/usr/include/tulip/GlLODCalculator.h is in libtulip-dev 4.4.0dfsg2-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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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 1 and Inria Bordeaux - Sud Ouest
*
* 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_GLLODCALCULATOR_H
#define Tulip_GLLODCALCULATOR_H
#ifndef DOXYGEN_NOTFOR_DEVEL
#include <tulip/BoundingBox.h>
#include <vector>
namespace tlp {
class Camera;
class GlEntity;
class GlSimpleEntity;
class GlScene;
class GlGraphInputData;
enum RenderingEntitiesFlag {
RenderingSimpleEntities =1,
RenderingNodes = 2,
RenderingEdges = 4,
RenderingAll = 7,
RenderingWithoutRemove = 8
};
struct EntityLODUnit {
EntityLODUnit(const BoundingBox &boundingBox):boundingBox(boundingBox),lod(-1) {}
BoundingBox boundingBox;
float lod;
};
// struct to store simple entity lod
struct SimpleEntityLODUnit : public EntityLODUnit {
SimpleEntityLODUnit(GlSimpleEntity *entity, const BoundingBox &boundingBox):
EntityLODUnit(boundingBox),
entity(entity) {
}
GlSimpleEntity *entity;
};
// struct to store complex entity (nodes/edges) lod
struct ComplexEntityLODUnit : public EntityLODUnit {
ComplexEntityLODUnit(unsigned int id,const BoundingBox &boundingBox):EntityLODUnit(boundingBox),id(id) {}
unsigned int id;
};
struct LayerLODUnit {
std::vector<SimpleEntityLODUnit> simpleEntitiesLODVector;
std::vector<ComplexEntityLODUnit> nodesLODVector;
std::vector<ComplexEntityLODUnit> edgesLODVector;
Camera * camera;
};
typedef std::vector<LayerLODUnit> LayersLODVector;
/**
* Class use to calculate lod of scene entities
*/
class TLP_GL_SCOPE GlLODCalculator {
public:
GlLODCalculator():glScene(NULL),inputData(NULL),attachedLODCalculator(NULL) {}
virtual ~GlLODCalculator() {}
virtual GlLODCalculator *clone()=0;
/**
* Set scene use by this LOD calculator
*/
virtual void setScene(GlScene &scene) {
glScene=&scene;
}
/**
* Set input data use to render
*/
virtual void setInputData(const GlGraphInputData *inputData) {
this->inputData=inputData;
}
/**
* Set RenderingEntitiesFlag to : RenderingSimpleEntities,RenderingNodes,RenderingEdges,RenderingAll,RenderingWithoutRemove
*/
virtual void setRenderingEntitiesFlag(RenderingEntitiesFlag flag) {
renderingEntitiesFlag=flag;
}
/**
* Return if the LODCalculator need to have entities to compute
*/
virtual bool needEntities() {
return true;
}
/**
* Set if the LODCalculator need to have entities to compute
*/
virtual void setNeedEntities(bool) {}
/**
* Begin a new camera
*/
virtual void beginNewCamera(Camera* camera)=0;
/**
* Record a new simple entity in current camera context
*/
virtual void addSimpleEntityBoundingBox(GlSimpleEntity *entity,const BoundingBox& bb)=0;
/**
* Record a new node in current camera context
*/
virtual void addNodeBoundingBox(unsigned int id,const BoundingBox& bb)=0;
/**
* Record a new edge in current camera context
*/
virtual void addEdgeBoundingBox(unsigned int id,const BoundingBox& bb)=0;
/**
* Reserve memory to store nodes LOD
*/
virtual void reserveMemoryForNodes(unsigned int) {}
/**
* Reserve memory to store edges LOD
*/
virtual void reserveMemoryForEdges(unsigned int) {}
/**
* Compute all lod
*/
virtual void compute(const Vector<int,4>& globalViewport, const Vector<int,4>& currentViewport)=0;
/**
* Return a pointer on LOD result
*/
LayersLODVector &getResult() {
return layersLODVector;
}
/**
* Clear class data
*/
virtual void clear() {
layersLODVector.clear();
}
virtual BoundingBox getSceneBoundingBox()=0;
void setAttachedLODCalculator(GlLODCalculator *calculator) {
attachedLODCalculator=calculator;
}
protected :
GlScene *glScene;
const GlGraphInputData *inputData;
RenderingEntitiesFlag renderingEntitiesFlag;
LayersLODVector layersLODVector;
GlLODCalculator *attachedLODCalculator;
};
}
#endif // DOXYGEN_NOTFOR_DEVEL
#endif // Tulip_GLLODCALCULATOR_H
///@endcond
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