SLProject
4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
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Level of detail (LOD) group node based on screen space coverage. More...
#include <SLNodeLOD.h>
Public Member Functions | |
SLNodeLOD (const SLstring &name="NodeLOD") | |
void | addChildLOD (SLNode *child, SLfloat minLodLimit, SLubyte levelForSM=0) |
Adds an LOD node with forced decreasing min LOD coverage. More... | |
virtual void | cullChildren3D (SLSceneView *sv) |
Culls the LOD children by evaluating the the screen space coverage. More... | |
Public Member Functions inherited from SLNode | |
SLNode (const SLstring &name="Node") | |
Construct a new SLNode::SLNode object. More... | |
SLNode (SLMesh *mesh, const SLstring &name="Node") | |
SLNode (SLMesh *mesh, const SLVec3f &translation, const SLstring &name) | |
~SLNode () override | |
virtual void | cull3DRec (SLSceneView *sv) |
virtual void | cull2DRec (SLSceneView *sv) |
virtual bool | hitRec (SLRay *ray) |
virtual void | statsRec (SLNodeStats &stats) |
virtual SLNode * | copyRec () |
virtual SLAABBox & | updateAABBRec (SLbool updateAlsoAABBinOS) |
virtual void | dumpRec () |
void | setDrawBitsRec (SLuint bit, SLbool state) |
void | setPrimitiveTypeRec (SLGLPrimitiveType primitiveType) |
virtual void | addMesh (SLMesh *mesh) |
virtual void | drawMesh (SLSceneView *sv) |
Draws the single mesh. More... | |
bool | removeMesh () |
Returns true if a mesh was assigned and set it to nullptr. More... | |
bool | removeMesh (SLMesh *mesh) |
Returns true if the passed mesh was assigned and sets it to nullptr. More... | |
SLint | numChildren () |
void | addChild (SLNode *child) |
bool | insertChild (SLNode *insertC, SLNode *afterC) |
void | deleteChildren () |
bool | deleteChild () |
bool | deleteChild (SLNode *child) |
bool | deleteChild (const SLstring &name) |
bool | removeChild (SLNode *child) |
remove child from vector of children. Removes false if not found, else true. More... | |
template<typename T > | |
T * | find (const SLstring &name="", SLbool findRecursive=true) |
template<typename T > | |
T * | findChild (const SLstring &name="", SLbool findRecursive=true) |
template<typename T > | |
deque< T * > | findChildren (const SLstring &name="", SLbool findRecursive=true, SLbool canContain=false) |
deque< SLNode * > | findChildren (const SLMesh *mesh, SLbool findRecursive=true) |
deque< SLNode * > | findChildren (SLuint drawbit, SLbool findRecursive=true) |
SLVec3f | translationOS () const |
SLVec3f | forwardOS () const |
SLVec3f | rightOS () const |
SLVec3f | upOS () const |
SLVec3f | axisXOS () const |
SLVec3f | axisYOS () const |
SLVec3f | axisZOS () const |
SLVec3f | translationWS () const |
SLVec3f | forwardWS () const |
SLVec3f | rightWS () const |
SLVec3f | upWS () const |
SLVec3f | axisXWS () const |
SLVec3f | axisYWS () const |
SLVec3f | axisZWS () const |
void | translation (const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent) |
void | translation (SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_parent) |
void | rotation (const SLQuat4f &rot, SLTransformSpace relativeTo=TS_parent) |
void | rotation (SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_parent) |
void | scaling (SLfloat s) |
void | scaling (SLfloat x, SLfloat y, SLfloat z) |
void | scaling (const SLVec3f &scaling) |
void | lookAt (SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world) |
void | lookAt (const SLVec3f &target, const SLVec3f &up=SLVec3f::AXISY, SLTransformSpace relativeTo=TS_world) |
void | translate (const SLVec3f &vec, SLTransformSpace relativeTo=TS_object) |
void | translate (SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object) |
void | rotate (const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object) |
