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Object-Oriented Graphics Rendering Engine
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OgreLodStrategy.h
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28 #ifndef __Lod_Strategy_H__
29 #define __Lod_Strategy_H__
30 
31 #include "OgrePrerequisites.h"
32 
33 #include "OgreMesh.h"
34 
35 #include "OgreMovableObject.h"
36 #include "OgreCamera.h"
37 
38 namespace Ogre {
39 
54  {
55  protected:
58 
60  virtual Real getValueImpl(const MovableObject *movableObject, const Camera *camera) const = 0;
61 
62  public:
64  LodStrategy(const String& name);
65 
67  virtual ~LodStrategy();
68 
70  virtual Real getBaseValue() const = 0;
71 
73  virtual Real transformBias(Real factor) const = 0;
74 
82  virtual Real transformUserValue(Real userValue) const;
83 
85  Real getValue(const MovableObject *movableObject, const Camera *camera) const;
86 
88  virtual ushort getIndex(Real value, const Mesh::MeshLodUsageList& meshLodUsageList) const = 0;
89 
91  virtual ushort getIndex(Real value, const Material::LodValueList& materialLodValueList) const = 0;
92 
94  virtual void sort(Mesh::MeshLodUsageList& meshLodUsageList) const = 0;
95 
97  virtual bool isSorted(const Mesh::LodValueList& values) const = 0;
98 
100  void assertSorted(const Mesh::LodValueList& values) const;
101 
103  const String& getName() const { return mName; }
104 
105  protected:
107  static bool isSortedAscending(const Mesh::LodValueList& values);
109  static bool isSortedDescending(const Mesh::LodValueList& values);
110 
112  static void sortAscending(Mesh::MeshLodUsageList& meshLodUsageList);
114  static void sortDescending(Mesh::MeshLodUsageList& meshLodUsageList);
115 
117  static ushort getIndexAscending(Real value, const Mesh::MeshLodUsageList& meshLodUsageList);
119  static ushort getIndexDescending(Real value, const Mesh::MeshLodUsageList& meshLodUsageList);
120 
122  static ushort getIndexAscending(Real value, const Material::LodValueList& materialLodValueList);
124  static ushort getIndexDescending(Real value, const Material::LodValueList& materialLodValueList);
125 
126  };
130 } // namespace
131 
132 #endif
A viewpoint from which the scene will be rendered.
Definition: OgreCamera.h:86
float Real
Software floating point type.
#define _OgreExport
Definition: OgrePlatform.h:233
const String & getName() const
Get the name of this strategy.
String mName
Name of this strategy.
Strategy for determining level of detail.
vector< Real >::type LodValueList
distance list used to specify LOD
Definition: OgreMaterial.h:96
Abstract class defining a movable object in a scene.
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
unsigned short ushort
vector< Real >::type LodValueList
Definition: OgreMesh.h:101
_StringBase String
vector< MeshLodUsage >::type MeshLodUsageList
Definition: OgreMesh.h:102