1#ifndef __VSKELETONRENDEROBJECT_HPP
2#define __VSKELETONRENDEROBJECT_HPP
4#include <bone/FishGrid.hpp>
5#include <bone/FishSlice.hpp>
6#include <bone/FishSkeleton.hpp>
7#include <ocean/GLvish/VGLRenderObject.hpp>
9#include "fisheyeDllApi.h"
18 virtual public Fish<Fiber::Slice>,
19 virtual public Fish<Fiber::Skeleton>,
20 virtual public Fish<Fiber::Grid>
32 , outVisibleGrid(
this,
"VisibleGrid")
42 return getTime( R, getGridSelector(R).BundleSource() );
55 pair<double, RefPtr<Fiber::Skeleton> > getRefinementLevel(
const RefPtr<ValuePool>&VP,
56 int L,
int IndexDepth = 0)
const
58 return getRefinementLevel( GridSpacetimeSlot(), VP, L, IndexDepth);
63 bool CreatedFilteredConnection(
const RefPtr<VParameter>&SourceParam)
override;
65 void InputCreation(
const RefPtr<VParameter>&CurrentObjectsInput,
66 const RefPtr<VObject>&NewlyCreatedObject,
67 const RefPtr<VParameter>&TheNewObjectsOutputParameter)
override;
An iterator with an optional DataCreator, which is just a class to intercept creation of data along a...
Definition CreativeIterator.hpp:34
A Grid is a set of Skeleton objects, each of them accessed via some unique SkeletonID object.
Definition Grid.hpp:60
Information per time slice, mainly a set of Grid objects that are accessed via GridID objects.
Definition Slice.hpp:36
Base class for objects rendering skeletons of a fiber bundle.
Definition VSkeletonRenderObject.hpp:21
VSkeletonRenderObject(const string &name, int p, const RefPtr< VCreationPreferences > &VP)
Default VISH constructor, to be created via some VCreator<> instance.
Definition VSkeletonRenderObject.hpp:30
note: cannot derive from FloatingSkeletonRenderer as long as independent base class TriangleRenderer ...