[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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[1069] | 22 | namespace Geometry
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| 23 | {
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[1526] | 24 | class lodobj_node_t : public Moveable<lodobj_node_t>
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| 25 | {
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| 26 | public:
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| 27 | 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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| 28 | lodobj_node_t(const lodobj_node_t &n){ operator=(n); }
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| 29 | float dist2cam;
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| 30 | LodObject *lodobj;
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| 31 | bool must_recalculate_distance;
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| 32 | uint32 to_update;
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| 33 | bool operator < (const lodobj_node_t &o) const { return (dist2cam < o.dist2cam); }
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| 34 | 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] | 35 |
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[1526] | 36 | lodobj_node_t * master;
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| 37 | VectorMap<uint32,lodobj_node_t*> disciples;
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| 38 | float lodfactor; // virtual lod factor (the lodfactor it seems, not its real internal lodfactor)
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| 39 | int precalpos;
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| 40 | std::string name;
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| 41 | };
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[1309] | 42 |
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[1526] | 43 | class NodeContainer
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[1069] | 44 | {
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| 45 | public:
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[1526] | 46 | Vector<lodobj_node_t> lodobj_dists;
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| 47 | std::map<uint32,Geometry::Vector3> lodobj_pos; // map key: LodObject UniqueID for efficient ID-based finding
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| 48 | Vector3 camera_pos;
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| 49 |
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| 50 | int num_lod_sim;
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| 51 |
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| 52 | NodeContainer(const Geometry::Vector3 &campos)
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| 53 | :camera_pos(campos){
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| 54 | }
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| 55 |
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| 56 | ~NodeContainer(void){
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| 57 | for (VectorMap<std::string,lodobj_node_t**>::Iterator it = precalculated_lods.Begin();
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| 58 | it != precalculated_lods.End(); it ++)
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| 59 | {
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| 60 | lodobj_node_t **nodes = *it;
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| 61 | delete[] nodes;
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| 62 | }
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| 63 | }
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| 64 |
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| 65 | void RecalculateDist(lodobj_node_t & node){
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| 66 | std::map<uint32,Vector3>::iterator posit = lodobj_pos.find(node.lodobj->GetUniqueID());
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| 67 | assert(posit!=lodobj_pos.end());
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| 68 | const Vector3 & pos = posit->second;
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| 69 |
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| 70 | node.dist2cam = CalculateDistToCamera(pos);
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| 71 | }
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| 72 |
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| 73 | float CalculateDistToCamera(const Geometry::Vector3 &p) const
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| 74 | {
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| 75 | Geometry::Vector3 v = camera_pos - p;
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| 76 | float distquad = v.length();
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| 77 | return distquad;
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| 78 | }
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| 79 |
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| 80 | lodobj_node_t * & GetPrecalculatedLOD(const std::string &name, int ipos){
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| 81 | int foundpos = precalculated_lods.Find(name);
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| 82 | if (foundpos==-1)
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| 83 | {
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| 84 | 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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| 85 | for (int i=0; i<num_lod_sim+1; i++)
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| 86 | new_precalculated_lods[i]=NULL;
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| 87 | precalculated_lods.Add(name) = new_precalculated_lods;
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| 88 | return new_precalculated_lods[ipos];
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| 89 | }
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| 90 | else
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| 91 | {
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| 92 | return precalculated_lods[foundpos][ipos];
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| 93 | }
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| 94 | }
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| 95 |
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| 96 | uint32 lod2precalpos(Real lodfactor){
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| 97 | return (uint32)(num_lod_sim*lodfactor);
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| 98 | }
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| 99 |
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| 100 | private:
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| 101 | // the following is an array of precalculated lods
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| 102 | // for 10 precalculated lods each element is in order [0.1, 0.2, 0.3, 0.4, 0.5, ...]
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| 103 | // for 100 precalculated lods each element is in order [0.01, 0.02, 0.03, 0.04, 0.05, ...]
