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SoLevelOfDetail Class Reference

Level-of-detail switching group node. More...

#include <Inventor/nodes/SoLevelOfDetail.h>

Inheritance diagram for SoLevelOfDetail:
SoGroup SoNode SoFieldContainer SoBase

List of all members.

Public Member Functions

 SoLevelOfDetail ()
 Creates a level-of-detail node with default settings.
 SoLevelOfDetail (int nChildren)
 Creates a level-of-detail node with default settings.
virtual void doAction (SoAction *action)
 Implement actions:
virtual void callback (SoCallbackAction *action)
virtual void GLRender (SoGLRenderAction *action)
 These virtual functions implement all of the actions for nodes, Most of the default implementations do nothing.
virtual void rayPick (SoRayPickAction *action)

Static Public Member Functions

static void initClass ()
 Initializes base node class.

Public Attributes

Fields
SoMFFloat screenArea
 Areas to use for comparison.

Protected Member Functions

virtual ~SoLevelOfDetail ()

Detailed Description

The children of this node typically represent the same object or objects at varying levels of detail, from highest detail to lowest. The size of the objects when projected into the viewport is used to determine which version to use (i.e., which child to traverse).

The size is computed as the area of the screen rectangle enclosing the projection of the 3D bounding box that encloses all of the children. When rendering, this size is compared to the values in the screenArea field. If the size is greater than the first value, child 0 is traversed. If it is smaller than the first, but greater than the second, child 1 is traversed, and so on. If there are fewer children than are required by this rule, the last child is traversed. The screenArea field contains just 0 by default, so the first child is always traversed.

The size calculation takes the current complexity into account. If the complexity is 0 or is of type BOUNDING_BOX, the last child is always traversed. If the complexity is less than .5, the computed size is scaled down appropriately to use (possibly) a less detailed representation. If the complexity is greater than .5, the size is scaled up. At complexity 1, the first child is always used.

Note that the SoLOD node is similar to SoLevelOfDetail, except the switching between levels in the SoLOD node is based on distance from the camera, which is faster than using screen area.

File Format/Default
LevelOfDetail {
  screenArea 0
}
Action Behavior
SoGLRenderAction, SoRayPickAction, SoCallbackAction
Only the child with the appropriate level of detail is traversed.
SoGetBoundingBoxAction
The box that encloses all children is computed. (This is the box that is needed to compute the projected size.)
others
All implemented as for SoGroup.
See Also
SoLOD, SoComplexity, SoSwitch, SoGroup

Definition at line 122 of file SoLevelOfDetail.h.


Constructor & Destructor Documentation

SoLevelOfDetail::SoLevelOfDetail ( )
SoLevelOfDetail::SoLevelOfDetail ( int  nChildren)
virtual SoLevelOfDetail::~SoLevelOfDetail ( ) [protected, virtual]

Member Function Documentation

virtual void SoLevelOfDetail::callback ( SoCallbackAction action) [virtual]

Reimplemented from SoGroup.

virtual void SoLevelOfDetail::doAction ( SoAction action) [virtual]

Reimplemented from SoGroup.

virtual void SoLevelOfDetail::GLRender ( SoGLRenderAction action) [virtual]

Reimplemented from SoGroup.

static void SoLevelOfDetail::initClass ( ) [static]

Reimplemented from SoGroup.

virtual void SoLevelOfDetail::rayPick ( SoRayPickAction action) [virtual]

Reimplemented from SoNode.


Member Data Documentation


The documentation for this class was generated from the following file: