OpenSceneGraph/include/osg/LOD

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#ifndef OSG_LOD
#define OSG_LOD 1
#include <osg/Group>
namespace osg {
/** LOD - Level Of Detail group node which allows switching between children
depending on distance from eye point.
Typical uses are for load balancing - objects further away from
the eye point are rendered at a lower level of detail, and at times
of high stress on the graphics pipeline lower levels of detail can
also be chosen.
*/
class SG_EXPORT LOD : public Group
{
public :
LOD() {}
META_Node(LOD);
virtual void traverse(NodeVisitor& nv);
/** Sets the value of range list element index to range which
is a floating point distance specified in world coordinates.
Range list automatically expands to accommodate values beyond
the current getNumRanges().*/
void setRange(const unsigned int index, const float range);
/** returns the range for specified index.*/
inline const float getRange(const unsigned int index) const { return _rangeList[index]; }
/** returns the number of ranges currently set.*/
inline const int getNumRanges() const { return _rangeList.size(); }
/** Sets the object-space point which defines the center of the osg::LOD.
center is affected by any transforms in the hierarchy above the osg::LOD.*/
inline void setCenter(const Vec3 &center) { _center = center; }
/** return the LOD center point. */
inline const Vec3& getCenter() const { return _center; }
/** return the child to traverse.
Selected by the distance between the eye point in local
coordinates and the LOD center, multiplied by the bias.*/
const int evaluate(const Vec3& eye_local,const float bias=1.0f) const;
protected :
virtual ~LOD() {}
typedef std::vector<float> RangeList;
RangeList _rangeList;
RangeList _rangeList2;
Vec3 _center;
};
};
#endif