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// This file is generated by WOK (CPPExt).
// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to 
// this header file considered to be the "object code" form of the original source.

#ifndef _Vrml_ShapeHints_HeaderFile
#define _Vrml_ShapeHints_HeaderFile

#include <Standard.hxx>
#include <Standard_DefineAlloc.hxx>
#include <Standard_Macro.hxx>

#include <Vrml_VertexOrdering.hxx>
#include <Vrml_ShapeType.hxx>
#include <Vrml_FaceType.hxx>
#include <Standard_Real.hxx>
#include <Standard_OStream.hxx>


//! defines a ShapeHints node of VRML specifying properties of geometry and its appearance.
//! The ShapeHints node indicates that IndexedFaceSets are solid, contain ordered vertices, or
//! contain convex faces.
//! These hints allow VRML implementations to optimize certain rendering features.
//! Optimizations that may be performed include enabling back-face culling and disabling
//! two-sided lighting. For example, if an object is solid and has ordered vertices, an
//! implementation may turn on backface culling and turn off two-sided lighting. To ensure
//! that an IndexedFaceSet can be viewed from either direction, set shapeType to be
//! UNKNOWN_SHAPE_TYPE.
//! If you know that your shapes are closed and will alwsys be viewed from the outside, set
//! vertexOrdering to be either CLOCKWISE or COUNTERCLOCKWISE (depending on
//! how you built your object), and set shapeType to be SOLID. Placing this near the top of
//! your VRML file will allow the scene to be rendered much faster.
//! The ShapeHints node also affects how default normals are generated. When an
//! IndexedFaceSet has to generate default normals, it uses the creaseAngle field to determine
//! which edges should be smoothly shaded and which ones should have a sharp crease. The
//! crease angle is the angle between surface normals on adjacent polygons. For example, a
//! crease angle of .5 radians (the default value) means that an edge between two adjacent
//! polygonal faces will be smooth shaded if the normals to the two faces form an angle that is
//! less than .5 radians (about 30 degrees). Otherwise, it will be faceted.
class Vrml_ShapeHints 
{
public:

  DEFINE_STANDARD_ALLOC

  
  Standard_EXPORT Vrml_ShapeHints(const Vrml_VertexOrdering aVertexOrdering = Vrml_UNKNOWN_ORDERING, const Vrml_ShapeType aShapeType = Vrml_UNKNOWN_SHAPE_TYPE, const Vrml_FaceType aFaceType = Vrml_CONVEX, const Standard_Real aAngle = 0.5);
  
  Standard_EXPORT   void SetVertexOrdering (const Vrml_VertexOrdering aVertexOrdering) ;
  
  Standard_EXPORT   Vrml_VertexOrdering VertexOrdering()  const;
  
  Standard_EXPORT   void SetShapeType (const Vrml_ShapeType aShapeType) ;
  
  Standard_EXPORT   Vrml_ShapeType ShapeType()  const;
  
  Standard_EXPORT   void SetFaceType (const Vrml_FaceType aFaceType) ;
  
  Standard_EXPORT   Vrml_FaceType FaceType()  const;
  
  Standard_EXPORT   void SetAngle (const Standard_Real aAngle) ;
  
  Standard_EXPORT   Standard_Real Angle()  const;
  
  Standard_EXPORT   Standard_OStream& Print (Standard_OStream& anOStream)  const;




protected:





private:



  Vrml_VertexOrdering myVertexOrdering;
  Vrml_ShapeType myShapeType;
  Vrml_FaceType myFaceType;
  Standard_Real myAngle;


};







#endif // _Vrml_ShapeHints_HeaderFile