/**************************************************************************\ * Copyright (c) Kongsberg Oil & Gas Technologies AS * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the copyright holder nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. \**************************************************************************/ /*! \class SoLOD SoLOD.h Inventor/nodes/SoLOD.h \brief The SoLOD class is used to choose a child based distance between viewer and object. \ingroup nodes The class documentation for the SoLOD node class would be similar enough to that of SoLevelOfDetail that we will refer you to look at that one first. It will explain the general principles of what a level-of-detail mechanism is, and why and how to use it. (The main difference between SoLOD and SoLevelOfDetail is that SoLOD uses the speedier "distance-to-viewer" technique for implementing level-of-detail functionality, versus the more correct (but potentially slower) "projected-bbox-area" technique used by SoLevelOfDetail.) Here's a mockup example (in Inventor file format style, but easily converted to code) that shows how to use this node: \code LOD { range [ 10, 20, 30, 40 ] Sphere { } Cylinder { } Cone { } Cube { } Info { } } \endcode For the sub-scenegraph above, when the LOD-object is less than 10 units away from the viewpoint camera, an SoSphere will be shown. For distances 10 - 20 units away, this will be changed to the SoCylinder, and so on. For distances of \e more than 40 units from the camera, an SoInfo node will be traversed / rendered -- ie, nothing will be shown. (This is a common "trick" used to optimize rendering when models get far enough away from the camera that we want to remove them completely). Note that when using an SoOrthographicCamera in the examiner viewers of the SoQt, SoWin and SoXt libraries, it will seem like the SoLOD node is not working when using the "Zoom" functionality. What happens is that an SoOrthographicCamera is not actually moved, the "zoom" effect is accomplished simply by changing its height-of-view setting (i.e. the value of the SoOrthographicCamera::height field), but its position remains constant. So the distance to the camera will not change, which means SoLOD will pick the same child, no matter how much one "zooms". (The SoLevelOfDetail node uses the screen space area of the object to decide when to switch children, so that node will still work with SoOrthographicCamera.) FILE FORMAT/DEFAULTS: \code LOD { center 0 0 0 range [ ] } \endcode \since SGI Inventor 2.1 \sa SoLevelOfDetail */ // ************************************************************************* #include #include #include #include #include #include #include #include "nodes/SoSubNodeP.h" #include "nodes/SoSoundElementHelper.h" #include "profiler/SoNodeProfiling.h" // ************************************************************************* /*! \var SoMFFloat SoLOD::range The distance ranges which decides when to use each child for traversal / rendering. See usage example in main class documentation of SoLOD for an explanation of how this vector should be set up correctly. By default this vector just contains a single value 0.0f. */ /*! \var SoSFVec3f SoLOD::center This vector represents an offset within the object from the geometric center point to the center point the application programmer would actually like the distance between the viewer and the object to be calculated from. Default value is [0, 0, 0]. It is usually not necessary to change this field. */ // ************************************************************************* class SoLODP : public SoSoundElementHelper { public: SoLODP(SoLOD * master) : master(master) {}; SoLOD *master; }; #define PRIVATE(p) ((p)->pimpl) #define PUBLIC(p) ((p)->master) SO_NODE_SOURCE(SoLOD); /*! Default constructor. */ SoLOD::SoLOD(void) { this->commonConstructor(); } /*! Constructor. The argument should be the approximate number of children which is expected to be inserted below this node. The number need not be exact, as it is only used as a hint for better memory resource allocation. */ SoLOD::SoLOD(int numchildren) : inherited(numchildren) { this->commonConstructor(); } // private void SoLOD::commonConstructor(void) { PRIVATE(this) = new SoLODP(this); SO_NODE_INTERNAL_CONSTRUCTOR(SoLOD); SO_NODE_ADD_FIELD(center, (SbVec3f(0, 0, 0))); SO_NODE_ADD_FIELD(range, (0.0f)); // Make multivalue field empty, as that is the default. this->range.setNum(0); // So it's not written in its default state on SoWriteAction // traversal. this->range.setDefault(TRUE); } /*! Destructor. */ SoLOD::~SoLOD() { delete