node.lodobj->GetUniqueID());
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| 68 | assert(posit!=lodobj_pos.end());
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| 69 | const Vector3 & pos = posit->second;
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| 70 |
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| 71 | node.dist2cam = CalculateDistToCamera(pos);
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| 72 | }
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| 73 |
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| 74 | float CalculateDistToCamera(const Geometry::Vector3 &p) const
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| 75 | {
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| 76 | Geometry::Vector3 v = camera_pos - p;
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| 77 | float distquad = v.length();
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| 78 | return distquad;
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| 79 | }
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| 80 |
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| 81 | lodobj_node_t * & GetPrecalculatedLOD(const std::string &name, int ipos){
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| 82 | int foundpos = precalculated_lods.Find(name);
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| 83 | if (foundpos==-1)
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| 84 | {
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| 85 | lodobj_node_t **new_precalculated_lods=new lodobj_node_t*[num_lod_sim+1]; // +1 is done to include the highest lod (1.0)
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| 86 | for (int i=0; i<num_lod_sim+1; i++)
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| 87 | new_precalculated_lods[i]=NULL;
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| 88 | precalculated_lods.Add(name) = new_precalculated_lods;
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| 89 | return new_precalculated_lods[ipos];
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| 90 | }
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| 91 | else
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| 92 | {
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| 93 | return precalculated_lods[foundpos][ipos];
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| 94 | }
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| 95 | }
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| 96 |
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| 97 | uint32 lod2precalpos(Real lodfactor){
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| 98 | return (uint32)(num_lod_sim*lodfactor);
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| 99 | }
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| 100 |
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| 101 | private:
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| 102 | // the following is an array of precalculated lods
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| 103 | // for 10 precalculated lods each element is in order [0.1, 0.2, 0.3, 0.4, 0.5, ...]
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| 104 | // for 100 precalculated lods each element is in order [0.01, 0.02, 0.03, 0.04, 0.05, ...]
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| 105 | // the funcion lod2precalpos translates a LOD factor to a position in the array
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| 106 | VectorMap<std::string,lodobj_node_t**> precalculated_lods;
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| 107 |
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[1069] | 108 | };
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[1526] | 109 | }
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[1069] | 110 |
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[1526] | 111 | LodManager::LodManager(Real near, Real far, const Geometry::Vector3 &campos, int numslots)
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| 112 | :lasttime(0),camera_changed(true),node_added(false),
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| 113 | near_range(near),far_range(far),
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| 114 | always_calculate_lod(false),force_highest_lod(false)
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| 115 | {
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| 116 | lodobj_container=new NodeContainer(campos);
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| 117 | lodobj_container->num_lod_sim = numslots;
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| 118 | }
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[1069] | 119 |
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[1526] | 120 | LodManager::~LodManager(void)
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[1069] | 121 | {
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[1526] | 122 | delete lodobj_container;
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| 123 | // delete[] precalculated_lods;
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[1069] | 124 | }
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| 125 |
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[1526] | 126 | void Geometry::LodManager::AddLodObj(const std::string &name, LodObject * o, const Geometry::Vector3 &p)
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[1069] | 127 | {
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[1526] | 128 | float dist = lodobj_container->CalculateDistToCamera(p);
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| 129 | lodobj_node_t auxnode(name,dist,o);
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| 130 |
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| 131 | lodobj_container->lodobj_dists.Add(auxnode);
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| 132 | Sort(lodobj_container->lodobj_dists);
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| 133 |
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[1069] | 134 | UpdateLODObjectPos(o,p);
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[1526] | 135 | node_added=true;
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[1069] | 136 | }
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| 137 |
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| 138 |
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[1526] | 139 | void Geometry::LodManager::UpdateLOD(uint32 currFPS, uint32 targetFPS)
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[1069] | 140 | {
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[1526] | 141 | if (!lodobj_container->lodobj_dists.IsEmpty())
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[1069] | 142 | {
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[1309] | 143 | // update distances to the camera
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[1526] | 144 | if (camera_changed || node_added)
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| 145 | {
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| 146 | bool must_resort = false;
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| 147 | for (Vector<lodobj_node_t>::Iterator it=lodobj_container->lodobj_dists.Begin();
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| 148 | it!=lodobj_container->lodobj_dists.End();
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| 149 | it++)
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| 150 | {
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| 151 | lodobj_node_t & node = *it;
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| 152 | if (node.must_recalculate_distance || camera_changed || node_added)
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| 153 | {
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| 154 | lodobj_container->RecalculateDist(node);
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| 155 | must_resort=true;
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| 156 | }
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| 157 | }
