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https://github.com/HifiExperiments/overte.git
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Merge pull request #16049 from sabrina-shanman/ourLODEInvestigation
(BUGZ-1112) Make 20:20 vision equal seeing 1m cube from 400 meters away
This commit is contained in:
commit
1011880698
11 changed files with 91 additions and 102 deletions
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@ -27,11 +27,15 @@ Rectangle {
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HifiConstants { id: hifi }
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readonly property real treeScale: 32768; // ~20 miles.. This is the number of meters of the 0.0 to 1.0 voxel universe
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readonly property real halfTreeScale: treeScale / 2;
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// This controls the LOD. Larger number will make smaller voxels visible at greater distance.
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readonly property real defaultOctreeSizeScale: treeScale * 400.0
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// This controls the LOD. Larger number will make smaller objects visible at greater distance.
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readonly property real defaultMaxVisibilityDistance: 400.0
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readonly property real unitElementMaxExtent: Math.sqrt(3.0) * 0.5
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function visibilityDistanceToLODAngleDeg(visibilityDistance) {
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var lodHalfAngle = Math.atan(unitElementMaxExtent / visibilityDistance);
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var lodAngle = lodHalfAngle * 2.0;
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return lodAngle * 180.0 / Math.PI;
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}
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Column {
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anchors.margins: 10
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@ -71,7 +75,7 @@ Rectangle {
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id: adjustCheckbox
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boxSize: 20
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anchors.verticalCenter: parent.verticalCenter
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onCheckedChanged: LODManager.setAutomaticLODAdjust(!checked);
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onCheckedChanged: LODManager.setAutomaticLODAdjust(!adjustCheckbox.checked);
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}
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}
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@ -89,10 +93,10 @@ Rectangle {
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anchors.right: parent.right
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minimumValue: 5
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maximumValue: 2000
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value: LODManager.getOctreeSizeScale() / treeScale
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value: defaultMaxVisibilityDistance
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tickmarksEnabled: false
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onValueChanged: {
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LODManager.setOctreeSizeScale(value * treeScale);
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LODManager.lodAngleDeg = visibilityDistanceToLODAngleDeg(slider.value);
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whatYouCanSeeLabel.text = LODManager.getLODFeedbackText()
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}
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}
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@ -106,7 +110,7 @@ Rectangle {
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colorScheme: root.colorScheme
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height: 30
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onClicked: {
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slider.value = defaultOctreeSizeScale/treeScale
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slider.value = defaultMaxVisibilityDistance
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adjustCheckbox.checked = false
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LODManager.setAutomaticLODAdjust(adjustCheckbox.checked);
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}
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@ -6817,8 +6817,8 @@ void Application::updateRenderArgs(float deltaTime) {
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_viewFrustum.setProjection(adjustedProjection);
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_viewFrustum.calculate();
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}
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appRenderArgs._renderArgs = RenderArgs(_graphicsEngine.getGPUContext(), lodManager->getOctreeSizeScale(),
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lodManager->getBoundaryLevelAdjust(), lodManager->getLODAngleHalfTan(), RenderArgs::DEFAULT_RENDER_MODE,
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appRenderArgs._renderArgs = RenderArgs(_graphicsEngine.getGPUContext(), lodManager->getVisibilityDistance(),
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lodManager->getBoundaryLevelAdjust(), lodManager->getLODHalfAngleTan(), RenderArgs::DEFAULT_RENDER_MODE,
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RenderArgs::MONO, RenderArgs::DEFERRED, RenderArgs::RENDER_DEBUG_NONE);
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appRenderArgs._renderArgs._scene = getMain3DScene();
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@ -12,7 +12,6 @@
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#include "LODManager.h"
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#include <SettingHandle.h>
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#include <OctreeUtils.h>
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#include <Util.h>
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#include <shared/GlobalAppProperties.h>
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@ -93,8 +92,7 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
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return;
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}
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// Previous values for output
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float oldOctreeSizeScale = getOctreeSizeScale();
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// Previous value for output
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float oldLODAngle = getLODAngleDeg();
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// Target fps is slightly overshooted by 5hz
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@ -165,7 +163,7 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
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// And now add the output of the controller to the LODAngle where we will guarantee it is in the proper range
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setLODAngleDeg(oldLODAngle + output);
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if (oldOctreeSizeScale != _octreeSizeScale) {
