35 #ifndef ANA_SURFACE_PLANARFUSION3D_H
36 #define ANA_SURFACE_PLANARFUSION3D_H
66 std::vector<float> & bmax )
const;
78 unsigned tex = 0 )
const;
80 unsigned tex = 0 )
const;
82 unsigned tex = 0 )
const;
89 unsigned tex = 0 )
const;
104 const ViewState & state,
unsigned tex,
int dimx = -1,
105 int dimy = -1,
bool useTexScale =
true )
const;
107 const GLTexture & gltex,
unsigned tex )
const;
113 static int registerClass();
Base Anatomist object (abstract)
int type() const
Object type identifier.
Base class for all OpenGL objects in Anatomist (with OpenGL display lists)
glPart
GL object parts, each driving a GL list.
This class can be subclassed to represent an object that the programmer wants to have observed.
virtual std::string viewStateID(glPart part, const ViewState &) const
Makes a unique ID from a viewstate.
virtual unsigned glDimTex(const ViewState &state, unsigned tex=0) const
texture dimension (1, 2 [or 3])
virtual void glSetAutoTexParams(const float *params, unsigned coord=0, unsigned tex=0)
virtual unsigned glNumTextures() const
virtual Tree * optionTree() const
Menu tree for new options, see object/optionMatcher.h.
virtual bool refreshTexCoords(const ViewState &state) const
virtual int MType() const
Precise type of multi-object.
virtual void glClearHasChangedFlags() const
virtual bool Is2DObject()
Can be display in 2D windows.
virtual void update(const Observable *observable, void *arg)
This class is an Observer of each of the AObject it groups.
const AObject * mesh() const
virtual GLComponent * glTexture(const ViewState &vs, unsigned)
virtual bool CanRemove(AObject *obj)
PlanarFusion3D(const std::vector< AObject * > &obj)
const AObject * volume() const
virtual glAutoTexturingMode glAutoTexMode(unsigned tex=0) const
virtual const GLfloat * glTexCoordArray(const ViewState &state, unsigned tex=0) const
virtual ~PlanarFusion3D()
virtual bool glMakeTexImage(const ViewState &state, const GLTexture &gltex, unsigned tex) const
If you make non-standard textures (ie not from a palette), overload this function to fill gltex.
virtual const AObjectPalette * glPalette(unsigned) const
virtual unsigned glTexCoordSize(const ViewState &state, unsigned tex=0) const
texture array size (must be >= numVertex to work), defalut=0
virtual unsigned glNumTextures(const ViewState &) const
virtual const float * glAutoTexParams(unsigned coord=0, unsigned tex=0) const
virtual glTextureMode glTexMode(unsigned tex=0) const
virtual carto::VolumeRef< AimsRGBA > glBuildTexImage(const ViewState &state, unsigned tex, int dimx=-1, int dimy=-1, bool useTexScale=true) const
If you make non-standard textures (ie not from a palette), overload this function.
virtual bool Is3DObject()
Can be display in 3D windows.
virtual float glTexRate(unsigned tex=0) const
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.
virtual void glSetTexImageChanged(bool, unsigned tex=0) const
virtual AObject * fallbackReferentialInheritance() const
object to take referential from when no ref is assigned
virtual const GLComponent * glTexture(const ViewState &vs, unsigned) const
virtual glTextureFiltering glTexFiltering(unsigned tex=0) const
ViewState holds information about how a view wants to see an object.