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| 158 | /* if (must_resort)
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| 159 | Sort(lodobj_container->lodobj_dists);*/
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| 160 | }
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| 161 |
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| 162 | // the end of the list is the greater element (greater dist)
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| 163 | /* if (currFPS < targetFPS - 5)
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| 164 | {
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| 165 | Vector<lodobj_node_t>::Iterator selnode;
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| 166 | for (selnode=lodobj_container->lodobj_dists.End()-1; selnode!=lodobj_container->lodobj_dists.Begin()-1; selnode--)
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| 167 | {
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| 168 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 169 | if (selnode->lodobj->GetCurrentLodFactor()>0.00001f)
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| 170 | {
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| 171 | if (selnode->to_update==0)
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| 172 | break;
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| 173 | else
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| 174 | selnode->to_update--;
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| 175 | }
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| 176 | }
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| 177 |
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| 178 | if (selnode!=lodobj_container->lodobj_dists.Begin()-1)
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[1071] | 179 | {
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[1526] | 180 | // EL DECREMENTO O EL NUMERO DE DECREMENTOS TIENE QUE VENIR EN FUNCION DE LA DIFERENCIA DE FPS
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| 181 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 182 | selnode->lodobj->GoToLod(selnode->lodobj->GetCurrentLodFactor()-0.02f);
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| 183 | selnode->to_update=10; // ESTO DEBE ASIGNARSE BASADO EN LA DISTANCIA A LA CAMARA!
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[1071] | 184 | }
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| 185 | }
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[1526] | 186 | if (currFPS > targetFPS + 5)
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| 187 | {
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| 188 | Vector<lodobj_node_t>::Iterator selnode;
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| 189 | for (selnode=lodobj_container->lodobj_dists.Begin(); selnode!=lodobj_container->lodobj_dists.End(); selnode++)
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| 190 | {
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| 191 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 192 | if (selnode->lodobj->GetCurrentLodFactor()<0.99999f)
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| 193 | {
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| 194 | if (selnode->to_update==0)
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| 195 | break;
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| 196 | else
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| 197 | selnode->to_update--;
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| 198 | }
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| 199 | }
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[1309] | 200 |
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[1526] | 201 | if (selnode!=lodobj_container->lodobj_dists.End())
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| 202 | {
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| 203 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 204 | selnode->lodobj->GoToLod(selnode->lodobj->GetCurrentLodFactor()+0.02f);
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| 205 | selnode->to_update=10; // ESTO DEBE ASIGNARSE BASADO EN LA DISTANCIA A LA CAMARA!
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| 206 | }
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| 207 | }*/
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[1309] | 208 |
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[1526] | 209 | if (camera_changed)
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| 210 | {
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| 211 | // por ahora solo sacar el lod basado en la camara
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| 212 | for (Vector<lodobj_node_t>::Iterator it = lodobj_container->lodobj_dists.Begin();
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| 213 | it != lodobj_container->lodobj_dists.End(); it ++)
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| 214 | {
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| 215 | float lodfactor = - ((it->dist2cam - near_range) / (far_range - near_range));
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| 216 | if (lodfactor < 0.0f)
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| 217 | lodfactor = 0.0f;
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| 218 | if (lodfactor > 1.0f)
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| 219 | lodfactor = 1.0f;
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| 220 |
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| 221 | if (force_highest_lod)
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| 222 | lodfactor = 1.0f;
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| 223 |
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| 224 | ChangeLOD(it,lodfactor);
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| 225 | }
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| 226 | }
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[1071] | 227 | }
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[1309] | 228 | camera_changed=false;
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[1526] | 229 | node_added=false;
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[1309] | 230 | }
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[1071] | 231 |
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[1526] | 232 | void Geometry::LodManager::ChangeLOD(lodobj_node_t *lodobjnode, Real lodfactor)
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[1309] | 233 | {
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[1526] | 234 | LodObject *lodobj = lodobjnode->lodobj;
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[1309] | 235 |
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[1526] | 236 | if (always_calculate_lod)
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| 237 | {
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| 238 | lodobj->GoToLod(lodfactor);
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| 239 | return;
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| 240 | }
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| 241 |
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| 242 | // if the lodfactor is exactly 1.0 its level of detail must be always regenerated (for closeups)
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| 243 | if (lodfactor<1.0f)
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| 244 | {
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| 245 | // if the desired lod is very similar to the previous one,
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| 246 | // then there is no need to change the level of detail at all
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| 247 | // float sim = fabsf(lodfactor - lodobjnode->lodfactor);
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| 248 | // if (sim <= MINIMUM_VALID_LOD_SIMILARITY)
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| 249 | // return; // do not change anything if the lod is very similar!