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| 104 | // the funcion lod2precalpos translates a LOD factor to a position in the array
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| 105 | VectorMap<std::string,lodobj_node_t**> precalculated_lods;
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| 106 |
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[1069] | 107 | };
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[1526] | 108 | }
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[1069] | 109 |
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[1526] | 110 | LodManager::LodManager(Real near, Real far, const Geometry::Vector3 &campos, int numslots)
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| 111 | :lasttime(0),camera_changed(true),node_added(false),
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| 112 | near_range(near),far_range(far),
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| 113 | always_calculate_lod(false),force_highest_lod(false)
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| 114 | {
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| 115 | lodobj_container=new NodeContainer(campos);
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| 116 | lodobj_container->num_lod_sim = numslots;
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| 117 | }
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[1069] | 118 |
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[1526] | 119 | LodManager::~LodManager(void)
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[1069] | 120 | {
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[1526] | 121 | delete lodobj_container;
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| 122 | // delete[] precalculated_lods;
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[1069] | 123 | }
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| 124 |
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[1526] | 125 | void Geometry::LodManager::AddLodObj(const std::string &name, LodObject * o, const Geometry::Vector3 &p)
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[1069] | 126 | {
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[1526] | 127 | float dist = lodobj_container->CalculateDistToCamera(p);
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| 128 | lodobj_node_t auxnode(name,dist,o);
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| 129 |
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| 130 | lodobj_container->lodobj_dists.Add(auxnode);
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| 131 | Sort(lodobj_container->lodobj_dists);
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| 132 |
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[1069] | 133 | UpdateLODObjectPos(o,p);
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[1526] | 134 | node_added=true;
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[1069] | 135 | }
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| 136 |
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| 137 |
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[2153] | 138 | void Geometry::LodManager::UpdateLOD(void)
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[1069] | 139 | {
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[1526] | 140 | if (!lodobj_container->lodobj_dists.IsEmpty())
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[1069] | 141 | {
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[1309] | 142 | // update distances to the camera
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[1526] | 143 | if (camera_changed || node_added)
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| 144 | {
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| 145 | bool must_resort = false;
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| 146 | for (Vector<lodobj_node_t>::Iterator it=lodobj_container->lodobj_dists.Begin();
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| 147 | it!=lodobj_container->lodobj_dists.End();
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| 148 | it++)
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| 149 | {
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| 150 | lodobj_node_t & node = *it;
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| 151 | if (node.must_recalculate_distance || camera_changed || node_added)
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| 152 | {
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| 153 | lodobj_container->RecalculateDist(node);
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| 154 | must_resort=true;
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| 155 | }
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| 156 | }
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| 157 | /* if (must_resort)
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| 158 | Sort(lodobj_container->lodobj_dists);*/
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| 159 | }
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| 160 |
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| 161 | // the end of the list is the greater element (greater dist)
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| 162 | /* if (currFPS < targetFPS - 5)
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| 163 | {
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| 164 | Vector<lodobj_node_t>::Iterator selnode;
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| 165 | for (selnode=lodobj_container->lodobj_dists.End()-1; selnode!=lodobj_container->lodobj_dists.Begin()-1; selnode--)
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| 166 | {
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| 167 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 168 | if (selnode->lodobj->GetCurrentLodFactor()>0.00001f)
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| 169 | {
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| 170 | if (selnode->to_update==0)
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| 171 | break;
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| 172 | else
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| 173 | selnode->to_update--;
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| 174 | }
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| 175 | }
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| 176 |
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| 177 | if (selnode!=lodobj_container->lodobj_dists.Begin()-1)
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[1071] | 178 | {
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[1526] | 179 | // EL DECREMENTO O EL NUMERO DE DECREMENTOS TIENE QUE VENIR EN FUNCION DE LA DIFERENCIA DE FPS
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| 180 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 181 | selnode->lodobj->GoToLod(selnode->lodobj->GetCurrentLodFactor()-0.02f);
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| 182 | selnode->to_update=10; // ESTO DEBE ASIGNARSE BASADO EN LA DISTANCIA A LA CAMARA!
