/usr/include/vtk-6.3/vtkLODActor.h is in libvtk6-dev 6.3.0+dfsg1-5.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkLODActor.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkLODActor - an actor that supports multiple levels of detail
// .SECTION Description
// vtkLODActor is an actor that stores multiple levels of detail (LOD) and
// can automatically switch between them. It selects which level of detail to
// use based on how much time it has been allocated to render. Currently a
// very simple method of TotalTime/NumberOfActors is used. (In the future
// this should be modified to dynamically allocate the rendering time between
// different actors based on their needs.)
//
// There are three levels of detail by default. The top level is just the
// normal data. The lowest level of detail is a simple bounding box outline
// of the actor. The middle level of detail is a point cloud of a fixed
// number of points that have been randomly sampled from the mapper's input
// data. Point attributes are copied over to the point cloud. These two
// lower levels of detail are accomplished by creating instances of a
// vtkOutlineFilter (low-res) and vtkMaskPoints (medium-res). Additional
// levels of detail can be add using the AddLODMapper() method.
//
// To control the frame rate, you typically set the vtkRenderWindowInteractor
// DesiredUpdateRate and StillUpdateRate. This then will cause vtkLODActor
// to adjust its LOD to fulfill the requested update rate.
//
// For greater control on levels of detail, see also vtkLODProp3D. That
// class allows arbitrary definition of each LOD.
// .SECTION Caveats
// If you provide your own mappers, you are responsible for setting its
// ivars correctly, such as ScalarRange, LookupTable, and so on.
//
// On some systems the point cloud rendering (the default, medium level of
// detail) can result in points so small that they can hardly be seen. In
// this case, use the GetProperty()->SetPointSize() method to increase the
// rendered size of the points.
// .SECTION see also
// vtkActor vtkRenderer vtkLODProp3D
#ifndef vtkLODActor_h
#define vtkLODActor_h
#include "vtkRenderingLODModule.h" // For export macro
#include "vtkActor.h"
class vtkMapper;
class vtkMapperCollection;
class vtkPolyDataAlgorithm;
class vtkPolyDataMapper;
class vtkRenderer;
class vtkViewport;
class vtkWindow;
class VTKRENDERINGLOD_EXPORT vtkLODActor : public vtkActor
{
public:
vtkTypeMacro(vtkLODActor, vtkActor);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Creates a vtkLODActor with the following defaults: origin(0,0,0)
// position=(0,0,0) scale=(1,1,1) visibility=1 pickable=1 dragable=1
// orientation=(0,0,0). NumberOfCloudPoints is set to 150.
static vtkLODActor* New();
// Description:
// This causes the actor to be rendered.
// It, in turn, will render the actor's property and then mapper.
virtual void Render(vtkRenderer *, vtkMapper *);
// Description:
// This method is used internally by the rendering process. We overide
// the superclass method to properly set the estimated render time.
int RenderOpaqueGeometry(vtkViewport* viewport);
// Description:
// Release any graphics resources that are being consumed by this actor.
// The parameter window could be used to determine which graphic
// resources to release.
void ReleaseGraphicsResources(vtkWindow*);
// Description:
// Add another level of detail.
// They do not have to be in any order of complexity.
void AddLODMapper(vtkMapper* mapper);
// Description:
// You may plug in your own filters to decimate/subsample the input.
// The default is to use a vtkOutlineFilter (low-res) and vtkMaskPoints
// (medium-res).
virtual void SetLowResFilter(vtkPolyDataAlgorithm*);
virtual void SetMediumResFilter(vtkPolyDataAlgorithm*);
vtkGetObjectMacro(LowResFilter, vtkPolyDataAlgorithm);
vtkGetObjectMacro(MediumResFilter, vtkPolyDataAlgorithm);
// Description:
// Set/Get the number of random points for the point cloud.
vtkGetMacro(NumberOfCloudPoints, int);
vtkSetMacro(NumberOfCloudPoints, int);
// Description:
// All the mappers for different LODs are stored here.
// The order is not important.
vtkGetObjectMacro(LODMappers, vtkMapperCollection);
// Description:
// When this objects gets modified, this method also modifies the object.
void Modified();
// Description:
// Shallow copy of an LOD actor. Overloads the virtual vtkProp method.
void ShallowCopy(vtkProp *prop);
protected:
vtkLODActor();
~vtkLODActor();
vtkActor* Device;
vtkMapperCollection* LODMappers;
// We can create our own LOD filters. The default is to use a
//
vtkPolyDataAlgorithm* LowResFilter;
vtkPolyDataAlgorithm* MediumResFilter;
vtkPolyDataMapper* LowMapper;
vtkPolyDataMapper* MediumMapper;
vtkTimeStamp BuildTime;
int NumberOfCloudPoints;
virtual void CreateOwnLODs();
virtual void UpdateOwnLODs();
virtual void DeleteOwnLODs();
private:
vtkLODActor(const vtkLODActor&); // Not implemented.
void operator=(const vtkLODActor&); // Not implemented.
};
#endif
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