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mrm_level_detail.cpp

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00001 
+00007 /* Copyright, 2000-2002 Nevrax Ltd.
+00008  *
+00009  * This file is part of NEVRAX NEL.
+00010  * NEVRAX NEL is free software; you can redistribute it and/or modify
+00011  * it under the terms of the GNU General Public License as published by
+00012  * the Free Software Foundation; either version 2, or (at your option)
+00013  * any later version.
+00014 
+00015  * NEVRAX NEL is distributed in the hope that it will be useful, but
+00016  * WITHOUT ANY WARRANTY; without even the implied warranty of
+00017  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+00018  * General Public License for more details.
+00019 
+00020  * You should have received a copy of the GNU General Public License
+00021  * along with NEVRAX NEL; see the file COPYING. If not, write to the
+00022  * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
+00023  * MA 02111-1307, USA.
+00024  */
+00025 
+00026 
+00027 #include "std3d.h"
+00028 
+00029 #include "3d/mrm_level_detail.h"
+00030 
+00031 
+00032 namespace NL3D 
+00033 {
+00034 
+00035 
+00036 // ***************************************************************************
+00037 void                    CMRMLevelDetail::compileDistanceSetup()
+00038 {
+00039         // Compute _OODistDelta.
+00040         OODistanceDelta= 1.0f / (DistanceCoarsest - DistanceFinest);
+00041         /* Compute exponent pow, such that 0.5= dMiddle^pow;
+00042                 ie 0.5= e(ln dMiddle * pow)
+00043         */
+00044         float   dMiddle= (DistanceCoarsest - DistanceMiddle) * OODistanceDelta;
+00045         DistancePow= (float)(log(0.5) / log(dMiddle));
+00046 }
+00047 
+00048 
+00049 // ***************************************************************************
+00050 float                   CMRMLevelDetail::getLevelDetailFromDist(float dist)
+00051 {
+00052         if(dist <= DistanceFinest)
+00053                 return 1;
+00054         if(dist >= DistanceCoarsest)
+00055                 return 0;
+00056 
+00057         float   d= (DistanceCoarsest - dist) * OODistanceDelta;
+00058         return  (float)pow(d, DistancePow);
+00059 }
+00060 
+00061 
+00062 } // NL3D
+
+ + +
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