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[1071] | 183 | }
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| 184 | }
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[1526] | 185 | if (currFPS > targetFPS + 5)
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| 186 | {
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| 187 | Vector<lodobj_node_t>::Iterator selnode;
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| 188 | for (selnode=lodobj_container->lodobj_dists.Begin(); selnode!=lodobj_container->lodobj_dists.End(); selnode++)
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| 189 | {
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| 190 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 191 | if (selnode->lodobj->GetCurrentLodFactor()<0.99999f)
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| 192 | {
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| 193 | if (selnode->to_update==0)
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| 194 | break;
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| 195 | else
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| 196 | selnode->to_update--;
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| 197 | }
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| 198 | }
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[1309] | 199 |
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[1526] | 200 | if (selnode!=lodobj_container->lodobj_dists.End())
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| 201 | {
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| 202 | // NO HAY QUE USAR CURRENT LOD FACTOR SINO lodobj_container->lodobj_lodfactor
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| 203 | selnode->lodobj->GoToLod(selnode->lodobj->GetCurrentLodFactor()+0.02f);
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| 204 | selnode->to_update=10; // ESTO DEBE ASIGNARSE BASADO EN LA DISTANCIA A LA CAMARA!
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| 205 | }
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| 206 | }*/
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[1309] | 207 |
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[1526] | 208 | if (camera_changed)
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| 209 | {
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| 210 | // por ahora solo sacar el lod basado en la camara
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| 211 | for (Vector<lodobj_node_t>::Iterator it = lodobj_container->lodobj_dists.Begin();
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| 212 | it != lodobj_container->lodobj_dists.End(); it ++)
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| 213 | {
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[2470] | 214 | float lodfactor = 1.0f - ((it->dist2cam - near_range) / (far_range - near_range));
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[1526] | 215 | if (lodfactor < 0.0f)
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| 216 | lodfactor = 0.0f;
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| 217 | if (lodfactor > 1.0f)
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| 218 | lodfactor = 1.0f;
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| 219 |
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| 220 | if (force_highest_lod)
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| 221 | lodfactor = 1.0f;
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| 222 |
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| 223 | ChangeLOD(it,lodfactor);
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| 224 | }
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| 225 | }
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[1071] | 226 | }
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[1309] | 227 | camera_changed=false;
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[1526] | 228 | node_added=false;
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[1309] | 229 | }
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[1071] | 230 |
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[1526] | 231 | void Geometry::LodManager::ChangeLOD(lodobj_node_t *lodobjnode, Real lodfactor)
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[1309] | 232 | {
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[1526] | 233 | LodObject *lodobj = lodobjnode->lodobj;
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[1309] | 234 |
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[1526] | 235 | if (always_calculate_lod)
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| 236 | {
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| 237 | lodobj->GoToLod(lodfactor);
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| 238 | return;
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| 239 | }
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| 240 |
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| 241 | // if the lodfactor is exactly 1.0 its level of detail must be always regenerated (for closeups)
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| 242 | if (lodfactor<1.0f)
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| 243 | {
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| 244 | // if the desired lod is very similar to the previous one,
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| 245 | // then there is no need to change the level of detail at all
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| 246 | // float sim = fabsf(lodfactor - lodobjnode->lodfactor);
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| 247 | // if (sim <= MINIMUM_VALID_LOD_SIMILARITY)
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| 248 | // return; // do not change anything if the lod is very similar!