void | rotate (SLfloat angleDeg, const SLVec3f &axis, SLTransformSpace relativeTo=TS_object) |
void | rotate (SLfloat angleDeg, SLfloat x, SLfloat y, SLfloat z, SLTransformSpace relativeTo=TS_object) |
void | rotateAround (const SLVec3f &point, SLVec3f &axis, SLfloat angleDeg, SLTransformSpace relativeTo=TS_world) |
void | scale (SLfloat s) |
void | scale (SLfloat x, SLfloat y, SLfloat z) |
void | scale (const SLVec3f &scale) |
void | scaleToCenter (SLfloat maxDim) |
void | setInitialState () |
void | resetToInitialState () |
void | parent (SLNode *p) |
void | entityID (SLint entityID) |
void | om (const SLMat4f &mat) |
void | animation (SLAnimation *a) |
void | castsShadows (SLbool castsShadows) |
virtual void | needUpdate () |
void | needWMUpdate () |
void | needAABBUpdate () |
void | isSelected (bool isSelected) |
void | minLodCoverage (SLfloat minLodCoverage) |
void | levelForSM (SLubyte lfsm) |
void | onUpdateCB (function< void()> callbackFunc) |
SLNode * | parent () |
SLint | depth () const |
SLint | entityID () const |
const SLMat4f & | om () |
const SLMat4f & | initialOM () |
const SLMat4f & | updateAndGetWM () const |
const SLMat4f & | updateAndGetWMI () const |
SLDrawBits * | drawBits () |
SLbool | drawBit (SLuint bit) |
SLAABBox * | aabb () |
SLAnimation * | animation () |
SLbool | castsShadows () |
SLMesh * | mesh () |
SLVNode & | children () |
const SLAnimSkeleton * | skeleton () |
Returns the first skeleton found in the meshes. More... | |
void | updateRec () |
virtual void | doUpdate () |
bool | updateMeshSkins (bool forceCPUSkinning, const std::function< void(SLMesh *)> &cbInformNodes) |
Update all skinned meshes recursively. More... | |
void | updateMeshAccelStructs () |
void | updateMeshMat (std::function< void(SLMaterial *m)> setMat, bool recursive) |
Updates the mesh material recursively with a material lambda. More... | |
void | setMeshMat (SLMaterial *mat, bool recursive) |
Set the mesh material recursively. More... | |
bool | isSelected () |
SLfloat | minLodCoverage () |
SLubyte | levelForSM () |
Public Member Functions inherited from SLObject | |
SLObject (const SLstring &Name="", const SLstring &url="") | |
virtual | ~SLObject () |
void | name (const SLstring &Name) |
void | url (const SLstring &url) |
const SLstring & | name () const |
const SLstring & | url () const |
Public Member Functions inherited from SLEventHandler | |
SLEventHandler () | |
virtual | ~SLEventHandler () |
virtual SLbool | onMouseDown (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
virtual SLbool | onMouseUp (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
virtual SLbool | onMouseMove (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
virtual SLbool | onDoubleClick (const SLMouseButton button, const SLint x, const SLint y, const SLKey mod) |
virtual SLbool | onMouseWheel (const SLint delta, const SLKey mod) |
virtual SLbool | onTouch2Down (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
virtual SLbool | onTouch2Move (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
virtual SLbool | onTouch2Up (const SLint x1, const SLint y1, const SLint x2, const SLint y2) |
virtual SLbool | onTouch3Down (const SLint x1, const SLint y1) |
virtual SLbool | onTouch3Move (const SLint x1, const SLint y1) |
virtual SLbool | onTouch3Up (const SLint x1, const SLint y1) |
virtual SLbool | onKeyPress (const SLKey key, const SLKey mod) |
virtual SLbool | onKeyRelease (const SLKey key, const SLKey mod) |
virtual SLbool | onRotationPYR (const SLfloat pitchRAD, const SLfloat yawRAD, const SLfloat rollRAD) |
void | mouseRotationFactor (SLfloat rf) |
SLfloat | mouseRotationFactor () |
Additional Inherited Members | |
Static Public Attributes inherited from SLNode | |
static SLuint | numWMUpdates = 0 |
