vrecko
virtual reality framework
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
Cone.h
Go to the documentation of this file.
1 #ifndef VF_CONE
2 #define VF_CONE
3 
4 #include <vrecko/Ability.h>
5 #include <vreckoDP/base/PHANToM.h>
6 #include <osg/Vec4>
7 #include <osg/Geode>
8 #include <osg/MatrixTransform>
9 #include <osg/Group>
10 
11 using namespace vrecko;
12 using namespace vreckoDP_base;
13 namespace VirtualFixture{
14 
15 class Cone: public PHANToMFilter {
16  public:
17  Cone();
18  ~Cone() {};
19 
21  void apply(PHANToM *pPHANToM, osg::Vec3 &force);
22  void processEvent(const std::string &input_name, void *value);
23 
24  void preInitialize(void);
25  void postInitialize(void);
26  void update(void);
27 
28  void display(void); //show or hide VF_cylinder object
29 
30 
31  bool loadXMLParameters(XERCES_CPP_NAMESPACE_QUALIFIER DOMNode *pParametersNode);
32  XERCES_CPP_NAMESPACE_QUALIFIER DOMNode *getXMLParameters(XERCES_CPP_NAMESPACE_QUALIFIER DOMDocument *);
33 
34  protected:
35  PHANToM *PHANToMDevice;
36  bool all_on;
37  bool active; //VF switcher
38 
39  bool visible; //if geometric representation will be visible
40  osg::MatrixTransform *tnode; //transform node pointer
41  osg::Group *gnode; //group pointer
42  osg::Geode *node; //geometry node pointer (for bouning cylinder)
43  osg::Geode *node2; //geometry node2 pointer (for center cylinder)
44  osg::Vec4 color; //color of border sphere (radius)
45  osg::Vec4 color2; //color of inner sphere (nullradius)
46  float transparency; //border sphere transparency
47  float transparency2;//inner sphere transparency
48 
49  osg::Vec3 position; //position of starting point
50  osg::Vec3 vector; //vector on cone axis (from bottom to top)
51  float radius1; //cone radius1 (maximum range of attractive field) at start of cone
52  float radius2; //cone radius2 (maximum range of attractive field) at end of cone
53  float nullradius; //radius close to centre axis, where attractive field is NOT applied
54  float stiffness; //stiffness of attractive field = how strong it would be for every meter of space
55  float pushingforce; //pushing force along the vector
56  bool pushing; //if true push PHANToM along the vector
57 };
58 };
59 
60 #endif
61