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| 249 | int desiredpos = lodobj_container->lod2precalpos(lodfactor);
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| 250 | int mypos = lodobj_container->lod2precalpos(lodobjnode->lodfactor);
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| 251 | if (mypos==desiredpos)
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| 252 | return;
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| 253 | }
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| 254 |
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| 255 | lodobj_node_t *found_node = FindMostSimilarRealLOD(lodobjnode->name,lodfactor);
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| 256 |
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| 257 | if (found_node && found_node->lodobj->GetUniqueID()!=lodobj->GetUniqueID())
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| 258 | {
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| 259 | // DEBUG
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| 260 | assert(found_node->master==NULL);
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| 261 |
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| 262 | // float sim = fabsf(lodfactor - found_node->lodfactor);
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| 263 | // if (sim <= MINIMUM_VALID_LOD_SIMILARITY)
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| 264 | int desiredpos = lodobj_container->lod2precalpos(lodfactor);
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| 265 | int foundpos = lodobj_container->lod2precalpos(found_node->lodfactor);
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| 266 | if (foundpos==desiredpos)
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| 267 | {
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| 268 | lodobj->GetIndexDataInterface()->BorrowIndexData(found_node->lodobj->GetIndexDataInterface());
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| 269 | MakeDiscipleOf(found_node,lodobjnode);
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| 270 | }
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| 271 | else
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| 272 | ReallyGoToLOD(lodobjnode,lodfactor);
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| 273 | }
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| 274 | else
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| 275 | ReallyGoToLOD(lodobjnode,lodfactor);
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| 276 |
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| 277 | lodobjnode->lodfactor = lodfactor;
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[1069] | 278 | }
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| 279 |
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[1526] | 280 | void Geometry::LodManager::DeleteMeFromMyMastersDiscipleList(lodobj_node_t *lodobjnode)
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| 281 | {
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| 282 | // if I have a master...
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| 283 | if (lodobjnode->master)
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| 284 | lodobjnode->master->disciples.RemoveKey(lodobjnode->lodobj->GetUniqueID());
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| 285 | }
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[1309] | 286 |
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[1526] | 287 |
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| 288 | void Geometry::LodManager::MakeIndependent(lodobj_node_t *lodobjnode)
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| 289 | {
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| 290 | DeleteMeFromMyMastersDiscipleList(lodobjnode);
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| 291 |
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| 292 | // next, delete my master
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| 293 | lodobjnode->master=NULL;
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| 294 | }
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| 295 |
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| 296 | void Geometry::LodManager::MakeDiscipleOf(lodobj_node_t *master_node, lodobj_node_t *disciple_node)
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| 297 | {
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| 298 | ChangeMaster(disciple_node, master_node);
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| 299 |
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| 300 | // delete my disciples
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| 301 | disciple_node->disciples.Clear();
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| 302 |
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| 303 | // first remove me from my master's disciple list
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| 304 | DeleteMeFromMyMastersDiscipleList(disciple_node);
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| 305 |
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| 306 | master_node->disciples.GetAdd(disciple_node->lodobj->GetUniqueID()) = disciple_node;
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| 307 |
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| 308 | // set master
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| 309 | disciple_node->master = master_node;
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| 310 |
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| 311 | // no one must take me as a master!
