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