// // OctreeUtils.h // libraries/octree/src // // Created by Andrew Meadows 2016.03.04 // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_OctreeUtils_h #define hifi_OctreeUtils_h #include #include "OctreeConstants.h" class AABox; class AACube; class QJsonDocument; /// renderAccuracy represents a floating point "visibility" of an object based on it's view from the camera. At a simple /// level it returns 0.0f for things that are so small for the current settings that they could not be visible. float calculateRenderAccuracy(const glm::vec3& position, const AABox& bounds, float octreeSizeScale = DEFAULT_OCTREE_SIZE_SCALE, int boundaryLevelAdjust = 0); float boundaryDistanceForRenderLevel(unsigned int renderLevel, float voxelSizeScale); float getPerspectiveAccuracyAngle(float octreeSizeScale, int boundaryLevelAdjust); float getOrthographicAccuracySize(float octreeSizeScale, int boundaryLevelAdjust); // MIN_ELEMENT_ANGULAR_DIAMETER = angular diameter of 1x1x1m cube at 400m = sqrt(3) / 400 = 0.0043301 radians ~= 0.25 degrees const float MIN_ELEMENT_ANGULAR_DIAMETER = 0.0043301f; // radians // NOTE: the entity bounding cube is larger than the smallest possible containing octree element by sqrt(3) const float MIN_ENTITY_ANGULAR_DIAMETER = MIN_ELEMENT_ANGULAR_DIAMETER * SQRT_THREE; const float MIN_VISIBLE_DISTANCE = 0.0001f; // helps avoid divide-by-zero check bool isAngularSizeBigEnough(glm::vec3 position, const AACube& cube, float lodScaleFactor, float minDiameter); #endif // hifi_OctreeUtils_h