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#include "UnityPrefix.h"
#include "LODUtility.h"
#include "Runtime/Filters/Renderer.h"
#include "Runtime/Math/Vector3.h"
#include "Runtime/Camera/LODGroup.h"
#include "Runtime/Filters/AABBUtility.h"
#include "Runtime/Camera/LODGroupManager.h"
void CalculateLODGroupBoundingBox ( LODGroup& group )
{
Matrix4x4f worldToLocal = group.GetComponent(Transform).GetWorldToLocalMatrix();
MinMaxAABB minmax;
minmax.Init();
for (int i=0;i<group.GetLODCount();i++)
{
for (int r=0;r<group.GetLOD(i).renderers.size();r++)
{
Renderer* renderer = group.GetLOD(i).renderers[r].renderer;
if (renderer && renderer->GetGameObjectPtr())
{
AABB localBounds;
if (CalculateLocalAABB (renderer->GetGameObject(), &localBounds))
{
Matrix4x4f relativeTransform;
Matrix4x4f rendererLocalToWorld = renderer->GetTransform().GetLocalToWorldMatrix();
MultiplyMatrices4x4(&worldToLocal, &rendererLocalToWorld, &relativeTransform);
AABB lodGroupRelativeBoundds;
TransformAABBSlow (localBounds, relativeTransform, lodGroupRelativeBoundds);
minmax.Encapsulate(lodGroupRelativeBoundds);
}
}
}
}
float size;
if (minmax.IsValid())
{
group.SetLocalReferencePoint (minmax.GetCenter());
Vector3f extent = minmax.GetExtent() * 2.0F;
size = std::max(std::max(extent.x, extent.y), extent.z);
}
else
{
group.SetLocalReferencePoint (Vector3f (0, 0, 0));
size = 1;
}
float scale = group.GetWorldSpaceScale();
if (scale > 0.0001F)
size /= scale;
group.SetSize (size);
}
void ForceLODLevel (const LODGroup& group, int index)
{
int LODCount = group.GetLODCount();
if (index >= LODCount)
if (index >= LODCount)
{
WarningString("SetLODs: Attempting to force a LOD outside the number available LODs");
return;
}
// mask of 0 = no force
// now create a mask for the rest
UInt32 lodMask = 0;
if (index >= 0)
lodMask = 1 << index;
LODGroupManager& m = GetLODGroupManager();
int lodGroupIndex = group.GetLODGroup();
if (lodGroupIndex < 0)
{
WarningString("SetLODs: Attempting to force a LOD outside the number available LODs");
return;
}
m.SetForceLODMask (lodGroupIndex, lodMask);
}
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