/usr/include/tulip/GlCPULODCalculator.h is in libtulip-dev 4.6.0dfsg-2+b5.
This file is owned by root:root, with mode 0o644.
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*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux
*
* Tulip is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3
* of the License, or (at your option) any later version.
*
* Tulip is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
*/
///@cond DOXYGEN_HIDDEN
#ifndef Tulip_GLCPULODCALCULATOR_H
#define Tulip_GLCPULODCALCULATOR_H
#include <tulip/Coord.h>
#include <tulip/GlLODCalculator.h>
#include <tulip/Matrix.h>
namespace tlp {
class GlSimpleEntity;
class Camera;
/**
* \brief Class used to compute LOD of GlEntities with OpenMP parallelization
*
* This class perform LOD computation of GlEntities based on screen projection of entities bounding boxes
* \warning By default this class don't compute LOD for edges (for optimisation) and return a lod of 10. to these edges, if you want to compute edges' LOD call setComputeEdgesLOD(true)
*/
class TLP_GL_SCOPE GlCPULODCalculator : public GlLODCalculator {
public:
GlCPULODCalculator();
virtual ~GlCPULODCalculator();
virtual GlLODCalculator *clone() {
GlCPULODCalculator *calculator=new GlCPULODCalculator();
calculator->setComputeOutScreenLOD(computeOutScreenLOD);
return calculator;
}
/**
* Begin a new camera (use to render next entities)
*/
virtual void beginNewCamera(Camera* camera);
/**
* This function is called by GlLODSceneVisitor when a simple entity is found
*/
virtual void addSimpleEntityBoundingBox(GlSimpleEntity * entity, const BoundingBox& bb);
/**
* This function is called by GlLODSceneVisitor when a node is found
*/
virtual void addNodeBoundingBox(unsigned int id,const BoundingBox& bb);
/**
* This function is called by GlLODSceneVisitor when an edge is found
*/
virtual void addEdgeBoundingBox(unsigned int id,const BoundingBox& bb);
/**
* Reserve memory to store nodes LOD, this function is an optimisation function
*/
virtual void reserveMemoryForNodes(unsigned int numberOfNodes);
/**
* Reserve memory to store edges LOD, this function is an optimisation function
*/
virtual void reserveMemoryForEdges(unsigned int numberOfEdges);
/**
* Compute all bounding boxes
* If you want to compute LOD for a simple scene, you just have to call this function with the same value for globalViewport and currentViewport
* But if you want to perform a sub screen part selection you have to call this function with: globalViewport the viewport of the visualisation and currentViewport the viewport of the selection
* \param globalViewport is used to compute LOD
* \param currentViewport return -1 for all entities outside this viewport
*/
virtual void compute(const Vector<int,4>& globalViewport,const Vector<int,4>& currentViewport);
/**
* This function return the scene bounding box
*/
virtual BoundingBox getSceneBoundingBox() {
return sceneBoundingBox;
}
/**
* Set if the edge LOD must be calculated
* \Warning If not calcultated, the default edge LOD is 10.
*/
inline void setComputeEdgesLOD(bool state) {
computeEdgesLOD=state;
}
/**
* Set if the LOD is computed for out screen entities
*/
inline void setComputeOutScreenLOD(bool state) {
computeOutScreenLOD=state;
}
protected:
virtual void computeFor3DCamera(LayerLODUnit *layerLODUnit, const Coord &eye, const Matrix<float, 4>& transformMatrix, const Vector<int,4>& globalViewport,const Vector<int,4>& currentViewport);
virtual void computeFor2DCamera(LayerLODUnit *layerLODUnit,const Vector<int,4>& globalViewport,const Vector<int,4>& currentViewport);
bool computeEdgesLOD;
bool computeOutScreenLOD;
BoundingBox sceneBoundingBox;
LayerLODUnit *currentLayerLODUnit;
};
}
#endif // Tulip_GLCPULODCALCULATOR_H
///@endcond
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