Coverage Report

Created: 2025-10-10 06:46

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/src/ogre/PlugIns/BSPSceneManager/include/OgreStaticFaceGroup.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __StaticFaceGroup_H__
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#define __StaticFaceGroup_H__
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#include "OgrePrerequisites.h"
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#include "OgrePlane.h"
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#include "OgrePatchSurface.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Scene
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    *  @{
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    */
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    /** A type of face group, i.e. face list of procedural etc */
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    enum FaceGroupType {
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        FGT_FACE_LIST,
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        FGT_PATCH,
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        FGT_UNKNOWN
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    };
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    /** Collects a group of static i.e. immovable faces together which have common
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        properties like the material they use, the plane they lie on.
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        Whilst for discrete geometry (i.e. movable objects) groups of faces are
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        held in the SubMesh class, for immovable objects like scenery there
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        needs to ba little more flexibility in the grouping since the group is
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        likely to be a small part of a huge set of geometry. In addition, because
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        the faces are unmoving certain optimisations can be performed, e.g.
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        precalculating a world-coordinate bounding box and normal.
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        @par
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            Exactly how this class is used depends on the format of the large
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            static geometry used in the level. An example would be the use of this
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            class in the BspNode class for indoor levels.
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            For flexibility and efficiency, it is not assumed that this class holds
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            details of the vertices itself, or in fact that it holds the vertex indices
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            itself. Everything is manipulated via pointers so if you want this
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            class to point into a block of geometry data it can.
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    */
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    struct StaticFaceGroup {
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        // Type of face group.
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        FaceGroupType fType;
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        /// Is this a sky surface?
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        bool isSky;
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        /** Index into a buffer containing vertex definitions. Because we're
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            dealing with subsets of large levels this is likely to be part-way
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            through a huge vertex buffer. */
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        int vertexStart;
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        /** The range of vertices in the buffer this facegroup references.
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            This is really for copying purposes only, so that we know which
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            subset of vertices to copy from our large-level buffer into the rendering buffer.
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        */
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        int numVertices;
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        /** Index into a buffer containing vertex indices. This buffer
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            may be individual to this group or shared for memory allocation
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            efficiency.The vertex indexes are relative the the mVertexStart pointer,
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            not to the start of the large-level buffer, allowing simple reindexing
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            when copying data into rendering buffers.
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            This is only applicable to FGT_FACE_LIST face group types.
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        */
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        int elementStart;
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        /** The number of vertex indices.
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            This is only applicable to FGT_FACE_LIST face group types.
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        */
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        int numElements;
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        /** Handle to material used by this group.
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            Note the use of the material handle rather than the material
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            name - this is for efficiency since there will be many of these.
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        */
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        ResourceHandle materialHandle;
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        Plane plane;
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        /// Patch surface (only applicable when fType = FGT_PATCH)
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        PatchSurface* patchSurf;
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        friend std::ostream& operator<<(std::ostream& o, const StaticFaceGroup& s)
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        {
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            o << "StaticFaceGroup(";
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            if (s.fType == FGT_FACE_LIST)
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            {
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                o << "faceList, numVertices=" << s.numVertices << ", vertexStart=" << s.vertexStart;
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                o << ", numElements=" << s.numElements << ", elementStart=" << s.elementStart;
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                o << ", normal=" << s.plane.normal;
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            }
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            else if (s.fType == FGT_PATCH)
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            {
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                o << "bezierPatch, numVertices=" << s.numVertices << ", vertexStart=" << s.vertexStart;
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                // TODO
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            }
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            o << ", materialHandle=" << s.materialHandle;
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            o << ")";
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            return o;
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        }
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    };
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    /** @} */
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    /** @} */
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} // namespace
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#endif