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FiberVISH 0.2
Fish - The Fiber Bundle API for the Vish Visualization Shell
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Base class for objects that render information given on the triangle of a Grid. More...
#include <TriangleRenderer.hpp>
Public Types | |
| using | GridInspector = Fiber::GridInspector< Fiber::hasSkeletonOfGridType< Fiber::TriangularSurface > > |
Public Member Functions | |
| TriangleRenderer (const string &name, int RenderCategory, const RefPtr< VCreationPreferences > &VP) | |
| bool | feedAnemone (Anemone &RenderAnemone, RenderBasin::ElementAttribute &SkeletonBuffer, const AnemoneCreationContext &ARC, const RefPtr< AnemoneExplorer > &AE) const override |
| Feed all triangle-related data to the Render Anemone, in particular sets the Painter of the Anemone to do triangles. | |
Public Member Functions inherited from Wizt::SkeletonOperator< SkeletonProperty > | |
| RefPtr< Fiber::Skeleton > | getSkeleton (const Fiber::Grid &G) const override |
| RefPtr< Fiber::Skeleton > | getRefinedSkeleton (const Fiber::Grid &G, int i) const override |
Static Public Member Functions | |
| static RefPtr< RenderBasin::VertexAttribute > | getNormals (const AnemoneCreationContext &ARC) |
| Query the per-vertex normal vectors for the current triangle fragment as specified via the AnemoneCreationContext and create a vertex attribute from it. | |
| static void | computeVertexNormals (Fiber::Representation &myVertices, Fiber::Representation &mySkeletonAsVertices, VRequest &Context) |
| Compute normals in case we don't have any yet. | |
Base class for objects that render information given on the triangle of a Grid.
No shader support here. Use class SurfaceRenderer for more advanced features, including FloatingOrigin.
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Compute normals in case we don't have any yet.
This is a static member function just for convenience which will create a normal vector field on the vertices under the name TriangularSurface::NormalVectorFieldName .
References Fiber::TriangularSurface::NormalVectorFieldName.
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Query the per-vertex normal vectors for the current triangle fragment as specified via the AnemoneCreationContext and create a vertex attribute from it.
The result can be directly fed to a RenderAnemone:
References Fiber::TriangularSurface::NormalVectorFieldName.