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package com.overthemoon.gamecore.optimization.control;
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.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. The more pixels covered, 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. The controlRender method is called each frame
* and will update the spatial's LOD if the camera has moved by a specified
* amount.
*/
public class CustomeLodControl extends AbstractControl{
private float trisPerPixel = 0.5f;
private float distTolerance = 1f;
private float lastDistance = 0f;
private int lastLevel = 0;
private int numLevels;
private int[] numTris;
private Mesh[] lodMeshes;
/**
* Creates a new
* <code>LodControl</code>.
*/
public CustomeLodControl() {
}
/**
* 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>LodControl</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;
}
@Override
public void setSpatial(Spatial spatial) {
if (!(spatial instanceof Geometry)) {
throw new IllegalArgumentException("LodControl can only be attached to Geometry!");
}
super.setSpatial(spatial);
for(int i=0;i<lodMeshes.length;i++)
lodMeshes[i].prepareForAnim(false);
numLevels = lodMeshes.length;
numTris = new int[numLevels];
for (int i = numLevels - 1; i >= 0; i--) {
numTris[i] = lodMeshes[i].getTriangleCount();
}
}
@Override
public Control cloneForSpatial(Spatial spatial) {
CustomeLodControl clone = (CustomeLodControl) super.cloneForSpatial(spatial);
clone.lastDistance = 0;
clone.lastLevel = 0;
clone.numTris = numTris != null ? numTris.clone() : null;
return clone;
}
@Override
public Object jmeClone() {
CustomeLodControl clone = (CustomeLodControl)super.jmeClone();
clone.lastDistance = 0;
clone.lastLevel = 0;
clone.numTris = numTris != null ? numTris.clone() : null;
return clone;
}
@Override
protected void controlUpdate(float tpf) {
}
protected void controlRender(RenderManager rm, ViewPort vp) {
BoundingVolume bv = spatial.getWorldBound();
Camera cam = vp.getCamera();
float atanNH = FastMath.atan(cam.getFrustumNear() * cam.getFrustumTop());
float ratio = (FastMath.PI / (8f * atanNH));
float newDistance = bv.distanceTo(vp.getCamera().getLocation()) / ratio;
int level;
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[i] < 0) {
break;
}
level = i;
}
lastLevel = level;
}
((Geometry)spatial).setMesh(lodMeshes[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);
}
public void setLODs(Mesh[] lodMeshes){
this.lodMeshes=lodMeshes;
}
public Mesh[] getLODs() {
return lodMeshes;
}
}
You set LODs in form of mesh array to method setLODs(Mesh[] lodMeshes)
then you add control to your geometry. (Note you should add it to a Geometry not a Node)
Note that lodMeshes[0] should reference to models original mesh.