Glypher that produces vectors at each node of a model, scaled and oriented based on a specific state of that particular node / element. If no node state is available, a default value will be used.
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#include <Rendering/SceneComponents/Models/vectorglypher.h>
◆ VectorGlypher() [1/2]
◆ VectorGlypher() [2/2]
◆ ~VectorGlypher()
◆ 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 Glypher.
◆ getDrawArrowHeads()
bool getDrawArrowHeads |
( |
| ) |
const |
◆ getGlyph()
- Parameters
-
node | The node for which a glyph should be returned. |
- Returns
- A glyph object which can be used for the specified node. It is allowable for this function to return an invalid glyph to indicate that no glyph should be used for this node.
Implements Glypher.
◆ getLengthScale()
double getLengthScale |
( |
| ) |
const |
◆ getMeshModelLibrary()
- Returns
- The mesh model library the glypher uses to hold its glyphs. Most glyphers will employ their own internal model library (possibly shared between all glyphers of that type) for efficiency reasons and to keep model id's short and simple.
Implements Glypher.
◆ getUseScaleAsLength()
bool getUseScaleAsLength |
( |
| ) |
const |
◆ getVectorNodeMapper()
◆ 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 Glypher.
◆ 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 Glypher.
◆ setDrawArrowHeads()
void setDrawArrowHeads |
( |
bool |
b | ) |
|
◆ setGlyphedModel()
- Parameters
-
model | The model about to be glyphed. |
Subclasses can reimplement this function to save internal data about the model that will be used for subsequent calls to getGlyph(). Clients are free to call this function at any time, so the subclass must keep this in mind, although it will usually only be called by a model appearance processor just before it uses the glypher to process the specified model.
NOTE: Derived classes must call this base class's method.
Reimplemented from Glypher.
◆ setLengthScale()
void setLengthScale |
( |
double |
scale | ) |
|
◆ setUseScaleAsLength()
void setUseScaleAsLength |
( |
bool |
b | ) |
|
◆ setVectorNodeMapper()