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feat: visibility margin lod
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laurentsenta committed Jan 25, 2025
1 parent a61e720 commit 7dfea10
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Showing 2 changed files with 11 additions and 6 deletions.
13 changes: 9 additions & 4 deletions src/terrain_3d_instancer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -89,6 +89,7 @@ void Terrain3DInstancer::_update_mmis(const Vector2i &p_region_loc, const int p_

int max_lod = ma->get_maximum_lod();
int shadow_lod = ma->get_shadow_lod();
real_t visibility_margin = ma->get_visibility_margin();

for (int lod = 0; lod <= max_lod; lod++) {
Vector2i mesh_key(mesh_id, lod);
Expand Down Expand Up @@ -122,10 +123,14 @@ void Terrain3DInstancer::_update_mmis(const Vector2i &p_region_loc, const int p_
mmi->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
}

// TODO: Discuss storage / uprage path for visibility range
// mmi->set_visibility_range_end(ma->get_visibility_range());
// TODO: Review margin when implementing lods
//mmi->set_visibility_range_end_margin(ma->get_visibility_margin());
if (visibility_margin > 0.0f) {
mmi->set_visibility_range_begin_margin(ma->get_visibility_margin());
mmi->set_visibility_range_end_margin(ma->get_visibility_margin());
mmi->set_visibility_range_fade_mode(MultiMeshInstance3D::VISIBILITY_RANGE_FADE_SELF);
} else {
mmi->set_visibility_range_fade_mode(MultiMeshInstance3D::VISIBILITY_RANGE_FADE_DISABLED);
}

cell_mmi_dict[cell] = mmi;
//Attach to tree
Node *node_container = _terrain->get_mmi_parent()->get_node_internal(rname);
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4 changes: 2 additions & 2 deletions src/terrain_3d_mesh_asset.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -414,8 +414,8 @@ void Terrain3DMeshAsset::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_density"), &Terrain3DMeshAsset::get_density);
ClassDB::bind_method(D_METHOD("set_visibility_range", "distance"), &Terrain3DMeshAsset::set_visibility_range);
ClassDB::bind_method(D_METHOD("get_visibility_range"), &Terrain3DMeshAsset::get_visibility_range);
//ClassDB::bind_method(D_METHOD("set_visibility_margin", "distance"), &Terrain3DMeshAsset::set_visibility_margin);
//ClassDB::bind_method(D_METHOD("get_visibility_margin"), &Terrain3DMeshAsset::get_visibility_margin);
ClassDB::bind_method(D_METHOD("set_visibility_margin", "distance"), &Terrain3DMeshAsset::set_visibility_margin);
ClassDB::bind_method(D_METHOD("get_visibility_margin"), &Terrain3DMeshAsset::get_visibility_margin);
ClassDB::bind_method(D_METHOD("set_cast_shadows", "mode"), &Terrain3DMeshAsset::set_cast_shadows);
ClassDB::bind_method(D_METHOD("get_cast_shadows"), &Terrain3DMeshAsset::get_cast_shadows);
ClassDB::bind_method(D_METHOD("set_maximum_lod", "lod"), &Terrain3DMeshAsset::set_maximum_lod);
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