/usr/include/crystalspace-2.0/cstool/procmesh.h is in libcrystalspace-dev 2.0+dfsg-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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 | /*
Copyright (C) 2006 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_PROCMESH_H__
#define __CS_PROCMESH_H__
/**\file
* Render a mesh on a texture.
*/
#include "csextern.h"
#include "csutil/ref.h"
#include "csutil/scf_implementation.h"
#include "iutil/objreg.h"
#include "cstool/csview.h"
struct iTextureHandle;
/**
* This class manages the rendering of a mesh on a texture.
*/
class CS_CRYSTALSPACE_EXPORT csMeshOnTexture
{
private:
csRef<iGraphics3D> g3d;
csRef<iEngine> engine;
// We will view the object through this view.
csRef<csView> view;
int cur_w, cur_h;
void UpdateView (int w, int h);
public:
/**
* Construct a csMeshOnTexture object. This will also
* create a private view that will be used to render the
* object with.
*/
csMeshOnTexture (iObjectRegistry* object_reg);
/// Destruct.
virtual ~csMeshOnTexture ();
/**
* Get the view that is represented by this mesh on
* texture instance. This can be used to setup the camera
* that you want to use here.
*/
csView* GetView () const { return view; }
/**
* With the view camera transformation set at a certain spot
* in space, this function will try to move the camera as
* close as possible so that as much of the object is
* visible at the same time in the given texture resolution.
*/
void ScaleCamera (iMeshWrapper* mesh, int txtw, int txth);
/**
* Look at a given mesh at a given distance. The relative orientation
* to the mesh remains unchanged.
*/
void ScaleCamera (iMeshWrapper* mesh, float distance);
/**
* Render a mesh on a texture. Returns false on failure.
* Error will have been reported on the reporter.
* <p>
* If 'persistent' is true then the current contents of the texture
* will be copied on screen before drawing occurs (in the first
* call to BeginDraw). Otherwise it is assumed that you fully render
* the texture.
*/
bool Render (iMeshWrapper* mesh, iTextureHandle* handle,
bool persistent = false, int color = -1);
};
#endif // __CS_PROCMESH_H__
|