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| 250 | int desiredpos = lodobj_container->lod2precalpos(lodfactor);
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| 251 | int mypos = lodobj_container->lod2precalpos(lodobjnode->lodfactor);
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| 252 | if (mypos==desiredpos)
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| 253 | return;
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| 254 | }
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| 255 |
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| 256 | lodobj_node_t *found_node = FindMostSimilarRealLOD(lodobjnode->name,lodfactor);
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| 257 |
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| 258 | if (found_node && found_node->lodobj->GetUniqueID()!=lodobj->GetUniqueID())
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| 259 | {
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| 260 | // DEBUG
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| 261 | assert(found_node->master==NULL);
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| 262 |
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| 263 | // float sim = fabsf(lodfactor - found_node->lodfactor);
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| 264 | // if (sim <= MINIMUM_VALID_LOD_SIMILARITY)
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| 265 | int desiredpos = lodobj_container->lod2precalpos(lodfactor);
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| 266 | int foundpos = lodobj_container->lod2precalpos(found_node->lodfactor);
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| 267 | if (foundpos==desiredpos)
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| 268 | {
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| 269 | lodobj->GetIndexDataInterface()->BorrowIndexData(found_node->lodobj->GetIndexDataInterface());
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| 270 | MakeDiscipleOf(found_node,lodobjnode);
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| 271 | }
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| 272 | else
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| 273 | ReallyGoToLOD(lodobjnode,lodfactor);
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| 274 | }
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| 275 | else
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| 276 | ReallyGoToLOD(lodobjnode,lodfactor);
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| 277 |
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| 278 | lodobjnode->lodfactor = lodfactor;
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[1069] | 279 | }
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| 280 |
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[1526] | 281 | void Geometry::LodManager::DeleteMeFromMyMastersDiscipleList(lodobj_node_t *lodobjnode)
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| 282 | {
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| 283 | // if I have a master...
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| 284 | if (lodobjnode->master)
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| 285 | lodobjnode->master->disciples.RemoveKey(lodobjnode->lodobj->GetUniqueID());
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| 286 | }
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[1309] | 287 |
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[1526] | 288 |
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| 289 | void Geometry::LodManager::MakeIndependent(lodobj_node_t *lodobjnode)
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| 290 | {
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| 291 | DeleteMeFromMyMastersDiscipleList(lodobjnode);
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| 292 |
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| 293 | // next, delete my master
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| 294 | lodobjnode->master=NULL;
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| 295 | }
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| 296 |
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| 297 | void Geometry::LodManager::MakeDiscipleOf(lodobj_node_t *master_node, lodobj_node_t *disciple_node)
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| 298 | {
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| 299 | ChangeMaster(disciple_node, master_node);
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| 300 |
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| 301 | // delete my disciples
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| 302 | disciple_node->disciples.Clear();
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| 303 |
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| 304 | // first remove me from my master's disciple list
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| 305 | DeleteMeFromMyMastersDiscipleList(disciple_node);
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| 306 |
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| 307 | master_node->disciples.GetAdd(disciple_node->lodobj->GetUniqueID()) = disciple_node;
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| 308 |
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| 309 | // set master
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| 310 | disciple_node->master = master_node;
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| 311 |
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| 312 | // no one must take me as a master!