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if (oldLODAngle != getLODAngleDeg()) {
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auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();
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if (lodToolsDialog) {
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lodToolsDialog->reloadSliders();
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@ -173,21 +171,32 @@ void LODManager::autoAdjustLOD(float realTimeDelta) {
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}
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}
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float LODManager::getLODAngleHalfTan() const {
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return getPerspectiveAccuracyAngleTan(_octreeSizeScale, _boundaryLevelAdjust);
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float LODManager::getLODHalfAngleTan() const {
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return tan(_lodHalfAngle);
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}
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float LODManager::getLODAngle() const {
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return 2.0f * atanf(getLODAngleHalfTan());
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return 2.0f * _lodHalfAngle;
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}
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float LODManager::getLODAngleDeg() const {
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return glm::degrees(getLODAngle());
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}
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float LODManager::getVisibilityDistance() const {
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float systemDistance = getVisibilityDistanceFromHalfAngle(_lodHalfAngle);
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// Maintain behavior with deprecated _boundaryLevelAdjust property
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return systemDistance * powf(2.0f, _boundaryLevelAdjust);
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}
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void LODManager::setVisibilityDistance(float distance) {
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// Maintain behavior with deprecated _boundaryLevelAdjust property
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float userDistance = distance / powf(2.0f, _boundaryLevelAdjust);
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_lodHalfAngle = getHalfAngleFromVisibilityDistance(userDistance);
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}
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void LODManager::setLODAngleDeg(float lodAngle) {
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auto newSolidAngle = std::max(0.5f, std::min(lodAngle, 90.f));
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auto halTan = glm::tan(glm::radians(newSolidAngle * 0.5f));
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auto octreeSizeScale = TREE_SCALE * OCTREE_TO_MESH_RATIO / halTan;
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setOctreeSizeScale(octreeSizeScale);
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auto newLODAngleDeg = std::max(0.001f, std::min(lodAngle, 90.f));
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auto newLODHalfAngle = glm::radians(newLODAngleDeg * 0.5f);
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_lodHalfAngle = newLODHalfAngle;
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}
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void LODManager::setSmoothScale(float t) {
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@ -267,7 +276,11 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
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};
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void LODManager::setOctreeSizeScale(float sizeScale) {
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_octreeSizeScale = sizeScale;
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setVisibilityDistance(sizeScale / TREE_SCALE);
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}
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float LODManager::getOctreeSizeScale() const {
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return getVisibilityDistance() * TREE_SCALE;
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}
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void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
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@ -293,12 +306,14 @@ QString LODManager::getLODFeedbackText() {
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} break;
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}
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// distance feedback
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float octreeSizeScale = getOctreeSizeScale();
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float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE;
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float visibilityDistance = getVisibilityDistance();
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float relativeToDefault = visibilityDistance / DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
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int relativeToTwentyTwenty = 20 / relativeToDefault;
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QString result;
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if (relativeToDefault > 1.01f) {
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if (relativeToTwentyTwenty < 1) {
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result = QString("%2 times further than average vision%3").arg(relativeToDefault, 0, 'f', 3).arg(granularityFeedback);
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} else if (relativeToDefault > 1.01f) {
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result = QString("20:%1 or %2 times further than average vision%3").arg(relativeToTwentyTwenty).arg(relativeToDefault, 0, 'f', 2).arg(granularityFeedback);
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} else if (relativeToDefault > 0.99f) {
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result = QString("20:20 or the default distance for average vision%1").arg(granularityFeedback);
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@ -17,6 +17,7 @@
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#include <DependencyManager.h>
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#include <NumericalConstants.h>
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#include <OctreeConstants.h>
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#include <OctreeUtils.h>
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#include <PIDController.h>
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#include <SimpleMovingAverage.h>
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#include <render/Args.h>
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@ -138,24 +139,28 @@ public:
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/**jsdoc
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* @function LODManager.setOctreeSizeScale
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* @param {number} sizeScale
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* @deprecated This function is deprecated and will be removed. Use the {@link LODManager.lodAngleDeg} property instead.
