35 #ifndef ANA_SURFACE_TESSELATEDMESH_H 36 #define ANA_SURFACE_TESSELATEDMESH_H 95 static int registerClass();
virtual unsigned glPolygonSize(const ViewState &) const
number of vertices per polygon (default = 3: triangles)
virtual const GLfloat * glVertexArray(const ViewState &) const
ViewState holds information about how a view wants to see an object.
Base Anatomist object (abstract)
virtual ~TesselatedMesh()
virtual Tree * optionTree() const
Menu tree for new options, see object/optionMatcher.h.
std::list< carto::rc_ptr< GLItem > > PrimList
virtual bool Is3DObject()
Can be display in 3D windows.
This class can be subclassed to represent an object that the programmer wants to have observed...
TesselatedMesh(const std::vector< AObject *> &obj)
virtual unsigned glNumPolygon(const ViewState &) const
virtual const GLfloat * glNormalArray(const ViewState &) const
normals array (optional), default=0 (no normals, flat shaded faces)
virtual unsigned glNumVertex(const ViewState &) const
virtual bool Is2DObject()
Can be display in 2D windows.
virtual AObject * fallbackReferentialInheritance() const
object to take referential from when no ref is assigned
This class has to be rewritten, it's really really a shame.......
virtual bool CanRemove(AObject *obj)
virtual void update(const Observable *observable, void *arg)
This class is an Observer of each of the AObject it groups.
const AObject * tesselatedMesh() const
virtual int MType() const
Precise type of multi-object.
virtual GLComponent * glGeometry()
virtual void SetMaterial(const Material &)
virtual bool render(PrimList &, const ViewState &)
rendering (generally 2D or 3D using OpenGL).
const AObject * firstPolygon() const
Base class for all OpenGL objects in Anatomist (with OpenGL display lists)
virtual const Material * glMaterial() const
void tesselate(const ViewState &) const
virtual Material & GetMaterial()
virtual const Material & material() const
int type() const
Object type identifier.
virtual GLComponent * glTexture(unsigned n=0)
virtual const GLuint * glPolygonArray(const ViewState &) const
number of vertices per polygon (default = 3: triangles)