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author | jfons <joan.fonssanchez@gmail.com> | 2021-05-09 18:23:20 +0200 |
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committer | jfons <joan.fonssanchez@gmail.com> | 2021-06-14 12:17:11 +0200 |
commit | 3a53ae5d9fe3d8b3dcc686c6a32510e0fe53b19e (patch) | |
tree | f4201a9212a4d10309af2067899d0935ee86cd5f /doc/classes/World2D.xml | |
parent | 12e0f10c74e9619262f1edcfdc1840432ada0565 (diff) |
Implement visibility range and dependencies.
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.
Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.
This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).
Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.
Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
Diffstat (limited to 'doc/classes/World2D.xml')
0 files changed, 0 insertions, 0 deletions