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include
vrvGraphics
DtTexturedLineSegment.h
Go to the documentation of this file.
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/******************************************************************************
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** Copyright (c) 2012 MAK Technologies, Inc.
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** All rights reserved.
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******************************************************************************/
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#pragma once
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#include <
vrvGraphics/vrvGraphics.h
>
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#include <
vrvGraphics/DtOverlayResourceProvider.h
>
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#include <
vrvGraphics/DtLineSegmentInterface.h
>
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namespace
makVrv
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{
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class
DtQuadProxy;
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class
DtQuadRenderer;
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class
DtOverlayRenderer;
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class
DT_DLL_VRVGRAPHICS
DtTexturedLineSegment
:
public
DtLineSegmentInterface
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{
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public
:
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DtTexturedLineSegment
(
DtOverlayRenderer
& renderer);
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DtTexturedLineSegment
(
DtQuadRenderer
& renderer);
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virtual
~
DtTexturedLineSegment
();
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void
setGroup(
float
group);
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int
group()
const
;
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void
set2DPosition(
unsigned
int
index0or1,
float
x,
float
y);
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//Set the position of the vertex.
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void
get2DPosition(
unsigned
int
index0or1,
float
& x,
float
& y )
const
;
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void
set3DPosition(
int
index0or1,
float
dx,
float
dy,
float
z,
float
w);
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//Get the 3D position of the line.
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void
get3DPosition(
int
index0or1,
float
& dx,
float
& dy,
float
& z,
float
& w)
const
;
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//Set the vertex color.
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void
setColor(
float
r,
float
g,
float
b,
float
a);
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//Get the vertex color.
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void
getColor(
float
& r,
float
& g,
float
& b,
float
& a)
const
;
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void
setWidth(
float
w);
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float
width()
const
;
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virtual
void
setTextureParameters(
DtOverlayResourceProvider::NativeResourceHandle
texture,
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float
myTextureWidth,
float
left = 0.0f,
float
right = 1.0f,
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float
bottom = 0.0f,
float
top = 1.0f );
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virtual
void
setZoomFactor(
float
z);
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virtual
void
set2DPositions(
float
x1,
float
y1,
float
x2,
float
y2);
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//Set the vertex color.
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virtual
void
setColor(
unsigned
int
index0or1,
float
r,
float
g,
float
b,
float
a);
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//Get the vertex color.
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virtual
void
getColor(
unsigned
int
index0or1,
float
& r,
float
& g,
float
& b,
float
& a)
const
;
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virtual
void
setColors(
float
r1,
float
g1,
float
b1,
float
a1,
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float
r2,
float
g2,
float
b2,
float
a2);
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virtual
void
setRotationOffset(
float
);
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protected
:
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virtual
void
set3DDirection
(
unsigned
int
index0or1,
float
x,
float
y,
float
z) {};
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virtual
void
get3DDirection
(
unsigned
int
index0or1,
float
& x,
float
& y,
float
& z)
const
{};
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virtual
void
setDirection2DLength
(
unsigned
int
index0or1,
float
length) {};
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virtual
float
direction2DLength
(
unsigned
int
index0or1)
const
{
return
0.0f; };
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virtual
void
setStippleParameters(
unsigned
int
scale,
unsigned
short
pattern);
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virtual
void
getStippleParameters(
unsigned
int
& scale,
unsigned
short
& pattern)
const
;
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protected
:
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virtual
void
resetTextureCoordinates();
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private
:
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DtTexturedLineSegment
(
const
DtTexturedLineSegment
&);
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DtTexturedLineSegment
& operator=(
const
DtTexturedLineSegment
&);
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protected
:
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DtQuadProxy
*
myVertex
;
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float
myVertices[2][4];
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float
my2DVertices[2][2];
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DtOverlayResourceProvider::NativeResourceHandle
myTexture
;
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float
myTextureWidth
;
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float
myZoomFactor
;
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float
myRotationOffset
;
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protected
:
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DtTexturedLineSegment
();
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};
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}
Document ID: Generated on Fri Apr 26 21:53:14 EDT 2019 from SVN revision 197883
Copyright © 2005-2019 VT MAK. All Rights Reserved (
www.mak.com
)