Update radius of AI model after model data is loaded - prevents rendering artifacts at near/far camera boundary.
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1 changed files with 12 additions and 0 deletions
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@ -87,6 +87,12 @@ public:
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_hasInteriorPath = true;
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}
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// save radius of loaded model for updating LOD
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auto bs = n->getBound();
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if (bs.valid()) {
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_radius = bs.radius();
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}
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_fxpath = prop->getStringValue("sound/path");
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_nasal[path] = std::unique_ptr<FGNasalModelDataProxy>(new FGNasalModelDataProxy(_root));
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_nasal[path]->modelLoaded(path, prop, n);
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@ -106,6 +112,7 @@ public:
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bool getInteriorLoaded(void) { return _interiorLoaded;}
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bool hasInteriorPath(void) { return _hasInteriorPath;}
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inline std::string& getInteriorPath() { return _interiorPath; }
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inline float getRadius() { return _radius; }
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private:
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std::string _fxpath;
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std::string _interiorPath;
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@ -116,6 +123,7 @@ private:
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bool _initialized = false;
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bool _hasInteriorPath = false;
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bool _interiorLoaded = false;
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float _radius = -1.0;
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SGPropertyNode* _root;
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};
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@ -288,6 +296,10 @@ void FGAIBase::update(double dt) {
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// which must be done in main thread
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_modeldata->init();
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// update LOD radius from loaded modeldata
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_model->setRadius(_modeldata->getRadius());
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_model->dirtyBound();
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// sound initialization
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if (fgGetBool("/sim/sound/aimodels/enabled",false))
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{
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