Add and active LOD plugin
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# Copyright © 2020 Hugo Locurcio and contributors - MIT License
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# See `LICENSE.md` included in the source distribution for details.
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extends CPUParticles
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class_name LODCPUParticles, "lod_cpu_particles.svg"
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# If `false`, LOD won't update anymore. This can be used for performance comparison
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# purposes.
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export var enable_lod := true
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# The maximum particle emitting distance in units. Past this distance, particles will no longer emit.
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export(float, 0.0, 1000.0, 0.1) var max_emit_distance := 50
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# The rate at which LODs will be updated (in seconds). Lower values are more reactive
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# but use more CPU, which is especially noticeable with large amounts of LOD-enabled nodes.
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# Set this accordingly depending on your camera movement speed.
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# The default value should suit most projects already.
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# Note: Slow cameras don't need to have LOD-enabled objects update their status often.
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# This can overridden by setting the project setting `lod/refresh_rate`.
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var refresh_rate := 0.25
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# The LOD bias in units.
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# Positive values will decrease the detail level and improve performance.
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# Negative values will improve visual appearance at the cost of performance.
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# This can overridden by setting the project setting `lod/bias`.
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var lod_bias := 0.0
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# The internal refresh timer.
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var timer := 0.0
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func _ready() -> void:
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if ProjectSettings.has_setting("lod/particle_bias"):
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lod_bias = ProjectSettings.get_setting("lod/particle_bias")
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if ProjectSettings.has_setting("lod/refresh_rate"):
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refresh_rate = ProjectSettings.get_setting("lod/refresh_rate")
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# Add random jitter to the timer to ensure LODs don't all swap at the same time.
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randomize()
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timer += rand_range(0, refresh_rate)
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# Despite LOD not being related to physics, we chose to run in `_physics_process()`
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# to minimize the amount of method calls per second (and therefore decrease CPU usage).
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func _physics_process(delta: float) -> void:
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if not enable_lod:
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return
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# We need a camera to do the rest.
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var camera := get_viewport().get_camera()
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if camera == null:
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return
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if timer <= refresh_rate:
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timer += delta
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return
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timer = 0.0
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var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
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emitting = distance < max_emit_distance
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