/usr/include/OGRE/OgreLodConfig.h is in libogre-1.9-dev 1.9.0+dfsg1-7+b4.
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* -----------------------------------------------------------------------------
* This source file is part of OGRE
* (Object-oriented Graphics Rendering Engine)
* For the latest info, see http://www.ogre3d.org/
*
* Copyright (c) 2000-2013 Torus Knot Software Ltd
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
* -----------------------------------------------------------------------------
*/
#ifndef __LogConfig_H_
#define __LogConfig_H_
#include "OgrePrerequisites.h"
#include "OgreMesh.h"
#include "OgreLodStrategy.h"
namespace Ogre
{
/**
* @brief Structure for automatic LOD configuration.
*/
struct LodLevel {
/**
* @brief Type of the reduction.
*
* Note: The vertex count is determined by unique vertices per submesh.
* A mesh may have duplicate vertices with same position.
*/
enum VertexReductionMethod {
/**
* @brief Percentage of vertexes to be removed from each submesh.
*
* Valid range is a number between 0.0 and 1.0
*/
VRM_PROPORTIONAL,
/**
* @brief Exact vertex count to be removed from each submesh.
*
* Pass only integers or it will be rounded.
*/
VRM_CONSTANT,
/**
* @brief Reduces the vertices, until the cost is bigger then the given value.
*
* Collapse cost is equal to the amount of artifact the reduction causes.
* This generates the best LOD output, but the collapse cost depends on implementation.
*/
VRM_COLLAPSE_COST
};
/**
* @brief Distance to swap the LOD.
*
* This depends on LodStrategy.
*/
Real distance;
/**
* @brief Reduction method to use.
*
* @see ProgressiveMeshGenerator::VertexReductionMethod
*/
VertexReductionMethod reductionMethod;
/**
* @brief The value, which depends on reductionMethod.
*/
Real reductionValue;
/**
* @brief This is set by ProgressiveMeshGenerator::build() function.
*
* Use Mesh::getNumLodLevels() for generated LOD count.
*/
size_t outUniqueVertexCount;
/**
* @brief Whether the LOD level generation was skipped, because it has same vertex count as the previous LOD level.
*/
bool outSkipped;
};
struct LodConfig {
MeshPtr mesh;
LodStrategy* strategy;
typedef vector<LodLevel>::type LodLevelList;
LodLevelList levels;
};
}
#endif
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