pub struct LodGroup {
pub id: u64,
pub name: String,
pub center: Vec3,
pub size: f32,
pub levels: Vec<LodLevel>,
pub transition_mode: LodTransitionMode,
pub animate_cross_fading: bool,
pub fade_mode: FadeMode,
pub current_lod: usize,
pub fade_t: f32,
pub enabled: bool,
pub position: Vec3,
}Fields§
§id: u64§name: String§center: Vec3§size: f32§levels: Vec<LodLevel>§transition_mode: LodTransitionMode§animate_cross_fading: bool§fade_mode: FadeMode§current_lod: usize§fade_t: f32§enabled: bool§position: Vec3Implementations§
Source§impl LodGroup
impl LodGroup
pub fn new(id: u64, name: impl Into<String>, position: Vec3, size: f32) -> Self
pub fn add_level(&mut self, level: LodLevel)
Sourcepub fn screen_coverage(
&self,
distance: f32,
fov_tan: f32,
screen_height: f32,
) -> f32
pub fn screen_coverage( &self, distance: f32, fov_tan: f32, screen_height: f32, ) -> f32
Compute the screen coverage for a given camera distance.
Sourcepub fn compute_lod(&self, screen_coverage: f32) -> usize
pub fn compute_lod(&self, screen_coverage: f32) -> usize
Determine which LOD should be active.
pub fn update( &mut self, camera_pos: Vec3, fov_tan: f32, screen_height: f32, dt: f32, )
pub fn triangle_reduction_from_lod0(&self, lod_idx: usize) -> f32
Trait Implementations§
Auto Trait Implementations§
impl Freeze for LodGroup
impl RefUnwindSafe for LodGroup
impl Send for LodGroup
impl Sync for LodGroup
impl Unpin for LodGroup
impl UnsafeUnpin for LodGroup
impl UnwindSafe for LodGroup
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