#include <bone/FishSlice.hpp>
#include <bone/FishGrid.hpp>
#include <bone/FishSkeleton.hpp>
#include <ocean/GLvish/VGLRenderObject.hpp>
#include <ocean/GLvish/BoundingBox.hpp>
#include <eagle/PhysicalSpace.hpp>
#include <ocean/shrimp/VEnum.hpp>
#include <baseop/ExpandBBox.hpp>
#include <ocean/GLvish/GlossyTexture.hpp>
public virtual Fish<Slice>,
public virtual Fish<Grid>,
public virtual Fish<Skeleton>
{
public:
struct FieldState : State
{
};
{
return new FieldState();
}
, Thickness(this, "thickness", 50, 0)
,
Options(
this,
"options",
VEnum(
"shaded",
"monochrome"), 1)
{}
bool update(
VRequest&R,
double precision)
override;
};
bool DreiBein::update(
VRequest&R,
double precision)
{
if (!
Level.getSkeleton() )
{
printf("BoundingBox: update(): No level!\n");
if (S)
{
}
return true;
}
if (!Coords)
{
S->BBox = BBox;
}
else
}
{
return false;
return false;
return false;
int width = 20;
point X( Max.x(), Min.y(), Min.z() ),
Y( Min.x(), Max.y(), Min.z() ),
Z( Min.x(), Min.y(), Max.z() );
{
glVertex(Min);
glVertex(Min);
glVertex(Min);
}
return true;
}
myDreiBeinCreator( "Display/Dreibein", ObjectQuality::EXPERIMENTAL );
Definition Dreibein.cpp:29
An iterator with an optional DataCreator, which is just a class to intercept creation of data along a...
Definition CreativeIterator.hpp:34
RefPtr< GlossyTexture > getLineTexture(MemCore::Intercube &CacheObject, VGLRenderContext &Context, int TextureUnit=0) const
void setBoundingBall(const RefPtr< ValuePool > &VP, const RefPtr< BoundingBall > &BS) const
RefPtr< State > myState(const WeakPtr< ValuePool > &Context) const
RefPtr< State > & getState(const WeakPtr< ValuePool > &VP) const
string String(const T &Val)
Given a fragmented field of curvilinear coordinates, (3D array of coordinates), build a uniform Grid ...
Definition FAQ.dox:2
note: cannot derive from FloatingSkeletonRenderer as long as independent base class TriangleRenderer ...
The Fish Template provide an interface between the fiber bundle data model and the VISH objects and p...
Definition Fish.hpp:30
bool setStatusInfo(const RefPtr< ValuePool > &Context, const string &what) const
bool setStatusError(const RefPtr< ValuePool > &Context, const string &what, bool AnnouncePublic=false) const