summaryrefslogtreecommitdiff
path: root/Runtime/Export/LODBindings.txt
blob: d6053a3c47a393bd5eca61f848641a8cc11006b3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
C++RAW

#include "UnityPrefix.h"
#include "Configuration/UnityConfigure.h"
#include "Runtime/Camera/LODGroup.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/Utilities/LODUtility.h"
#include "Runtime/Camera/LODGroupManager.h"

CSRAW
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Collections;

namespace UnityEngine
{
// Structure for building a LOD for passing to the SetLODs function
CONDITIONAL !UNITY_FLASH
STRUCT LOD
	// Construct a LOD
	CSRAW public LOD (float screenRelativeTransitionHeight, Renderer[] renderers)
	{
		this.screenRelativeTransitionHeight = screenRelativeTransitionHeight;
		this.renderers = renderers;
	}

	// The screen relative height to use for the transition [0-1]
	CSRAW public float screenRelativeTransitionHeight;
	// List of renderers for this LOD level
	CSRAW public Renderer[] renderers;
END

// LODGroup lets you group multiple Renderers into LOD levels.
CLASS LODGroup : Component
	
	// The local reference point against which the LOD distance is calculated.
	AUTO_PROP Vector3 localReferencePoint GetLocalReferencePoint SetLocalReferencePoint

	// The size of LOD object in local space
	AUTO_PROP float   size GetSize SetSize
	
	// The number of LOD levels
	CUSTOM_PROP int lodCount { return self->GetLODCount(); }

	// Enable / Disable the LODGroup - Disabling will turn off all renderers.
	CUSTOM_PROP bool enabled { return self->GetEnabled (); } { self->SetEnabled (value); }

	// Recalculate the bounding region for the LODGroup (Relatively slow, do not call often)
	CUSTOM void RecalculateBounds ()
	{
		CalculateLODGroupBoundingBox (*self);
	}

	// Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup
	CONDITIONAL !UNITY_FLASH
	CUSTOM void SetLODS (LOD[] scriptingLODs)
	{
		//Number of LOD's
		int size = GetScriptingArraySize (scriptingLODs);

		if (size > kMaximumLODLevels)
		{
			WarningString(Format("SetLODs: Attempting to set more then the maximum number of LODS (%i) clamping", kMaximumLODLevels));
			size = kMaximumLODLevels;
		}

		LODGroup::LODArray lods;
		lods.resize(size);
		
		for (int i = 0; i < size; i++)
		{
		#if UNITY_WINRT
			// LOD is a structure with managed type inside that's why we need to perform slow Marshalling here.
			MonoLOD monoLOD;
			MarshallManagedStructIntoNative(Scripting::GetScriptingArrayElementNoRef<ScriptingObjectPtr>(scriptingLODs, i), &monoLOD);
		#else
			MonoLOD& monoLOD = Scripting::GetScriptingArrayElement<MonoLOD> (scriptingLODs, i);
		#endif
			
			lods[i].screenRelativeHeight = monoLOD.screenRelativeTransitionHeight;
			
			// clamp to 0 - 1
			lods[i].screenRelativeHeight = clamp01 (lods[i].screenRelativeHeight);

			// if our values are broken...
			if (i > 0 && (lods[i].screenRelativeHeight >= lods[i-1].screenRelativeHeight))
			{
				ErrorString("SetLODs: Attempting to set LOD where the screen relative size is greater then or equal to a higher detail LOD level.");
				return;
			}

			int renderersSize = GetScriptingArraySize (monoLOD.renderers);
			lods[i].renderers.resize_initialized(renderersSize);
			for (int r = 0; r < renderersSize; r++)
			{
				ScriptingObjectPtr o = Scripting::GetScriptingArrayElementNoRef<ScriptingObjectPtr>(monoLOD.renderers,r);
				lods[i].renderers[r].renderer = ScriptingObjectToObject<Renderer> (o);;
			}
		}

		self->SetLODArray (lods);
		CalculateLODGroupBoundingBox (*self);
	}

	// Force a LOD level on this LOD group
	//
	// @param index The LOD level to use. Passing index < 0 will return to standard LOD processing
	CUSTOM void ForceLOD (int index)
	{
		ForceLODLevel (*self, index);
	}
END

CSRAW
}