/usr/include/OGRE/Plugins/PCZSceneManager/OgreDefaultZone.h is in libogre-dev 1.7.4-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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-----------------------------------------------------------------------------
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(Object-oriented Graphics Rendering Engine)
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Copyright (c) 2000-2011 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
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DefaultZone.h - Default implementation of PCZone header file.
Default Implementation of PCZone
-----------------------------------------------------------------------------
begin : Tue Feb 20 2007
author : Eric Cha
email : ericc@xenopi.com
Code Style Update :
-----------------------------------------------------------------------------
*/
#ifndef DEFAULTZONE_H
#define DEFAULTZONE_H
#include "OgrePCZone.h"
namespace Ogre
{
class _OgrePCZPluginExport DefaultZone : public PCZone
{
public:
DefaultZone( PCZSceneManager *, const String& );
~DefaultZone();
/** Set the enclosure node for this Zone
*/
void setEnclosureNode(PCZSceneNode *);
/** Adds an SceneNode to this Zone.
@remarks
The PCZSceneManager calls this function to add a node
to the zone.
*/
void _addNode( PCZSceneNode * );
/** Removes all references to a SceneNode from this Zone.
*/
void removeNode( PCZSceneNode * );
/** Indicates whether or not this zone requires zone-specific data for
* each scene node
*/
bool requiresZoneSpecificNodeData(void);
/** (recursive) check the given node against all portals in the zone
*/
void _checkNodeAgainstPortals(PCZSceneNode *, Portal * );
/** (recursive) check the given light against all portals in the zone
*/
void _checkLightAgainstPortals(PCZLight *,
unsigned long,
PCZFrustum *,
Portal *);
/* Update the zone data for each portal
*/
void updatePortalsZoneData(void);
/** Mark nodes dirty base on moving portals. */
void dirtyNodeByMovingPortals(void);
/* Update a node's home zone */
PCZone * updateNodeHomeZone(PCZSceneNode * pczsn, bool allowBackTouces);
/** Find and add visible objects to the render queue.
@remarks
Starts with objects in the zone and proceeds through visible portals
This is a recursive call (the main call should be to _findVisibleObjects)
*/
void findVisibleNodes(PCZCamera *,
NodeList & visibleNodeList,
RenderQueue * queue,
VisibleObjectsBoundsInfo* visibleBounds,
bool onlyShadowCasters,
bool displayNodes,
bool showBoundingBoxes);
/* Functions for finding Nodes that intersect various shapes */
void _findNodes( const AxisAlignedBox &t,
PCZSceneNodeList &list,
PortalList &visitedPortals,
bool includeVisitors,
bool recurseThruPortals,
PCZSceneNode *exclude);
void _findNodes( const Sphere &t,
PCZSceneNodeList &list,
PortalList &visitedPortals,
bool includeVisitors,
bool recurseThruPortals,
PCZSceneNode *exclude );
void _findNodes( const PlaneBoundedVolume &t,
PCZSceneNodeList &list,
PortalList &visitedPortals,
bool includeVisitors,
bool recurseThruPortals,
PCZSceneNode *exclude );
void _findNodes( const Ray &t,
PCZSceneNodeList &list,
PortalList &visitedPortals,
bool includeVisitors,
bool recurseThruPortals,
PCZSceneNode *exclude );
/** Sets the options for the Zone */
bool setOption( const String &, const void * );
/** called when the scene manager creates a camera because
some zone managers (like TerrainZone) need the camera info.
*/
void notifyCameraCreated( Camera* c );
/* called by PCZSM during setWorldGeometryRenderQueue() */
virtual void notifyWorldGeometryRenderQueue(uint8 qid);
/* Called when a _renderScene is called in the SceneManager */
virtual void notifyBeginRenderScene(void);
/* called by PCZSM during setZoneGeometry() */
virtual void setZoneGeometry(const String &filename, PCZSceneNode * parentNode);
protected:
};
}
#endif
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