当前LOD级别 - LOD Group Unity

时间:2016-06-10 19:04:21

标签: c# unity3d unityscript level-of-detail

我在使用LOD Group时遇到问题,因为我想知道我在屏幕上看到的当前活动LOD级别。我只能通过

访问百分比
GameObject.GetComponent<LODGroup>().GetLODs()[size].screenRelativeTransitionHeight;

有人知道如何解决这个问题?提前谢谢。

4 个答案:

答案 0 :(得分:3)

搜索答案answer.unity3d.com,我来到这里: http://answers.unity3d.com/questions/684467/find-the-lod-step-which-is-currently-used.html

 LODGroup lodGroup = obj.GetComponent<LODGroup>();
 if (lodGroup != null)
 {
     Transform lodTransform = lodGroup.transform;
     foreach (Transform child in lodTransform)
     {
         var renderer = child.GetComponent<Renderer> ();
         if (renderer != null && renderer.isVisible)
         { 
             Debug.Log("This LODlevel is used: " + child.name); 
         }
     }
 }

您可以通过查看当前可见(在屏幕上可见)的儿童GameObjects Renderers的名称来找出当前处于活动状态的LOD级别。

答案 1 :(得分:0)

我遇到了同样的问题,最后找到了一个切实可行的解决方案。 (不幸的是,renderer.isVisible的更新频率不足以使其可靠,而且我不想在任何LOD子对象上添加其他组件。)

我在此处上传了解决方案:https://github.com/JulienHeijmans/EditorScripts/blob/master/Scripts/Utility/Editor/LODExtendedUtility.cs

我大部分是从这里获取的代码:https://github.com/Unity-Technologies/AutoLOD/blob/master/Scripts/Extensions/LODGroupExtensions.cs我删除了不必要的内容,并添加了我经常使用的其他实用程序功能。

它已被用作编辑器内的实用程序脚本,但是这里有获取当前可见的LOD级别的数学方法。

答案 2 :(得分:-1)

private static int GetLODCurShowLevel(Camera cam, LODGroup lodGroup)
{
    //var inv_SceneViewCamHeight = 1.0f / (cam.pixelHeight - 6.0f);
    var inv_SceneViewCamHeight = 1.0f / (cam.pixelHeight);

    var lods = lodGroup.GetLODs();
    for (int lodIDX = 0; lodIDX < lods.Length; lodIDX++)
    {
        var lod = lods[lodIDX];
        var renderers = lod.renderers;
        for (int renderIDX = 0; renderIDX < renderers.Length; renderIDX++)
        {
            var renderer = renderers[renderIDX];

            // method1:
            //var heightInScreen = Mathf.Abs(cam.WorldToScreenPoint(renderer.bounds.max).y - cam.WorldToScreenPoint(renderer.bounds.min).y);

            // method2:
            var heightInScreen = GetHeightInScreen(cam, renderer);
            var ratioInScren = heightInScreen * inv_SceneViewCamHeight;
            if (ratioInScren > lod.screenRelativeTransitionHeight)
            {
                return lodIDX;
            }
        }
    }

    return -1;
}

private static float GetHeightInScreen(Camera cam, Renderer renderer)
{
    var min = renderer.bounds.min;
    var max = renderer.bounds.max;
    // F = Front
    var FTL = new Vector3(min.x, max.y, min.z);
    var FTR = new Vector3(max.x, max.y, min.z);
    var FBR = new Vector3(max.x, min.y, min.z);
    var FBL = new Vector3(min.x, min.y, min.z);

    // Back
    var BTL = new Vector3(min.x, max.y, max.z);
    var BTR = new Vector3(max.x, max.y, max.z);
    var BBR = new Vector3(max.x, min.y, max.z);
    var BBL = new Vector3(min.x, min.y, max.z);

    // to screen space pos
    FTL = cam.WorldToScreenPoint(FTL);
    FTR = cam.WorldToScreenPoint(FTR);
    FBR = cam.WorldToScreenPoint(FBR);
    FBL = cam.WorldToScreenPoint(FBL);

