34 #ifndef ANA_SURFACE_FUSION2DMESH_H
35 #define ANA_SURFACE_FUSION2DMESH_H
86 virtual std::vector<float>
glMin2D()
const;
87 virtual std::vector<float>
glMax2D()
const;
94 std::vector<float> & bmax )
const
108 std::vector<float> _voxelSize;
Anatomist object which contains several meshes: it displays the mesh polygons that intersect the curr...
virtual const GLfloat * glVertexArray(const ViewState &) const
virtual std::vector< float > voxelSize() const
Returns at least 4 sizes. For 3D objects, returns (1, 1, 1, 1)
virtual const Material * glMaterial() const
void updateMergedSurface(const ViewState &)
Updates the merged surface according to the surface object list and the current plane.
virtual bool boundingBox2D(std::vector< float > &bmin, std::vector< float > &bmax) const
Bounding box in 2D views mode.
virtual const Referential * getReferential() const
virtual void glAfterBodyGLL(const ViewState &, GLPrimitives &) const
GL list to execute after the body is rendered.
virtual bool Is2DObject()
Can be display in 2D windows.
virtual void update(const Observable *, void *)
This class is an Observer of each of the AObject it groups.
virtual std::vector< float > glMin2D() const
virtual void SetMaterial(const Material &)
virtual Sliceable * sliceableAPI()
virtual unsigned glNumPolygon(const ViewState &) const
virtual const GLComponent * glAPI() const
virtual const Sliceable * sliceableAPI() const
virtual const GLfloat * glNormalArray(const ViewState &) const
normals array (optional), default=0 (no normals, flat shaded faces)
virtual bool render(PrimList &, const ViewState &)
rendering (generally 2D or 3D using OpenGL).
virtual Material & GetMaterial()
Fusion2DMesh(const std::vector< AObject * > &obj)
virtual unsigned glPolygonSize(const ViewState &) const
number of vertices per polygon (default = 3: triangles)
bool needMergedSurfaceUpdate() const
Returns true if the merged surface needs to be updated and false otherwise.
virtual unsigned glNumVertex(const ViewState &) const
virtual std::vector< float > glMax2D() const
virtual const GLuint * glPolygonArray(const ViewState &) const
virtual void setVoxelSize(const std::vector< float > &)
Point4df getPlane(const ViewState &) const
Gets the current slice plane.
virtual void glBeforeBodyGLL(const ViewState &, GLPrimitives &) const
GL list to execute before the body is rendered.
virtual GLComponent * glAPI()
Base class for all OpenGL objects in Anatomist (with OpenGL display lists)
virtual bool boundingBox(std::vector< float > &bmin, std::vector< float > &bmax) const
Fills bmin and bmax with the N-D bounding box extrema in the object's referential coordinates.
This class has to be rewritten, it's really really a shame.......
This class can be subclassed to represent an object that the programmer wants to have observed.
Referential: marker for transformations, with an associated color.
Sliceable objects can draw themselves in a 2D texture.
std::list< carto::rc_ptr< GLItem > > PrimList
std::list< RefGLItem > GLPrimitives
ViewState holds information about how a view wants to see an object.