File: SoLOD.h

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/*
 *
 *  Copyright (C) 2000 Silicon Graphics, Inc.  All Rights Reserved. 
 *
 *  This library is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU Lesser General Public
 *  License as published by the Free Software Foundation; either
 *  version 2.1 of the License, or (at your option) any later version.
 *
 *  This library is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 *  Lesser General Public License for more details.
 *
 *  Further, this software is distributed without any warranty that it is
 *  free of the rightful claim of any third person regarding infringement
 *  or the like.  Any license provided herein, whether implied or
 *  otherwise, applies only to this software file.  Patent licenses, if
 *  any, provided herein do not apply to combinations of this program with
 *  other software, or any other product whatsoever.
 * 
 *  You should have received a copy of the GNU Lesser General Public
 *  License along with this library; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
 *  Mountain View, CA  94043, or:
 * 
 *  http://www.sgi.com 
 * 
 *  For further information regarding this notice, see: 
 * 
 *  http://oss.sgi.com/projects/GenInfo/NoticeExplan/
 *
 */

//  -*- C++ -*-

/*
 * Copyright (C) 1990,91   Silicon Graphics, Inc.
 *
 _______________________________________________________________________
 ______________  S I L I C O N   G R A P H I C S   I N C .  ____________
 |
 |   Description:
 |	This file defines the SoLOD node class.
 |
 |   Author(s)		: Gavin Bell
 |
 ______________  S I L I C O N   G R A P H I C S   I N C .  ____________
 _______________________________________________________________________
 */

#ifndef  _SO_LOD_
#define  _SO_LOD_

#include <Inventor/fields/SoMFFloat.h>
#include <Inventor/fields/SoSFVec3f.h>
#include <Inventor/nodes/SoGroup.h>

//////////////////////////////////////////////////////////////////////////////
//
//  Class: SoLOD
//
//  Level-of-detail group node. The children of this node typically
//  represent the same object or objects at varying levels of detail,
//  from highest detail to lowest.  The world-space distance of the
//  eye from the transformed center of the LOD is computed, and one
//  child is drawn, based on the values in the ranges field.
//
//  More precisely, if the distance from the eyepoint to the
//  transformed center is D and the ranges array contains LAST_RANGE+1
//  values (numbered 0...LAST_RANGE), then:
//
//  D < ranges[0]  : Child 0 is drawn
//  ranges[i-1] < D < ranges[i] : Child i is drawn
//  D > ranges[LAST_RANGE] : Child LAST_RANGE+1 is drawn
//
//  So, you should specify N ranges and N+1 children.  If you specify
//  too few children, the last child will be used for the extra
//  ranges.  If you specify too few ranges, the extra children will
//  never be used.
//
//  Add an SoInfo node as a child if you want a level of detail
//  that doesn't draw anything.
//
//////////////////////////////////////////////////////////////////////////////

// C-api: public=center,ranges
class SoLOD : public SoGroup {

    SO_NODE_HEADER(SoLOD);

  public:
    // Fields
    SoMFFloat		range;	// World-space distances
    SoSFVec3f		center; // Center for computation

    // Default constructor
    SoLOD();

    // Constructor that takes approximate number of children
    // C-api: name=CreateN
    SoLOD(int nChildren);

  SoEXTENDER public:
    // Implement actions:
    virtual void	doAction(SoAction *action);
    virtual void	callback(SoCallbackAction *action);
    virtual void	GLRender(SoGLRenderAction *action);
    virtual void	rayPick(SoRayPickAction *action);
    virtual void	getBoundingBox(SoGetBoundingBoxAction *action);

    // These methods make render traversal faster by implementing
    // different rendering paths corresponding to different action
    // path codes.
    virtual void	GLRenderBelowPath(SoGLRenderAction *action);
    virtual void	GLRenderInPath(SoGLRenderAction *action);
    virtual void	GLRenderOffPath(SoGLRenderAction *action);

  SoINTERNAL public:
    static void		initClass();

  protected:
    virtual ~SoLOD();

    virtual int		whichToTraverse(SoAction *);
};

#endif /* _SO_LOD_ */