Manually constructing LODs, with LodControl usage

Im trying to construct a sphere that will switch between different degrees of complexity. I want to construct the geometry manually, and not load precalculated LOD levels for a model.



As I have gathered so far the correct approach is to add the index buffers for different LODs to one mesh, and then construct the geometry with it. This is ok, but how do you set the vertices for the different levels? I have pasted the code below.



[java]

Mesh mesh0 = new Sphere(25, 25, 2);

Mesh mesh1 = new Sphere(15, 15, 2);

Mesh mesh2 = new Sphere(10, 10, 2);

Mesh mesh3 = new Sphere(5, 5, 2);



VertexBuffer[] lodLevels = new VertexBuffer[4];

lodLevels[0] = mesh0.getBuffer(VertexBuffer.Type.Index);

lodLevels[1] = mesh1.getBuffer(VertexBuffer.Type.Index);

lodLevels[2] = mesh2.getBuffer(VertexBuffer.Type.Index);

lodLevels[3] = mesh3.getBuffer(VertexBuffer.Type.Index);



Mesh lodMesh = new Mesh();

lodMesh.setLodLevels(lodLevels);

// How does one set the vertices for each level?

// lodMesh.setBuffer(mesh0.getBuffer(VertexBuffer.Type.Position));



Geometry lodGeom = new Geometry("lodGeom", lodMesh);

lodGeom.setMaterial(cloneMaterial(mat, ColorRGBA.Red));



LodControl lodControl = new LodControl();

lodGeom.addControl(lodControl);

[/java]



tensei

If you need to replace the vertices then really you might as well switch the whole mesh. The current LOD system only supports replacing index buffers but it should be fairly easy to write a MeshLodControl that works based on mesh LOD.

Okey. I suspected as much, but wanted to be sure before implementing my own mesh LOD controller for this.



Thanks for the feedback.

Here is the current implementation, if it should be of interest to others.



Just made a simple modification to the existing LodControl. Currently I’m storing the array of meshes internally, and setting the mesh for the current LOD level to the geometry that the controller is added to when necessary. Alternatively an internal list of geometry for each LOD level could be kept. It depends if there are any huge performance impact of setting the mesh to the geometry?



Also added a way to ignore the trisPerPixel, in the case one wants to choose LOD level based on only the distance between the camera and the geometry.



[java]/*

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  • LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  • NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  • SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

    */

    package utilities;



    import com.jme3.bounding.BoundingVolume;

    import com.jme3.export.InputCapsule;

    import com.jme3.export.JmeExporter;

    import com.jme3.export.JmeImporter;

    import com.jme3.export.OutputCapsule;

    import com.jme3.math.FastMath;

    import com.jme3.math.Vector3f;

    import com.jme3.renderer.Camera;

    import com.jme3.renderer.RenderManager;

    import com.jme3.renderer.ViewPort;

    import com.jme3.scene.Geometry;

    import com.jme3.scene.Mesh;

    import com.jme3.scene.Spatial;

    import com.jme3.scene.control.AbstractControl;

    import com.jme3.scene.control.AreaUtils;

    import com.jme3.scene.control.Control;

    import java.io.IOException;



    /**
  • Determines what Level of Detail a spatial should be, based on how many pixels
  • on the screen the spatial is taking up, or how far away from the mesh the
  • camera is located. The more pixels covered or the smaller distance, the more
  • detailed the spatial should be. It calculates the area of the screen that the
  • spatial covers by using its bounding box. When initializing, it will ask the
  • spatial for how many triangles it has for each LOD. It then uses that, along
  • with the trisPerPixel value to determine what LOD it should be at. It
  • requires the camera to do this. Alternatively if only considering the
  • distance, the cameras location will be used to calculate the distance between
  • the mesh and the cameara. Level of Detail will be chosen based on this
  • distance.

    *
  • The controlRender method is called each frame and will update the spatial’s
  • LOD if the camera has moved by a specified amount.

    *
  • @author thomasw

    *

    */

    public class MeshLodControl extends AbstractControl implements Cloneable {



    private float trisPerPixel = 1f;

    private float distTolerance = 1f;

    private float lastDistance = 0f;

    private int lastLevel = 0;

    private int numLevels;

    private int[] numTris;

    private Mesh[] meshes;

    private boolean ignoreTrisPerPixel = false;

    Vector3f fixedCamLocation = null;



    /**
  • Creates a new
  • <code>MeshLodControl</code>.

    */

    public MeshLodControl(Mesh[] meshes) {

    this.meshes = meshes;

    }



    /**
  • Returns the distance tolerance for changing LOD.

    *
  • @return the distance tolerance for changing LOD.

    *
  • @see #setDistTolerance(float)

    */

    public float getDistTolerance() {

    return distTolerance;

    }



    /**
  • Specifies the distance tolerance for changing the LOD level on the
  • geometry. The LOD level will only get changed if the geometry has moved
  • this distance beyond the current LOD level.

    *
  • @param distTolerance distance tolerance for changing LOD

    */

    public void setDistTolerance(float distTolerance) {

    this.distTolerance = distTolerance;

    }



    /**
  • Returns the triangles per pixel value.

