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Andrew Bauer
VTK
Commits
48319bb3
Commit
48319bb3
authored
Sep 09, 1994
by
Will Schroeder
Browse files
ENH: Added AddPosition() method.
parent
e8c97423
Changes
2
Hide whitespace changes
Inline
Side-by-side
include/Actor.hh
View file @
48319bb3
...
...
@@ -65,6 +65,8 @@ class vlActor : public vlObject
// Description:
// Sets the posiiton of the actor.
vlSetVector3Macro
(
Position
,
float
);
void
AddPosition
(
float
deltaPosition
[
3
]);
void
AddPosition
(
float
delatX
,
float
deltaY
,
float
deltaZ
);
// Description:
// Get the origin of the actor. This is the point about which all
...
...
src/Actor.cc
View file @
48319bb3
...
...
@@ -25,7 +25,7 @@ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen 1993, 1994
// position(0,0,0) scale(1,1,1) visibility=1 pickable=1 dragable=1
// orientation= (0,0,0). IMPORTANT NOTE: Usually the vlRenderWindow
// method MakeActor() is used to create a device specific actor. This
// has the added benefit that a default device-specific proprty is
// has the added benefit that a default device-specific prop
e
rty is
// automatically created.
vlActor
::
vlActor
()
{
...
...
@@ -71,48 +71,22 @@ void vlActor::Render(vlRenderer *ren)
}
void
vlActor
::
PrintSelf
(
ostream
&
os
,
vlIndent
indent
)
// Description:
// Change position by increments specified.
void
vlActor
::
AddPosition
(
float
deltaX
,
float
deltaY
,
float
deltaZ
)
{
if
(
this
->
ShouldIPrint
(
vlActor
::
GetClassName
()))
{
vlObject
::
PrintSelf
(
os
,
indent
);
float
position
[
3
];
// make sure our bounds are up to date
this
->
GetBounds
();
os
<<
indent
<<
"Bounds: ("
<<
this
->
Bounds
[
0
]
<<
", "
<<
this
->
Bounds
[
1
]
<<
") ("
<<
this
->
Bounds
[
2
]
<<
") ("
<<
this
->
Bounds
[
3
]
<<
") ("
<<
this
->
Bounds
[
4
]
<<
") ("
<<
this
->
Bounds
[
5
]
<<
")
\n
"
;
os
<<
indent
<<
"Dragable: "
<<
(
this
->
Dragable
?
"On
\n
"
:
"Off
\n
"
);
if
(
this
->
Mapper
)
{
os
<<
indent
<<
"Mapper:
\n
"
;
this
->
Mapper
->
PrintSelf
(
os
,
indent
.
GetNextIndent
());
}
else
{
os
<<
indent
<<
"Mapper: (none)
\n
"
;
}
os
<<
indent
<<
"Orientation: ("
<<
this
->
Orientation
[
0
]
<<
", "
<<
this
->
Orientation
[
1
]
<<
", "
<<
this
->
Orientation
[
2
]
<<
")
\n
"
;
os
<<
indent
<<
"Origin: ("
<<
this
->
Origin
[
0
]
<<
", "
<<
this
->
Origin
[
1
]
<<
", "
<<
this
->
Origin
[
2
]
<<
")
\n
"
;
os
<<
indent
<<
"Pickable: "
<<
(
this
->
Pickable
?
"On
\n
"
:
"Off
\n
"
);
os
<<
indent
<<
"Position: ("
<<
this
->
Position
[
0
]
<<
", "
<<
this
->
Position
[
1
]
<<
", "
<<
this
->
Position
[
2
]
<<
")
\n
"
;
if
(
this
->
Property
)
{
os
<<
indent
<<
"Property:
\n
"
;
this
->
Property
->
PrintSelf
(
os
,
indent
.
GetNextIndent
());
}
else
{
os
<<
indent
<<
"Property: (none)
\n
"
;
}
os
<<
indent
<<
"Scale: ("
<<
this
->
Scale
[
0
]
<<
", "
<<
this
->
Scale
[
1
]
<<
", "
<<
this
->
Scale
[
2
]
<<
")
\n
"
;
os
<<
indent
<<
"Visibility: "
<<
(
this
->
Visibility
?
"On
\n
"
:
"Off
\n
"
);
}
position
[
0
]
=
this
->
Position
[
0
]
+
deltaX
;
position
[
1
]
=
this
->
Position
[
1
]
+
deltaY
;
position
[
2
]
=
this
->
Position
[
2
]
+
deltaZ
;
this
->
SetPosition
(
position
);
}
void
vlActor
::
AddPosition
(
float
deltaPosition
[
3
])
{
this
->
AddPosition
(
deltaPosition
[
0
],
deltaPosition
[
1
],
deltaPosition
[
2
]);
}
// Description:
...
...
@@ -338,3 +312,47 @@ float *vlActor::GetZRange()
return
&
(
this
->
Bounds
[
4
]);
}
void
vlActor
::
PrintSelf
(
ostream
&
os
,
vlIndent
indent
)
{
if
(
this
->
ShouldIPrint
(
vlActor
::
GetClassName
()))
{
vlObject
::
PrintSelf
(
os
,
indent
);
// make sure our bounds are up to date
this
->
GetBounds
();
os
<<
indent
<<
"Bounds: ("
<<
this
->
Bounds
[
0
]
<<
", "
<<
this
->
Bounds
[
1
]
<<
") ("
<<
this
->
Bounds
[
2
]
<<
") ("
<<
this
->
Bounds
[
3
]
<<
") ("
<<
this
->
Bounds
[
4
]
<<
") ("
<<
this
->
Bounds
[
5
]
<<
")
\n
"
;
os
<<
indent
<<
"Dragable: "
<<
(
this
->
Dragable
?
"On
\n
"
:
"Off
\n
"
);
if
(
this
->
Mapper
)
{
os
<<
indent
<<
"Mapper:
\n
"
;
this
->
Mapper
->
PrintSelf
(
os
,
indent
.
GetNextIndent
());
}
else
{
os
<<
indent
<<
"Mapper: (none)
\n
"
;
}
os
<<
indent
<<
"Orientation: ("
<<
this
->
Orientation
[
0
]
<<
", "
<<
this
->
Orientation
[
1
]
<<
", "
<<
this
->
Orientation
[
2
]
<<
")
\n
"
;
os
<<
indent
<<
"Origin: ("
<<
this
->
Origin
[
0
]
<<
", "
<<
this
->
Origin
[
1
]
<<
", "
<<
this
->
Origin
[
2
]
<<
")
\n
"
;
os
<<
indent
<<
"Pickable: "
<<
(
this
->
Pickable
?
"On
\n
"
:
"Off
\n
"
);
os
<<
indent
<<
"Position: ("
<<
this
->
Position
[
0
]
<<
", "
<<
this
->
Position
[
1
]
<<
", "
<<
this
->
Position
[
2
]
<<
")
\n
"
;
if
(
this
->
Property
)
{
os
<<
indent
<<
"Property:
\n
"
;
this
->
Property
->
PrintSelf
(
os
,
indent
.
GetNextIndent
());
}
else
{
os
<<
indent
<<
"Property: (none)
\n
"
;
}
os
<<
indent
<<
"Scale: ("
<<
this
->
Scale
[
0
]
<<
", "
<<
this
->
Scale
[
1
]
<<
", "
<<
this
->
Scale
[
2
]
<<
")
\n
"
;
os
<<
indent
<<
"Visibility: "
<<
(
this
->
Visibility
?
"On
\n
"
:
"Off
\n
"
);
}
}
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