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*/
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Q_INVOKABLE void setOctreeSizeScale(float sizeScale);
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/**jsdoc
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* @function LODManager.getOctreeSizeScale
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* @returns {number}
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* @deprecated This function is deprecated and will be removed. Use the {@link LODManager.lodAngleDeg} property instead.
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*/
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Q_INVOKABLE float getOctreeSizeScale() const { return _octreeSizeScale; }
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Q_INVOKABLE float getOctreeSizeScale() const;
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/**jsdoc
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* @function LODManager.setBoundaryLevelAdjust
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* @param {number} boundaryLevelAdjust
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* @deprecated This function is deprecated and will be removed.
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*/
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Q_INVOKABLE void setBoundaryLevelAdjust(int boundaryLevelAdjust);
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/**jsdoc
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* @function LODManager.getBoundaryLevelAdjust
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* @returns {number}
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* @deprecated This function is deprecated and will be removed.
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*/
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Q_INVOKABLE int getBoundaryLevelAdjust() const { return _boundaryLevelAdjust; }
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@ -196,8 +201,10 @@ public:
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float getLODAngleDeg() const;
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void setLODAngleDeg(float lodAngle);
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float getLODAngleHalfTan() const;
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float getLODHalfAngleTan() const;
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float getLODAngle() const;
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float getVisibilityDistance() const;
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void setVisibilityDistance(float distance);
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float getPidKp() const;
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float getPidKi() const;
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@ -254,7 +261,7 @@ private:
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float _desktopTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_DESKTOP_FPS };
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float _hmdTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_HMD_FPS };
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float _octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE;
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float _lodHalfAngle = getHalfAngleFromVisibilityDistance(DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT);
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int _boundaryLevelAdjust = 0;
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glm::vec4 _pidCoefs{ 1.0f, 0.0f, 0.0f, 1.0f }; // Kp, Ki, Kd, Kv
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@ -64,7 +64,7 @@ LodToolsDialog::LodToolsDialog(QWidget* parent) :
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_lodSize->setTickPosition(QSlider::TicksBelow);
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_lodSize->setFixedWidth(SLIDER_WIDTH);
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_lodSize->setPageStep(PAGE_STEP_LOD_SIZE);
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int sliderValue = lodManager->getOctreeSizeScale() / TREE_SCALE;
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int sliderValue = lodManager->getVisibilityDistance();
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_lodSize->setValue(sliderValue);
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form->addRow("Level of Detail:", _lodSize);
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connect(_lodSize,SIGNAL(valueChanged(int)),this,SLOT(sizeScaleValueChanged(int)));
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@ -81,7 +81,7 @@ LodToolsDialog::LodToolsDialog(QWidget* parent) :
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void LodToolsDialog::reloadSliders() {
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auto lodManager = DependencyManager::get<LODManager>();
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_lodSize->setValue(lodManager->getOctreeSizeScale() / TREE_SCALE);
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_lodSize->setValue(lodManager->getVisibilityDistance());
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_feedback->setText(lodManager->getLODFeedbackText());
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}
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@ -93,15 +93,14 @@ void LodToolsDialog::updateAutomaticLODAdjust() {
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void LodToolsDialog::sizeScaleValueChanged(int value) {
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auto lodManager = DependencyManager::get<LODManager>();
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float realValue = value * TREE_SCALE;
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lodManager->setOctreeSizeScale(realValue);
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lodManager->setVisibilityDistance(value);
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_feedback->setText(lodManager->getLODFeedbackText());
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}
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void LodToolsDialog::resetClicked(bool checked) {
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int sliderValue = DEFAULT_OCTREE_SIZE_SCALE / TREE_SCALE;
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int sliderValue = DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
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_lodSize->setValue(sliderValue);
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_manualLODAdjust->setChecked(false);
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@ -124,8 +123,8 @@ void LodToolsDialog::closeEvent(QCloseEvent* event) {
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lodManager->setAutomaticLODAdjust(true);
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// if the user adjusted the LOD above "normal" then always revert back to default
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if (lodManager->getOctreeSizeScale() > DEFAULT_OCTREE_SIZE_SCALE) {
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lodManager->setOctreeSizeScale(DEFAULT_OCTREE_SIZE_SCALE);
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if (lodManager->getVisibilityDistance() > DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) {
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lodManager->setVisibilityDistance(DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT);
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}
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#endif
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}
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@ -21,8 +21,9 @@ const int TREE_SCALE = 32768; // ~20 miles.. This is the number of meters of the
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const int HALF_TREE_SCALE = TREE_SCALE / 2;
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// This controls the LOD. Larger number will make smaller voxels visible at greater distance.
