01ea3af253
Apply Godot 4.6 automated conversion: renames Spatial.translate->position, margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile, onready->@onready, export()->@export, and many more. 127 files changed by the tool. Manual fixes still required for: - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.) - lod plugin (Spatial -> Node3D renames) - ResourceLoader.load_interactive removed -> load_threaded_request - OS.set_window_fullscreen removed -> DisplayServer - Viewport.set_size_override removed Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
88 lines
2.9 KiB
GDScript
88 lines
2.9 KiB
GDScript
# 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 Node3D
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class_name LODSpatial, "lod_spatial.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 LOD 0 (high quality) distance in units.
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@export var lod_0_max_distance := 10 # (float, 0.0, 1000.0, 0.1)
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# The maximum LOD 1 (medium quality) distance in units.
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@export var lod_1_max_distance := 25 # (float, 0.0, 1000.0, 0.1)
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# The maximum LOD 2 (low quality) distance in units.
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# Past this distance, all LOD variants are hidden.
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@export var lod_2_max_distance := 100 # (float, 0.0, 1000.0, 0.1)
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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/spatial_bias"):
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lod_bias = ProjectSettings.get_setting("lod/spatial_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 += randf_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_3d()
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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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# The LOD level to choose (lower is more detailed).
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var lod: int
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if distance < lod_0_max_distance:
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lod = 0
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elif distance < lod_1_max_distance:
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lod = 1
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elif distance < lod_2_max_distance:
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lod = 2
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else:
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# Hide the LOD object entirely.
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lod = 3
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for node in get_children():
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# `-lod` also matches `-lod0`, `-lod1`, `-lod2`, …
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if node.has_method("set_visible"):
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if "-lod0" in node.name:
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node.visible = lod == 0
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if "-lod1" in node.name:
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node.visible = lod == 1
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if "-lod2" in node.name:
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node.visible = lod == 2
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