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occt/src/Graphic3d/Graphic3d_LODManager.hxx
vpa af989e9d1d Draft implementation of LOD API in OCCT:
- implemented interfaces for LOD at OpenGl, Graphic3d and MeshVS levels;
- added LOD managers at Graphic3d and OpenGl levels;
- simple mechanism of LOD switching is implemented in LOD manager;
- distance to COG metric is temporarily used;
- the metric could be redefined using custom LOD selectors;
- LODs are added to MeshVS_Mesh in Compute method and are listed as its data sources;
- added commands meshgenlod and meshlod to generate LODs for mesh and its topological representation
  and bind them to its OpenGl structures.
2015-12-08 10:18:27 +03:00

76 lines
2.4 KiB
C++

// Created on: 2015-11-25
// Created by: Varvara POSKONINA
// Copyright (c) 2005-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_LODManager_Header
#define _Graphic3d_LODManager_Header
#include <Graphic3d_CStructure.hxx>
#include <Graphic3d_Camera.hxx>
#include <Graphic3d_LOD.hxx>
#include <Graphic3d_LODSelector.hxx>
#include <Graphic3d_LODDistanceSelector.hxx>
#include <Graphic3d_SequenceOfGroup.hxx>
#include <Graphic3d_StructurePtr.hxx>
#include <NCollection_Vector.hxx>
#include <Standard.hxx>
#include <Standard_Handle.hxx>
class Graphic3d_LODManager : public Standard_Transient
{
public:
Standard_EXPORT virtual ~Graphic3d_LODManager() {};
Standard_EXPORT void SetSelector (const Handle(Graphic3d_LODSelector)& theSelector)
{
mySelector = theSelector;
}
Standard_EXPORT inline Standard_Integer NbOfDetailLevels() const
{
return myLODs.Size();
}
Standard_EXPORT void SetRange (const Standard_Integer theLodIdx,
const Standard_Real theFrom,
const Standard_Real theTo);
Standard_EXPORT Standard_Integer GetCurrentLODIdx (const Handle(Graphic3d_Camera)& theCamera);
Standard_EXPORT const Graphic3d_SequenceOfGroup& GetCurrentGroups() const;
Standard_EXPORT virtual Handle(Graphic3d_LOD) AddNewLOD() = 0;
DEFINE_STANDARD_RTTIEXT (Graphic3d_LODManager, Standard_Transient)
protected:
Standard_EXPORT Graphic3d_LODManager (const Handle(Graphic3d_Structure)& theParentStructure);
Standard_EXPORT virtual void sortLODs() {};
protected:
NCollection_Vector<Handle(Graphic3d_LOD)> myLODs;
private:
Standard_Integer myCurrentLODIdx;
Handle(Graphic3d_LODSelector) mySelector;
Graphic3d_StructurePtr myStructure;
Graphic3d_WorldViewProjState myPrevCameraState;
};
DEFINE_STANDARD_HANDLE (Graphic3d_LODManager, Standard_Transient)
#endif //_Graphic3d_LODManager_Header