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const float MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT = 400.0f; // max distance where a 1x1x1 cube is visible for 20:20 vision
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const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
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const float DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT = 400.0f; // max distance where a 1x1x1 cube is visible for 20:20 vision
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const float UNIT_ELEMENT_MAX_EXTENT = sqrtf(3.0f) / 2.0f; // A unit cube tilted on its edge will have its edge jutting out sqrt(3)/2 units from the center
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const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
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// Since entities like models live inside of octree cells, and they themselves can have very small mesh parts,
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// we want to have some constant that controls have big a mesh part must be to render even if the octree cell itself
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@ -18,64 +18,31 @@
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#include <AABox.h>
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#include <AACube.h>
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float calculateRenderAccuracy(const glm::vec3& position,
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const AABox& bounds,
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float octreeSizeScale,
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int boundaryLevelAdjust) {
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float largestDimension = bounds.getLargestDimension();
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const float maxScale = (float)TREE_SCALE;
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float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / OCTREE_TO_MESH_RATIO;
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static std::once_flag once;
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static QMap<float, float> shouldRenderTable;
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std::call_once(once, [&] {
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float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
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float scale = maxScale;
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float factor = 1.0f;
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while (scale > SMALLEST_SCALE_IN_TABLE) {
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scale /= 2.0f;
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factor /= 2.0f;
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shouldRenderTable[scale] = factor;
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}
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});
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float closestScale = maxScale;
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float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
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QMap<float, float>::const_iterator lowerBound = shouldRenderTable.lowerBound(largestDimension);
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if (lowerBound != shouldRenderTable.constEnd()) {
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closestScale = lowerBound.key();
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visibleDistanceAtClosestScale = visibleDistanceAtMaxScale * lowerBound.value();
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}
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if (closestScale < largestDimension) {
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visibleDistanceAtClosestScale *= 2.0f;
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}
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// FIXME - for now, it's either visible or not visible. We want to adjust this to eventually return
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// a floating point for objects that have small angular size to indicate that they may be rendered
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// with lower preciscion
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float distanceToCamera = glm::length(bounds.calcCenter() - position);
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return (distanceToCamera <= visibleDistanceAtClosestScale) ? 1.0f : 0.0f;
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float boundaryDistanceForRenderLevel(unsigned int renderLevel, float visibilityDistance) {
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return visibilityDistance / powf(2.0f, renderLevel);
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}
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float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeScale) {
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return voxelSizeScale / powf(2.0f, renderLevel);
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float getPerspectiveAccuracyHalfAngleTan(float visibilityDistance, int boundaryLevelAdjust) {
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float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, visibilityDistance);
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return UNIT_ELEMENT_MAX_EXTENT / visibleDistanceAtMaxScale;
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}
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float getPerspectiveAccuracyAngleTan(float octreeSizeScale, int boundaryLevelAdjust) {
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const float maxScale = (float)TREE_SCALE;
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float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / OCTREE_TO_MESH_RATIO;
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return (maxScale / visibleDistanceAtMaxScale);
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float getPerspectiveAccuracyHalfAngle(float visibilityDistance, int boundaryLevelAdjust) {
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return atan(getPerspectiveAccuracyHalfAngleTan(visibilityDistance, boundaryLevelAdjust));
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}
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float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust) {
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return atan(getPerspectiveAccuracyAngleTan(octreeSizeScale, boundaryLevelAdjust));
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float getVisibilityDistanceFromHalfAngle(float halfAngle) {
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float halfAngleTan = tan(halfAngle);
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return UNIT_ELEMENT_MAX_EXTENT / halfAngleTan;
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}
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float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust) {
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float getHalfAngleFromVisibilityDistance(float visibilityDistance) {
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float halfAngleTan = UNIT_ELEMENT_MAX_EXTENT / visibilityDistance;
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return atan(halfAngleTan);
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}
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float getOrthographicAccuracySize(float visibilityDistance, int boundaryLevelAdjust) {
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// Smallest visible element is 1cm
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const float smallestSize = 0.01f;
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return (smallestSize * MAX_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) / boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale);
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return (smallestSize * DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT) / boundaryDistanceForRenderLevel(boundaryLevelAdjust, visibilityDistance);
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}
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@ -20,18 +20,13 @@ class AABox;
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class AACube;
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class QJsonDocument;
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/// renderAccuracy represents a floating point "visibility" of an object based on it's view from the camera. At a simple
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/// level it returns 0.0f for things that are so small for the current settings that they could not be visible.
