A NodeTextureMapper uses the texture coordinates stored in the state data associated with a node to lookup and return a value stored in a matrix of scalar data (texture).
#include <Mesh/DataStructures/nodetexturemapper.h>
◆ NodeTextureMapper() [1/2]
The mapper is constructed with no state name set. The vector mapping defaults to mapping the vector magnitude.
- See also
- setStateName()
◆ NodeTextureMapper() [2/2]
◆ ~NodeTextureMapper()
◆ canSerialize()
bool canSerialize |
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| ) |
const |
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overridevirtual |
- Returns
- True if this object can be serialized.
For objects that can be serialized, the save and load functions will be used to do the serialization. If this function returns false, both load() and save() must also return false.
Reimplemented from NodeMapper.
◆ clone()
- Returns
- A clone of this object.
- Note
- Subclasses would normally return their own type rather than the Clonable type. The C++ language rules allow a more derived type to be returned from a virtual function and the compiler will still treat it as a valid override.
Implements NodeMapper.
◆ createMementoData()
- Parameters
-
model | The model that will be used for mapping nodes to values. |
- Returns
- A memento object which client code cannot do anything useful with except pass it around. The memento is ultimately only useful to the getValue() function. It holds internal data the mapper will use to perform the required mapping.
- Note
- The memento can be considered valid for as long as model is not modified and the state name of the mapper remains the same. As soon as the state name or anything in model is changed, the caller should obtain a new memento.
Implements NodeMapper.
◆ getStateNameR()
const QString & getStateNameR |
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| ) |
const |
◆ getStateNameS()
const QString & getStateNameS |
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| ) |
const |
◆ getStateNameT()
const QString & getStateNameT |
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const |
◆ getTextureData()
◆ getValue()
- Parameters
-
node | The node whose state should be mapped to a value. |
mementoData | The data from the memento created by a previous call to createMementoData(). It is used internally by this function to work out what value needs to be returned. |
- Returns
- The value of the requested state from this node. If mementoData is invalid, which can happen if the requested node state is not in the model passed to createMementoData(), then this function returns 0.
Implements NodeMapper.
◆ load()
- Parameters
-
item | Supplies the state to be loaded into this object. |
This function will load the state of this object from item. For many object types, this is most easily implemented in terms of the object's input operator (>>).
It would be reasonable for subclass implementations to assume that the data provided in item is in the same form as would have been saved from a call to save.
- Returns
- If the state of the object could not be loaded, the function returns false. A return value of true implies that the object state was successfully loaded. If canSerialize() returns false, this function must do nothing except return false as well.
Reimplemented from NodeMapper.
◆ operator=()
◆ save()
- Parameters
-
item | Where to save the state of this object. |
This function will serialise the object by saving it to item. For most object types, this is most easily implemented in terms of the object's output operator (<<).
It is allowable for an object to only serialize part of itself. This would be useful if the data it represents has a set of defaults and only those values different to the defaults need to be serialized. Such an implementation then needs to be careful how it handles the complimentary load member function.
- Returns
- If an object could not be serialised or if the underlying object type does not support serialisation, this function should return false. A return value of true implies that the object was successfully saved to item. If canSerialize() returns false, this function must do nothing except return false as well.
Reimplemented from NodeMapper.
◆ setStateNameR()
void setStateNameR |
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const QString & |
name | ) |
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◆ setStateNameS()
void setStateNameS |
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const QString & |
name | ) |
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◆ setStateNameT()
void setStateNameT |
( |
const QString & |
name | ) |
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◆ setTextureData()