    *
  • @return the triangles per pixel value.

    *
  • @see #setTrisPerPixel(float)

    */

    public float getTrisPerPixel() {

    return trisPerPixel;

    }



    /**
  • Sets the triangles per pixel value. The
  • <code>MeshLodControl</code> will use this value as an error metric to
  • determine which LOD level to use based on the geometry’s area on the
  • screen.

    *
  • @param trisPerPixel triangles per pixel

    */

    public void setTrisPerPixel(float trisPerPixel) {

    this.trisPerPixel = trisPerPixel;

    }



    /**
  • Sets whether the triangles per pixel should be used for calculating the
  • Level of Detail, or not. The
  • <code>MeshLodControl</code> will only use the distance between the camera
  • and the mesh for calculating the LOD if trisPerPixel is ignored.

    *
  • @param ignoreTrisPerPixel ignore triangles per pixel

    */

    public void setIgnoreTrisPerPixel(boolean ignoreTrisPerPixel) {

    this.ignoreTrisPerPixel = ignoreTrisPerPixel;

    }



    /**
  • Sets a fixed location for the camera (do not affect the actual camera),
  • that this <code>MeshLodControl</code> will calculate the LOD based on.

    *
  • @param fixedCamLocation ignore triangles per pixel

    */

    public void setFixedCamLocation(Vector3f fixedCamLocation) {

    this.fixedCamLocation = fixedCamLocation;

    }



    @Override

    public void setSpatial(Spatial spatial) {

    if (!(spatial instanceof Geometry)) {

    throw new IllegalArgumentException(“LodControl can only be attached to Geometry!”);

    }



    super.setSpatial(spatial);

    numLevels = meshes.length;

    numTris = new int[numLevels];

    for (int i = numLevels - 1; i >= 0; i–) {

    numTris = meshes.getTriangleCount();

    }

    }



    @Override

    public Control cloneForSpatial(Spatial spatial) {

    try {

    MeshLodControl clone = (MeshLodControl) super.clone();

    clone.lastDistance = 0;

    clone.lastLevel = 0;

    clone.numTris = numTris != null ? numTris.clone() : null;

    return clone;

    } catch (CloneNotSupportedException ex) {

    throw new AssertionError();

    }

    }



    @Override

    protected void controlUpdate(float tpf) {

    }



    @Override

    protected void controlRender(RenderManager rm, ViewPort vp) {

    float newDistance;

    int level;



    if (ignoreTrisPerPixel) {

    Vector3f pos = spatial.getWorldTranslation();

    if (fixedCamLocation != null) {

    newDistance = pos.distance(fixedCamLocation);

    } else {

    newDistance = pos.distance(vp.getCamera().getLocation());

    }



    level = 0;

    while (newDistance > 0 && level < numLevels - 1) {

    newDistance -= distTolerance;

    if (newDistance > 0) {

    level++;

    }

    }

    } else {

    BoundingVolume bv = spatial.getWorldBound();



    Camera cam = vp.getCamera();

    float atanNH = FastMath.atan(cam.getFrustumNear() * cam.getFrustumTop());

    float ratio = (FastMath.PI / (8f * atanNH));

    newDistance = bv.distanceTo(vp.getCamera().getLocation()) / ratio;



    if (Math.abs(newDistance - lastDistance) <= distTolerance) {

    level = lastLevel; // we haven’t moved relative to the model, send the old measurement back.

    } else if (lastDistance > newDistance && lastLevel == 0) {

    level = lastLevel; // we’re already at the lowest setting and we just got closer to the model, no need to keep trying.

    } else if (lastDistance < newDistance && lastLevel == numLevels - 1) {

    level = lastLevel; // we’re already at the highest setting and we just got further from the model, no need to keep trying.

    } else {

    lastDistance = newDistance;

    // estimate area of polygon via bounding volume

    float area = AreaUtils.calcScreenArea(bv, lastDistance, cam.getWidth());

    float trisToDraw = area * trisPerPixel;

    level = numLevels - 1;

    for (int i = numLevels; --i >= 0;) {

    if (trisToDraw - numTris < 0) {

    break;

    }

    level = i;

    }

    }

    }



    lastLevel = level;

    ((Geometry) spatial).setMesh(meshes[level]);

    }



    @Override

    public void write(JmeExporter ex) throws IOException {

    super.write(ex);

    OutputCapsule oc = ex.getCapsule(this);

    oc.write(trisPerPixel, “trisPerPixel”, 1f);

    oc.write(distTolerance, “distTolerance”, 1f);

    oc.write(numLevels, “numLevels”, 0);

    oc.write(numTris, “numTris”, null);

    }



    @Override

    public void read(JmeImporter im) throws IOException {

    super.read(im);

    InputCapsule ic = im.getCapsule(this);

    trisPerPixel = ic.readFloat(“trisPerPixel”, 1f);

    distTolerance = ic.readFloat(“distTolerance”, 1f);

    numLevels = ic.readInt(“numLevels”, 0);

    numTris = ic.readIntArray(“numTris”, null);

    }

    }

    [/java]



    Edit: Fixed a bug.
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