Esempio n. 1
0
        void GenerateQuadTree(Quad parentQuad) {

            this.AddChild(parentQuad);

            parentQuad.PreCalculate();

            if (parentQuad.LOD == this.levels) {
                parentQuad.isLeaf = true;
                return;
            }

            parentQuad.isLeaf = false;

            var currX = parentQuad.transform.localPosition.x;
            var currY = parentQuad.transform.localPosition.y;
            var currZ = parentQuad.transform.localPosition.z;

            var stride = parentQuad.size * 0.5f;

            for (int i=0; i < 4; i++) {
                var childQuad = new Quad(parentQuad.LOD + 1,
                        parentQuad.size * 0.5f,
                        parentQuad.size * 0.5f,
                        this.heightMap);

                parentQuad.children.Add(childQuad);

                childQuad.transform.localPosition = new Vector3(currX, currY, currZ);

                this.GenerateQuadTree(childQuad);

                currX = currX + stride;
                if ((currX - parentQuad.transform.localPosition.x) >= parentQuad.size) {
                    currX = parentQuad.transform.localPosition.x;
                    currZ = currZ + stride;
                }


            }
        }
Esempio n. 2
0
        // Chunked LOD implementation: http://tulrich.com/geekstuff/sig-notes.pdf
        // TODO: Optimizations
        // Store coordinates of bounding boxes and exclude branches in quadtree that are out of range
        void ChunkedLOD(Quad quad, float scalingFactor=1.0f) {

            var camPos = this.cam.transform.position;
            Vector3 closestPoint = quad.boundingBox.ClosestPoint(camPos);
            float distance = Vector3.Distance(closestPoint, camPos);

            // Screen space error
            float rho = (quad.error / distance ) * scalingFactor;

            // Largest allowable screen error
            float tau = 120;

            if (quad.isLeaf || rho <= tau) {
                quad.active = true;
            } else {
                // TODO: When we implement excluding of whole subbranches, we'll have to turn off visibility for all chunks in that branch
                foreach (Quad q in quad.children) {
                    this.ChunkedLOD(q, scalingFactor);
                }
            }
        }