vtDynGeom Class Reference
[Scene Graph]

Inheritance diagram for vtDynGeom:

Inheritance graph
[legend]
List of all members.

Detailed Description

vtDynGeom extends the vtGeom class with the ability to have dynamic geometry which changes every frame. The most prominent use of this feature is to do Continuous Level of Detail (CLOD) for terrain.
To implement, you must create your own subclass and override the following methods:
Many helpful methods are provided to make doing your own view culling very easy:
See also:
vtDynTerrainGeom


Public Member Functions

int IsVisible (const FSphere &sphere) const
int IsVisible (const FPoint3 &point0, const FPoint3 &point1, const FPoint3 &point2, const float fTolerance=0.0f) const
int IsVisible (const FPoint3 &point, float radius)
bool IsVisible (const FPoint3 &point) const


Member Function Documentation

bool vtDynGeom::IsVisible const FPoint3 point  )  const
 

Test a single point against the view volume.

Returns:
true if inside, false if outside.

int vtDynGeom::IsVisible const FPoint3 point,
float  radius
 

Test a sphere against the view volume.

Returns:
VT_AllVisible if entirely inside the volume, VT_Visible if partly intersecting, otherwise 0.

int vtDynGeom::IsVisible const FPoint3 point0,
const FPoint3 point1,
const FPoint3 point2,
const float  fTolerance = 0.0f
const
 

Test a 3d triangle against the view volume.

Returns:
VT_AllVisible if entirely inside the volume, VT_Visible if partly intersecting, otherwise 0.

int vtDynGeom::IsVisible const FSphere sphere  )  const
 

Test a sphere against the view volume.

Returns:
VT_AllVisible if entirely inside the volume, VT_Visible if partly inside, otherwise 0.


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