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| 312 | if (disciple_node->precalpos!=-1)
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[2084] | 313 | {
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[1526] | 314 | // lodobj_container->precalculated_lods[disciple_node->precalpos] = NULL;
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| 315 | lodobj_container->GetPrecalculatedLOD(master_node->name,disciple_node->precalpos) = NULL;
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| 316 | disciple_node->precalpos = -1;
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| 317 | }
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| 318 | }
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| 319 |
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| 320 | void Geometry::LodManager::ChangeMaster(lodobj_node_t *lodobj, lodobj_node_t *newmaster)
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| 321 | {
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| 322 | // delete me from my disciples' master list
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| 323 | for (VectorMap<uint32,lodobj_node_t*>::Iterator it = lodobj->disciples.Begin(); it != lodobj->disciples.End(); it++)
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| 324 | {
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| 325 | lodobj_node_t * auxnode = *it;
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| 326 | assert(auxnode->master->lodobj->GetUniqueID() == lodobj->lodobj->GetUniqueID());
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| 327 | // auxnode->master = NULL;
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| 328 | // chanbge the master to the new one
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| 329 | auxnode->master = newmaster;
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| 330 |
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| 331 | // add the new disciple to the new master
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| 332 | if (newmaster)
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| 333 | newmaster->disciples.GetAdd(auxnode->lodobj->GetUniqueID()) = auxnode;
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| 334 | }
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| 335 | }
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| 336 |
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| 337 |
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| 338 | void Geometry::LodManager::UpdateDisciples(lodobj_node_t *master_node)
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| 339 | {
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| 340 | for (VectorMap<uint32,lodobj_node_t*>::Iterator it= master_node->disciples.Begin(); it!= master_node->disciples.End(); it++)
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| 341 | {
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| 342 | lodobj_node_t *disciple_node = *it;
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| 343 | disciple_node->lodobj->GetIndexDataInterface()->BorrowIndexData(master_node->lodobj->GetIndexDataInterface());
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| 344 | 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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| 345 | }
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| 346 | }
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| 347 |
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| 348 | void Geometry::LodManager::ReallyGoToLOD(lodobj_node_t *lodobjnode, Real lodfactor)
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| 349 | {
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| 350 | lodobjnode->lodobj->GoToLod(lodfactor);
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| 351 |
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| 352 | MakeIndependent(lodobjnode);
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| 353 | UpdateDisciples(lodobjnode);
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| 354 |
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| 355 | // store the precalculated lod in the table
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| 356 | int i = lodobj_container->lod2precalpos(lodfactor);
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| 357 |
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| 358 | assert(i>=0 && i<=lodobj_container->num_lod_sim); // <= por lo del +1
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| 359 |
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| 360 | if (lodobjnode->precalpos != -1)
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| 361 | //lodobj_container->precalculated_lods[lodobjnode->precalpos] = NULL;
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| 362 | lodobj_container->GetPrecalculatedLOD(lodobjnode->name,lodobjnode->precalpos) = NULL;
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| 363 |
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| 364 | // lodobj_container->precalculated_lods[i] = lodobjnode;
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| 365 | lodobj_container->GetPrecalculatedLOD(lodobjnode->name,i) = lodobjnode;
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| 366 |
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| 367 | lodobjnode->precalpos = i;
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| 368 | }
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| 369 |
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| 370 |
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| 371 | lodobj_node_t * Geometry::LodManager::FindMostSimilarRealLOD(const std::string &name, Real desired_lod)
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| 372 | {
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| 373 | uint32 i = lodobj_container->lod2precalpos(desired_lod);
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| 374 | assert(i>=0 && i<=lodobj_container->num_lod_sim); // <= por lo del +1
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| 375 | // lodobj_node_t *obj = lodobj_container->precalculated_lods[i];
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| 376 | lodobj_node_t *obj = lodobj_container->GetPrecalculatedLOD(name,i);
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| 377 |
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| 378 | return obj;
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| 379 | }
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| 380 |
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[1069] | 381 | void Geometry::LodManager::UpdateCamera(const Geometry::Vector3 &p)
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| 382 | {
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[1526] | 383 | lodobj_container->camera_pos = p;
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[1069] | 384 | camera_changed = true;
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| 385 | }
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| 386 |
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| 387 | void Geometry::LodManager::UpdateLODObjectPos(LodObject *o, const Geometry::Vector3 &p)
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| 388 | {
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[1526] | 389 | lodobj_container->lodobj_pos[o->GetUniqueID()] = p;
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[1069] | 390 | }
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| 391 |
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| 392 | float Geometry::LodManager::SelectRandomDistance(void) const
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| 393 | {
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| 394 | float linear_01 = (float)rand()/(float)RAND_MAX;
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| 395 | float exp_01 = linear_01*linear_01;
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| 396 | float real_dist = exp_01*near_range + (1.0f-exp_01)*far_range;
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| 397 | return real_dist;
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| 398 | }
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