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| 313 | if (disciple_node->precalpos!=-1)
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| 314 | {
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| 315 | // lodobj_container->precalculated_lods[disciple_node->precalpos] = NULL;
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| 316 | lodobj_container->GetPrecalculatedLOD(master_node->name,disciple_node->precalpos) = NULL;
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| 317 | disciple_node->precalpos = -1;
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| 318 | }
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| 319 | }
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| 320 |
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| 321 | void Geometry::LodManager::ChangeMaster(lodobj_node_t *lodobj, lodobj_node_t *newmaster)
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| 322 | {
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| 323 | // delete me from my disciples' master list
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| 324 | for (VectorMap<uint32,lodobj_node_t*>::Iterator it = lodobj->disciples.Begin(); it != lodobj->disciples.End(); it++)
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| 325 | {
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| 326 | lodobj_node_t * auxnode = *it;
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| 327 | assert(auxnode->master->lodobj->GetUniqueID() == lodobj->lodobj->GetUniqueID());
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| 328 | // auxnode->master = NULL;
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| 329 | // chanbge the master to the new one
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| 330 | auxnode->master = newmaster;
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| 331 |
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| 332 | // add the new disciple to the new master
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| 333 | if (newmaster)
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| 334 | newmaster->disciples.GetAdd(auxnode->lodobj->GetUniqueID()) = auxnode;
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| 335 | }
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| 336 | }
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| 337 |
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| 338 |
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| 339 | void Geometry::LodManager::UpdateDisciples(lodobj_node_t *master_node)
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| 340 | {
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| 341 | for (VectorMap<uint32,lodobj_node_t*>::Iterator it= master_node->disciples.Begin(); it!= master_node->disciples.End(); it++)
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| 342 | {
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| 343 | lodobj_node_t *disciple_node = *it;
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| 344 | disciple_node->lodobj->GetIndexDataInterface()->BorrowIndexData(master_node->lodobj->GetIndexDataInterface());
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| 345 | disciple_node->lodfactor = master_node->lodobj->GetCurrentLodFactor(); // we can use currentlodfactor here because the master is supposed to be at its REAL level of detail
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| 346 | }
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| 347 | }
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| 348 |
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| 349 | void Geometry::LodManager::ReallyGoToLOD(lodobj_node_t *lodobjnode, Real lodfactor)
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| 350 | {
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| 351 | lodobjnode->lodobj->GoToLod(lodfactor);
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| 352 |
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| 353 | MakeIndependent(lodobjnode);
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| 354 | UpdateDisciples(lodobjnode);
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| 355 |
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| 356 | // store the precalculated lod in the table
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| 357 | int i = lodobj_container->lod2precalpos(lodfactor);
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| 358 |
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| 359 | assert(i>=0 && i<=lodobj_container->num_lod_sim); // <= por lo del +1
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| 360 |
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| 361 | if (lodobjnode->precalpos != -1)
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| 362 | //lodobj_container->precalculated_lods[lodobjnode->precalpos] = NULL;
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| 363 | lodobj_container->GetPrecalculatedLOD(lodobjnode->name,lodobjnode->precalpos) = NULL;
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| 364 |
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| 365 | // lodobj_container->precalculated_lods[i] = lodobjnode;
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| 366 | lodobj_container->GetPrecalculatedLOD(lodobjnode->name,i) = lodobjnode;
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| 367 |
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| 368 | lodobjnode->precalpos = i;
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| 369 | }
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| 370 |
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| 371 |
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| 372 | lodobj_node_t * Geometry::LodManager::FindMostSimilarRealLOD(const std::string &name, Real desired_lod)
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| 373 | {
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| 374 | uint32 i = lodobj_container->lod2precalpos(desired_lod);
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| 375 | assert(i>=0 && i<=lodobj_container->num_lod_sim); // <= por lo del +1
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| 376 | // lodobj_node_t *obj = lodobj_container->precalculated_lods[i];
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| 377 | lodobj_node_t *obj = lodobj_container->GetPrecalculatedLOD(name,i);
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| 378 |
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| 379 | return obj;
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| 380 | }
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| 381 |
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[1069] | 382 | void Geometry::LodManager::UpdateCamera(const Geometry::Vector3 &p)
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| 383 | {
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[1526] | 384 | lodobj_container->camera_pos = p;
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[1069] | 385 | camera_changed = true;
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| 386 | }
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| 387 |
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| 388 | void Geometry::LodManager::UpdateLODObjectPos(LodObject *o, const Geometry::Vector3 &p)
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| 389 | {
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[1526] | 390 | lodobj_container->lodobj_pos[o->GetUniqueID()] = p;
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[1069] | 391 | }
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| 392 |
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| 393 |
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| 394 | float Geometry::LodManager::SelectRandomDistance(void) const
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| 395 | {
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| 396 | float linear_01 = (float)rand()/(float)RAND_MAX;
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| 397 | float exp_01 = linear_01*linear_01;
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| 398 | float real_dist = exp_01*near_range + (1.0f-exp_01)*far_range;
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| 399 | return real_dist;
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| 400 | }
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