NO. of calls to updateWMRec per frame. More... | |
static unsigned int | instanceIndex = 0 |
??? More... | |
Protected Attributes inherited from SLNode | |
SLNode * | _parent |
pointer to the parent node More... | |
SLVNode | _children |
vector of children nodes More... | |
SLMesh * | _mesh |
pointer to a single mesh More... | |
SLint | _depth |
depth of the node in a scene tree More... | |
SLint | _entityID |
ID in the SLVEntity graph for Data Oriented Design. More... | |
SLMat4f | _om |
object matrix for local transforms More... | |
SLMat4f | _initialOM |
the initial om state More... | |
SLMat4f | _wm |
world matrix for world transform More... | |
SLMat4f | _wmI |
inverse world matrix More... | |
SLbool | _isWMUpToDate |
is the WM of this node still valid More... | |
SLbool | _isWMIUpToDate |
is the inverse WM of this node still valid More... | |
SLbool | _isAABBUpToDate |
is the saved aabb still valid More... | |
bool | _castsShadows |
flag if meshes of node should cast shadows More... | |
bool | _isSelected |
flag if node and one or more of its meshes are selected More... | |
SLDrawBits | _drawBits |
node level drawing flags More... | |
SLAABBox | _aabb |
axis aligned bounding box More... | |
SLAnimation * | _animation |
animation of the node More... | |
SLfloat | _minLodCoverage |
Min. LOD coverage for visibility (0.0 < _minLodCoverage < 1.0) More... | |
SLubyte | _levelForSM |
Level of LOD to use for shadow mapping (0 = the visible one will be drawn) More... | |
function< void()> | _onUpdateCB |
Optional lambda callback once per update. More... | |
Protected Attributes inherited from SLObject | |
SLstring | _name |
name of an object More... | |
SLstring | _url |
uniform resource locator More... | |
Protected Attributes inherited from SLEventHandler | |
SLfloat | _mouseRotationFactor |
Mouse rotation sensibility. More... | |
SLfloat | _keyboardDeltaPos |
Delta dist. for keyboard translation. More... | |
Level of detail (LOD) group node based on screen space coverage.
An LOD group node can be used to improve the rendering performance for a mesh is very detailed and has thousands for vertices and triangles. Such a details mesh doesn't need to be detailed in full resolution if the mesh is displayed far away from the camera because you can see all triangles anyway. We therefore need to create multiple levels of details with lower no. of triangles and vertices. You have to create these lower resolution version of an original mesh in an external program such as Blender that has multiple decimation algorithms for this purpose.
See the method addChildLOD for more information how to add the levels.
Definition at line 27 of file SLNodeLOD.h.
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inlineexplicit |
Definition at line 30 of file SLNodeLOD.h.
Adds an LOD node with forced decreasing min LOD coverage.
The coverage value is the ratio of the nodes bounding rectangle in screen space to the full viewport. The minLodCoverage value must be > 0.0 and < 1.0 and < than the minLodCoverage of the last node in the LOD group. If the first child node has e.g. a minLodCoverage of 0.1 it means that it will be visible if its bounding rectangle covers more then 10% of the viewport. The first child node in the group must be the one with the highest resolution.
childToAdd | LOD child node pointer to add |
minLodCoverage | A value > 0 and < 1 and < than the minLodCoverage of the last node in the LOD group |
levelForSM | Level to use for shadow mapping (0 uses the active level) |
Definition at line 32 of file SLNodeLOD.cpp.
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virtual |
Culls the LOD children by evaluating the the screen space coverage.
Reimplemented from SLNode.
Definition at line 55 of file SLNodeLOD.cpp.