PRIVATE(this); } // Documented in superclass. void SoLOD::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoLOD, SO_FROM_INVENTOR_2_1|SoNode::VRML1); } // Documented in superclass. void SoLOD::doAction(SoAction *action) { int numindices; const int * indices; SoAction::PathCode pathcode = action->getPathCode(numindices, indices); if (pathcode == SoAction::IN_PATH) { this->children->traverseInPath(action, numindices, indices); } else { int idx = this->whichToTraverse(action); if (idx >= 0) { this->children->traverse(action, idx); PRIVATE(this)->enableTraversingOfInactiveChildren(); PRIVATE(this)->traverseInactiveChildren(this, action, idx, pathcode, this->getNumChildren(), this->getChildren()); } } } // Documented in superclass. void SoLOD::callback(SoCallbackAction *action) { SoLOD::doAction((SoAction*)action); } // Documented in superclass. void SoLOD::audioRender(SoAudioRenderAction * action) { PRIVATE(this)->preAudioRender(this, action); SoLOD::doAction((SoAction*)action); PRIVATE(this)->postAudioRender(this, action); } // Documented in superclass. void SoLOD::GLRender(SoGLRenderAction * action) { switch (action->getCurPathCode()) { case SoAction::NO_PATH: case SoAction::BELOW_PATH: SoLOD::GLRenderBelowPath(action); break; case SoAction::IN_PATH: SoLOD::GLRenderInPath(action); break; case SoAction::OFF_PATH: SoLOD::GLRenderOffPath(action); break; default: assert(0 && "unknown path code."); break; } } // Documented in superclass. void SoLOD::GLRenderBelowPath(SoGLRenderAction * action) { int idx = this->whichToTraverse(action); if (idx >= 0) { SoNode * child = (SoNode*) this->children->get(idx); action->pushCurPath(idx, child); if (!action->abortNow()) { SoNodeProfiling profiling; profiling.preTraversal(action); child->GLRenderBelowPath(action); profiling.postTraversal(action); } action->popCurPath(); } // don't auto cache LOD nodes. SoGLCacheContextElement::shouldAutoCache(action->getState(), SoGLCacheContextElement::DONT_AUTO_CACHE); } // Documented in superclass. void SoLOD::GLRenderInPath(SoGLRenderAction * action) { int numindices; const int * indices; SoAction::PathCode pathcode = action->getPathCode(numindices, indices); if (pathcode == SoAction::IN_PATH) { for (int i = 0; (i < numindices) && !action->hasTerminated(); i++) { int idx = indices[i]; SoNode * node = this->getChild(idx); action->pushCurPath(idx, node); if (!action->abortNow()) { SoNodeProfiling profiling; profiling.preTraversal(action); node->GLRenderInPath(action); profiling.postTraversal(action); } action->popCurPath(pathcode); } } else { assert(pathcode == SoAction::BELOW_PATH); SoLOD::GLRenderBelowPath(action); } } // Documented in superclass. void SoLOD::GLRenderOffPath(SoGLRenderAction * action) { int idx = this->whichToTraverse(action);; if (idx >= 0) { SoNode * node = this->getChild(idx); if (node->affectsState()) { action->pushCurPath(idx, node); if (!action->abortNow()) { SoNodeProfiling profiling; profiling.preTraversal(action); node->GLRenderOffPath(action); profiling.postTraversal(action); } action->popCurPath(); } } } // Documented in superclass. void SoLOD::rayPick(SoRayPickAction *action) { SoLOD::doAction((SoAction*)action); } // Documented in superclass. void SoLOD::getBoundingBox(SoGetBoundingBoxAction * action) { // FIXME: SGI OIV seems to do some extra work here, but the manual // pages states that it should do a normal SoGroup traversal. // we should _not_ use whichToTraverse() to calculate bbox as // this would cause cache dependencies on the camera and // the model matrix. pederb, 2001-02-21 inherited::getBoundingBox(action); } // Documented in superclass. void SoLOD::getPrimitiveCount(SoGetPrimitiveCountAction *action) { SoLOD::doAction((SoAction*)action); } /*! Returns the child to traverse based on the ranges in SoLOD::range. Will clamp to index to the number of children. This method will return -1 if no child should be traversed. This will only happen if the node has no children though. */ int SoLOD::whichToTraverse(SoAction *action) { SoState *state = action->getState(); const SbMatrix &mat = SoModelMatrixElement::get(state); const SbViewVolume &vv = SoViewVolumeElement::get(state); SbVec3f worldcenter; mat.multVecMatrix(this->center.getValue(), worldcenter); float dist = (vv.getProjectionPoint() - worldcenter).length(); int i; int n = this->range.getNum(); for (i = 0; i < n; i++) { if (dist < this->range[i]) break; } if (i >= this->getNumChildren()) i = this->getNumChildren() - 1; return i; } // Doc from superclass. void SoLOD::notify(SoNotList * nl) { inherited::notify(nl); PRIVATE(this)->notifyCalled(); } #undef PRIVATE #undef PUBLIC