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float calculateRenderAccuracy(const glm::vec3& position,
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const AABox& bounds,
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float octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE,
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int boundaryLevelAdjust = 0);
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float boundaryDistanceForRenderLevel(unsigned int renderLevel, float visibilityDistance);
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float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeScale);
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float getPerspectiveAccuracyAngleTan(float octreeSizeScale, int boundaryLevelAdjust);
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float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust);
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float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust);
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float getPerspectiveAccuracyHalfAngleTan(float visibilityDistance, int boundaryLevelAdjust);
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float getPerspectiveAccuracyHalfAngle(float visibilityDistance, int boundaryLevelAdjust);
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float getVisibilityDistanceFromHalfAngle(float halfAngle);
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float getHalfAngleFromVisibilityDistance(float visibilityDistance);
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float getOrthographicAccuracySize(float visibilityDistance, int boundaryLevelAdjust);
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// MIN_ELEMENT_ANGULAR_DIAMETER = angular diameter of 1x1x1m cube at 400m = sqrt(3) / 400 = 0.0043301 radians ~= 0.25 degrees
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const float MIN_ELEMENT_ANGULAR_DIAMETER = 0.0043301f; // radians
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||||
|
|
|
@ -120,7 +120,7 @@ void DrawSceneOctree::run(const RenderContextPointer& renderContext, const ItemS
|
|||
|
||||
// Draw the LOD Reticle
|
||||
{
|
||||
float angle = glm::degrees(getPerspectiveAccuracyAngle(args->_sizeScale, args->_boundaryLevelAdjust));
|
||||
float angle = glm::degrees(getPerspectiveAccuracyHalfAngle(args->_sizeScale, args->_boundaryLevelAdjust));
|
||||
Transform crosshairModel;
|
||||
crosshairModel.setTranslation(glm::vec3(0.0, 0.0, -1000.0));
|
||||
crosshairModel.setScale(1000.0f * tanf(glm::radians(angle))); // Scaling at the actual tan of the lod angle => Multiplied by TWO
|
||||
|
|
|
@ -80,7 +80,7 @@ Item {
|
|||
valueVar: LODManager["lodAngleDeg"]
|
||||
valueVarSetter: (function (v) { LODManager["lodAngleDeg"] = v })
|
||||
max: 90.0
|
||||
min: 0.5
|
||||
min: 0.01
|
||||
integral: false
|
||||
|
||||
anchors.left: parent.left
|
||||
|
@ -239,6 +239,7 @@ Item {
|
|||
object: LODManager
|
||||
valueScale: 1.0
|
||||
valueUnit: "deg"
|
||||
valueNumDigits: 2
|
||||
plots: [
|
||||
{
|
||||
prop: "lodAngleDeg",
|
||||
|
|
|
@ -533,7 +533,7 @@ function maybeUpdateOutputDeviceMutedOverlay() {
|
|||
var oldAutomaticLODAdjust;
|
||||
var oldLODAngleDeg;
|
||||
var SIMPLIFIED_UI_AUTO_LOD_ADJUST = false;
|
||||
var SIMPLIFIED_UI_LOD_ANGLE_DEG = 0.5;
|
||||
var SIMPLIFIED_UI_LOD_ANGLE_DEG = 0.248;
|
||||
function modifyLODSettings() {
|
||||
oldAutomaticLODAdjust = LODManager.automaticLODAdjust;
|
||||
oldLODAngleDeg = LODManager.lodAngleDeg;
|
||||
|
|
Loading…
Reference in a new issue