/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_CLUSTERCULLINGCALLBACK #define OSG_CLUSTERCULLINGCALLBACK 1 #include namespace osg { /** Drawable CullCallback for adding cluster culling to cull back facing * drawables.*/ class SG_EXPORT ClusterCullingCallback : public Drawable::CullCallback { public: ClusterCullingCallback(); ClusterCullingCallback(const ClusterCullingCallback& ccc,const CopyOp& copyop); ClusterCullingCallback(const osg::Vec3& controlPoint, const osg::Vec3& normal, float deviation); ClusterCullingCallback(const osg::Drawable* drawable); META_Object(osg,ClusterCullingCallback) /** compute the control point, normal and deviation from the contents of the drawable.*/ void computeFrom(const osg::Drawable* drawable); void set(const osg::Vec3& controlPoint, const osg::Vec3& normal, float deviation, float radius); void setControlPoint(const osg::Vec3& controlPoint) { _controlPoint = controlPoint; } const osg::Vec3& getControlPoint() const { return _controlPoint; } void setNormal(const osg::Vec3& normal) { _normal = normal; } const osg::Vec3& getNormal() const { return _normal; } void setRadius(float radius) { _radius = radius; } float getRadius() const { return _radius; } void setDeviation(float deviation) { _deviation = deviation; } float getDeviation() const { return _deviation; } virtual bool cull(osg::NodeVisitor*, osg::Drawable*, osg::State*) const; protected: virtual ~ClusterCullingCallback() {} osg::Vec3 _controlPoint; osg::Vec3 _normal; float _radius; float _deviation; }; } #endif