1 | // tLodGroup.cpp  |
2 | //  |
3 | // This unit implements scene LOD groups. LOD groups basically specify what model to use based on a size threshold.  |
4 | // The threshold is based on screen-size, not distance. This is much more correct as it allows narrow camera FOVs  |
5 | // without things looking pixelated.  |
6 | //  |
7 | // Copyright (c) 2006, 2017 Tristan Grimmer.  |
8 | // Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby  |
9 | // granted, provided that the above copyright notice and this permission notice appear in all copies.  |
10 | //  |
11 | // THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL  |
12 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,  |
13 | // INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN  |
14 | // AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR  |
15 | // PERFORMANCE OF THIS SOFTWARE.  |
16 |   |
17 | #include "Scene/tLodGroup.h"  |
18 | namespace tScene  |
19 | {  |
20 |   |
21 |   |
22 | void tLodParam::Save(tChunkWriter& chunk) const  |
23 | {  |
24 | chunk.Begin(tChunkID::Scene_LodParam);  |
25 | {  |
26 | chunk.Write(ModelID);  |
27 | chunk.Write(Threshold);  |
28 | }  |
29 | chunk.End();  |
30 | }  |
31 |   |
32 |   |
33 | void tLodParam::Load(const tChunk& chunk)  |
34 | {  |
35 | tAssert(chunk.GetID() == tChunkID::Scene_LodParam);  |
36 | chunk.GetItem(ModelID);  |
37 | chunk.GetItem(Threshold);  |
38 | }  |
39 |   |
40 |   |
41 | void tLodGroup::Save(tChunkWriter& chunk) const  |
42 | {  |
43 | chunk.Begin(tChunkID::Scene_LodGroup);  |
44 | {  |
45 | if (!LodParams.IsEmpty())  |
46 | {  |
47 | chunk.Begin(tChunkID::Scene_LodParams);  |
48 | {  |
49 | for (tItList<tLodParam>::Iter info = LodParams.First(); info; ++info)  |
50 | info->Save(chunk);  |
51 | }  |
52 | chunk.End();  |
53 | }  |
54 | }  |
55 | chunk.End();  |
56 | }  |
57 |   |
58 |   |
59 | void tLodGroup::Load(const tChunk& lodChunk)  |
60 | {  |
61 | tAssert(lodChunk.GetID() == tChunkID::Scene_LodGroup);  |
62 | Clear();  |
63 |   |
64 | for (tChunk chunk = lodChunk.First(); chunk.IsValid(); chunk = chunk.Next())  |
65 | {  |
66 | switch (chunk.GetID())  |
67 | {  |
68 | case tChunkID::Scene_Object:  |
69 | tObject::Load(chunk);  |
70 | break;  |
71 |   |
72 | case tChunkID::Scene_LodParams:  |
73 | for (tChunk info = chunk.First(); info.Valid(); info = info.Next())  |
74 | {  |
75 | switch (info.GetID())  |
76 | {  |
77 | case tChunkID::Scene_LodParam:  |
78 | LodParams.Append(new tLodParam(info));  |
79 | break;  |
80 | }  |
81 | }  |
82 | break;  |
83 | }  |
84 | }  |
85 | }  |
86 |   |
87 |   |
88 | }  |
89 | |