using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.FinalIK
{
///
/// Simple VRIK LOD level controller based on renderer.isVisible and camera distance.
///
public class VRIKLODController : MonoBehaviour
{
public Renderer LODRenderer;
public float LODDistance = 15f;
public bool allowCulled = true;
private VRIK ik;
void Start()
{
ik = GetComponent();
}
void Update()
{
ik.solver.LOD = GetLODLevel();
}
// Setting LOD level to 1 saves approximately 20% of solving time. LOD level 2 means IK is culled, with only root position and rotation updated if locomotion enabled.
private int GetLODLevel()
{
if (allowCulled)
{
if (LODRenderer == null) return 0;
if (!LODRenderer.isVisible) return 2;
}
// Set LOD to 1 if too far from camera
float sqrMag = (ik.transform.position - Camera.main.transform.position).sqrMagnitude;
if (sqrMag > LODDistance * LODDistance) return 1;
return 0;
}
}
}