本文整理汇总了C++中ogre::MeshPtr::setLodStrategy方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshPtr::setLodStrategy方法的具体用法?C++ MeshPtr::setLodStrategy怎么用?C++ MeshPtr::setLodStrategy使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ogre::MeshPtr
的用法示例。
在下文中一共展示了MeshPtr::setLodStrategy方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: loadAutomaticLod
void LodManager::loadAutomaticLod(Ogre::MeshPtr mesh)
{
LodConfig lodConfigs;
lodConfigs.mesh = mesh;
mesh->setLodStrategy(&Ogre::PixelCountLodStrategy::getSingleton());
LodLevel lodLevel;
lodLevel.reductionMethod = LodLevel::VRM_COLLAPSE_COST;
Ogre::Real radius = mesh->getBoundingSphereRadius();
for (int i = 2; i < 6; i++) {
Ogre::Real i4 = (Ogre::Real) (i * i * i * i);
Ogre::Real i5 = i4 * (Ogre::Real) i;
// Distance = pixel count
// Constant: zoom of the Lod. This could be scaled based on resolution.
// Higher constant means first Lod is nearer to camera. Smaller constant means the first Lod is further away from camera.
// i4: The stretching. Normally you want to have more Lods in the near, then in far away.
// i4 means distance is divided by 16=(2*2*2*2), 81, 256, 625=(5*5*5*5).
// if 16 would be smaller, the first Lod would be nearer. if 625 would be bigger, the last Lod would be further awaay.
// if you increase 16 and decrease 625, first and Last Lod distance would be smaller.
lodLevel.distance = 3388608.f / i4;
// reductionValue = collapse cost
// Radius: Edges are multiplied by the length, when calculating collapse cost. So as a base value we use radius, which should help in balancing collapse cost to any mesh size.
// The constant and i5 are playing together. 1/(1/100k*i5)
// You need to determine the quality of nearest Lod and the furthest away first.
// I have choosen 1/(1/100k*(2^5)) = 3125 for nearest Lod and 1/(1/100k*(5^5)) = 32 for nearest Lod.
// if you divide radius by a bigger number, it means smaller reduction. So radius/3125 is very small reduction for nearest Lod.
// if you divide radius by a smaller number, it means bigger reduction. So radius/32 means agressive reduction for furthest away lod.
// current values: 3125, 411, 97, 32
lodLevel.reductionValue = radius / 100000.f * i5;
lodConfigs.levels.push_back(lodLevel);
}
QueuedProgressiveMeshGenerator pm;
pm.build(lodConfigs);
}
示例2: loadLod
void LodManager::loadLod(Ogre::MeshPtr mesh, const LodDefinition& def)
{
if (def.getUseAutomaticLod()) {
loadAutomaticLod(mesh);
} else if (def.getLodDistanceCount() == 0) {
mesh->removeLodLevels();
return;
} else {
Ogre::LodStrategy* strategy;
if (def.getStrategy() == LodDefinition::LS_DISTANCE) {
strategy = &Ogre::DistanceLodStrategy::getSingleton();
} else {
strategy = &Ogre::PixelCountLodStrategy::getSingleton();
}
mesh->setLodStrategy(strategy);
if (def.getType() == LodDefinition::LT_AUTOMATIC_VERTEX_REDUCTION) {
// Automatic vertex reduction
LodConfig lodConfig;
lodConfig.mesh = mesh;
const LodDefinition::LodDistanceMap& data = def.getManualLodData();
if (def.getStrategy() == LodDefinition::LS_DISTANCE) {
// TODO: Use C++11 lambda, instead of template.
loadAutomaticLodImpl(data.begin(), data.end(), lodConfig);
} else {
loadAutomaticLodImpl(data.rbegin(), data.rend(), lodConfig);
}
// Uncomment the ProgressiveMesh of your choice.
// NOTE: OgreProgressiveMeshExt doesn't support collapse cost based reduction.
// OgreProgressiveMeshExt pm;
// ProgressiveMeshGenerator pm;
QueuedProgressiveMeshGenerator pm;
pm.build(lodConfig);
} else {
// User created Lod
mesh->removeLodLevels();
const LodDefinition::LodDistanceMap& data = def.getManualLodData();
if (def.getStrategy() == LodDefinition::LS_DISTANCE) {
// TODO: Use C++11 lambda, instead of template.
loadUserLodImpl(data.begin(), data.end(), mesh.get());
} else {
loadUserLodImpl(data.rbegin(), data.rend(), mesh.get());
}
}
}
}