vrecko
virtual reality framework
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VoxelGrid_Object_Data.cpp File Reference
#include "precompiled.h"
#include <vreckoAP/SpacePartitioning/VoxelGrid_Object_Data.h>
#include <vreckoAP/SpacePartitioning/GeometryLoaderBase.h>
#include <vrecko/Scene.h>
#include <vrecko/ReaderWriter.h>
#include <osg/Geometry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <vreckoAP/SpacePartitioning/triangleCube.h>

Classes

struct  APSpacePartitioning::VGReadCallback
 

Namespaces

namespace  APSpacePartitioning
 

Macros

#define FACE(x)   ((FaceBase*)getFace(x))
 
#define VERTEX(x)   ((VertexBase*)getVertex(x))
 
#define CURRENT_CACHED_DATA_VERSION   3
 
#define SHOW_PROGRESS(pass, numPasses)
 

Macro Definition Documentation

#define CURRENT_CACHED_DATA_VERSION   3
#define FACE (   x)    ((FaceBase*)getFace(x))
#define SHOW_PROGRESS (   pass,
  numPasses 
)
Value:
{ \
curTickD = osg::Timer::instance()->tick(); \
if (osg::Timer::instance()->delta_s(lastTickD, curTickD) > 1.0) { \
float remS = osg::Timer::instance()->delta_s(startTimeD, curTickD); \
float fpass = (float)pass; \
float fnumPasses = (float)numPasses; \
float timeSpend = osg::Timer::instance()->delta_s(startTimeD, curTickD); \
float remIterations = fnumPasses - fpass; \
float timeperIteration = fpass / timeSpend; \
float remTime = remIterations / timeperIteration ; \
float remTimeH = (int)remTime / 3600; \
float remTimeM = ((int)remTime % 3600) / 60; \
float remTimeS = ((int)remTime % 60 );\
logger.debugLog("Done: %d/%d (%.1f%%) est. rem. time: %.0f h %.0f m %.0f s",pass, numPasses, ((100.0f*fpass)/fnumPasses) ,remTimeH, remTimeM, remTimeS); \
lastTickD = curTickD; \
} \
}
#define VERTEX (   x)    ((VertexBase*)getVertex(x))