    BTL = cam.WorldToScreenPoint(BTL);
    BTR = cam.WorldToScreenPoint(BTR);
    BBR = cam.WorldToScreenPoint(BBR);
    BBL = cam.WorldToScreenPoint(BBL);

    var maxY = FTL.y;
    maxY = Mathf.Max(FTR.y, maxY);
    maxY = Mathf.Max(FBR.y, maxY);
    maxY = Mathf.Max(FBL.y, maxY);

    maxY = Mathf.Max(BTL.y, maxY);
    maxY = Mathf.Max(BTR.y, maxY);
    maxY = Mathf.Max(BBR.y, maxY);
    maxY = Mathf.Max(BBL.y, maxY);

    var minY = FTL.y;
    minY = Mathf.Min(FTR.y, minY);
    minY = Mathf.Min(FBR.y, minY);
    minY = Mathf.Min(FBL.y, minY);

    minY = Mathf.Min(BTL.y, minY);
    minY = Mathf.Min(BTR.y, minY);
    minY = Mathf.Min(BBR.y, minY);
    minY = Mathf.Min(BBL.y, minY);

    return maxY - minY;
}

答案 3 :(得分:-1)

public class TestingStoreLODGroupCurLODLevel : MonoBehaviour
{
    public bool[] lodVisibleArr;
    public int GetCurLOD()
    {
        if (lodVisibleArr != null)
        {
            var len = lodVisibleArr.Length;
            for (int i = 0; i < len; i++)
            {
                if (lodVisibleArr[i])
                {
                    return i;
                }
            }
        }
        return -1;
    }
}

public class TestingCheckVisibleChanged : MonoBehaviour
{
    public int belongLOD;
    public TestingStoreLODGroupCurLODLevel storeLOD;
    private void OnBecameInvisible()
    {
        if (storeLOD)
        {
            storeLOD.lodVisibleArr[belongLOD] = false;
        }
    }

    private void OnBecameVisible()
    {
        if (storeLOD)
        {
            storeLOD.lodVisibleArr[belongLOD] = true;
        }
    }
}

    private void SetupCheckLODInfo(GameObject go)
    {
        var lodGroup = go.GetComponent<LODGroup>();
        if (lodGroup == null)
        {
            return;
        }

        var storeLODComp = go.GetComponent<TestingStoreLODGroupCurLODLevel>();
        if (storeLODComp != null)
        {
            return;
        }

        storeLODComp = go.AddComponent<TestingStoreLODGroupCurLODLevel>();
        var lods = lodGroup.GetLODs();
        for (int lodIDX = 0; lodIDX < lods.Length; lodIDX++)
        {
            var lod = lods[lodIDX];
            var renderers = lod.renderers;
            for (int rendererIDX = 0; rendererIDX < renderers.Length; rendererIDX++)
            {
                var renderer = renderers[rendererIDX];
                var checkVisibleComp = renderer.gameObject.GetComponent<TestingCheckVisibleChanged>();
                if (checkVisibleComp == null)
                {
                    checkVisibleComp = renderer.gameObject.AddComponent<TestingCheckVisibleChanged>();
                }
                checkVisibleComp.belongLOD = lodIDX;
                checkVisibleComp.storeLOD = storeLODComp;
            }
        }

        storeLODComp.lodVisibleArr = new bool[lods.Length]; 
    }

    private void UnSetupCheckLODInfo(GameObject go)
    {
        var lodGroup = go.GetComponent<LODGroup>();
        if (lodGroup == null)
        {
            return;
        }
        var storeLODComp = go.GetComponent<TestingStoreLODGroupCurLODLevel>();
        if (storeLODComp != null)
        {
            GameObject.Destroy(storeLODComp);
        }

        var lods = lodGroup.GetLODs();
        for (int lodIDX = 0; lodIDX < lods.Length; lodIDX++)
        {
            var lod = lods[lodIDX];
            var renderers = lod.renderers;
            for (int rendererIDX = 0; rendererIDX < renderers.Length; rendererIDX++)
            {
                var renderer = renderers[rendererIDX];
                var checkVisibleComp = renderer.gameObject.GetComponent<TestingCheckVisibleChanged>();
                if (checkVisibleComp != null)
                {
                    GameObject.Destroy(checkVisibleComp);
                }
            }
        }
    }