Coverage Report

Created: 2025-10-12 07:23

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/src/ogre/Components/Terrain/include/OgreTerrainAutoUpdateLod.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Ogre_TerrainAutoUpdateLod_H__
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#define __Ogre_TerrainAutoUpdateLod_H__
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#include "OgreTerrainPrerequisites.h"
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namespace Ogre
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{
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    /** \addtogroup Optional
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    *  @{
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    */
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    /** \addtogroup Terrain
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    *  Some details on the terrain auto load
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    *  @{
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    */
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    /** Terrain automatic LOD loading
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    @par
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        This set of classes is used for automatic change of terrain LOD level. Base is TerrainAutoUpdateLod interface with just
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        one public method autoUpdateLod. This method gets called by terrain whenever user thinks something has
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        changed(typically in application's main loop) what could affect terrain's LOD level. It is designed in such a way
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        so user can use whatever algorithm he likes to change terrain's LOD level. For example see TerrainAutoUpdateLod
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        implementation TerrainAutoUpdateLodByDistance.
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        It is also used as a null object for auto-LOD-updating.
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    */
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    class _OgreTerrainExport TerrainAutoUpdateLod : public TerrainAlloc
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    {
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    public:
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0
        virtual ~TerrainAutoUpdateLod() {}
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        /** Method to be called to change terrain's LOD level.
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            @param terrain Instance of Terrain which LOD level is going to be changed
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            @param synchronous Run this as part of main thread or in background
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            @param data Any user specific data.
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        */
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        virtual void autoUpdateLod(Terrain *terrain, bool synchronous, const Any &data) = 0;
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        virtual uint32 getStrategyId() = 0;
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    };
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    // other Strategy's id start from 2
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    enum TerrainAutoUpdateLodStrategy
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    {
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        NONE = 0,
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        BY_DISTANCE = 1
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    };
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    /** Class implementing TerrainAutoUpdateLod interface. It does LOD level increase/decrease according to camera's
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        distance to Terrain.
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    */
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    class _OgreTerrainExport TerrainAutoUpdateLodByDistance : public TerrainAutoUpdateLod
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    {
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    public:
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        void autoUpdateLod(Terrain *terrain, bool synchronous, const Any &data) override;
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        uint32 getStrategyId() override { return BY_DISTANCE; }
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    private:
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        /** Modifies Terrain's LOD level according to it's distance from camera.
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            @param holdDistance How far ahead of terrain's LOD level change this LOD level should be loaded.
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        */
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        void autoUpdateLodByDistance(Terrain *terrain, bool synchronous, const Real holdDistance);
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        /// Traverse Terrain's QuadTree and calculate what LOD level is needed.
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        int traverseTreeByDistance(TerrainQuadTreeNode *node, const Camera *cam, Real cFactor, const Real holdDistance);
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    };
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    class _OgreTerrainExport TerrainAutoUpdateLodFactory
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    {
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    public:
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        static TerrainAutoUpdateLod* getAutoUpdateLod( uint32 strategy )
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        {
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            switch(strategy)
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            {
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            case BY_DISTANCE:
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                return OGRE_NEW TerrainAutoUpdateLodByDistance;
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            case NONE:
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            default:
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                return 0;
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            }
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            return 0;
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        }
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    };
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    /** @} */
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    /** @} */
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}
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#endif