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virtual reality framework
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VF
AP_VirtualFixture.cpp
AP_VirtualFixture.h
Auxiliary.cpp
Auxiliary.h
Avatar.cpp
Avatar.h
AxisLock.cpp
AxisLock.h
Border.cpp
Border.h
Box.cpp
Box.h
collection.cpp
collection.h
Cone.cpp
Cone.h
Cylinder.cpp
Cylinder.h
Damper.cpp
Damper.h
Drag.cpp
Drag.h
Filter.cpp
Filter.h
gesture.cpp
gesture.h
gm.h
gm_bool.h
gm_const.h
gm_mat3.cpp
gm_mat3.h
gm_mat4.cpp
gm_mat4.h
gm_utils.h
gm_vec2.h
gm_vec3.h
gm_vec4.h
Grid.cpp
Grid.h
Log.cpp
Log.h
Marker.cpp
Marker.h
MarkerFactory.cpp
MarkerFactory.h
mvect++.h
mvect.cpp
mvect.h
NavSphere.cpp
NavSphere.h
PHANToMAvatar.cpp
PHANToMAvatar.h
PHEffect.cpp
PHEffect.h
Plane.cpp
Plane.h
player.cpp
player.h
ProxiBorder.cpp
ProxiBorder.h
ProxiBox.cpp
ProxiBox.h
ProxiCone.cpp
ProxiCone.h
ProxiCylinder.cpp
ProxiCylinder.h
ProxiSphere.cpp
ProxiSphere.h
reader.cpp
reader.h
Sphere.cpp
Sphere.h
Trace.cpp
Trace.h
Vibration.cpp
Vibration.h
VibrationLabel.cpp
VibrationLabel.h
VibrationLabelActivator.cpp
VibrationLabelActivator.h
vreckoDP
vreckoUtils
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Border.h
Go to the documentation of this file.
1
//module for PHANToM work space border signalization
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//when border is reached, PHANToM will vibrate
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#ifndef VF_BORDER
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#define VF_BORDER
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#include <
vrecko/Ability.h
>
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#include <vreckoDP/base/PHANToM.h>
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#include <osg/Vec4>
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#include <osg/Geode>
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#include <osg/MatrixTransform>
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#include <osg/Group>
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#include "
Auxiliary.h
"
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using namespace
vrecko;
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using namespace
vreckoDP_base;
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namespace
VirtualFixture{
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class
Border
:
public
PHANToMFilter {
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public
:
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Border
();
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~Border
() {};
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void
apply(PHANToM *pPHANToM, osg::Vec3 &force);
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void
processEvent(
const
std::string &input_name,
void
*value);
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void
preInitialize(
void
);
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void
postInitialize(
void
);
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void
update(
void
);
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void
display(
void
);
//show or hide VF_cylinder object
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bool
loadXMLParameters(XERCES_CPP_NAMESPACE_QUALIFIER
DOMNode
*pParametersNode);
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XERCES_CPP_NAMESPACE_QUALIFIER
DOMNode
*getXMLParameters(XERCES_CPP_NAMESPACE_QUALIFIER DOMDocument *);
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protected
:
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PHANToM *
PHANToMDevice
;
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bool
all_on
;
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bool
active
;
//VF switcher
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bool
visible
;
//if geometric representation will be visible
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osg::MatrixTransform *
tnode
;
//transform node pointer
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osg::Group *
gnode
;
//group pointer
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osg::Geode *
node
;
//geometry node pointer (for bouning cylinder)
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osg::Geode *
node2
;
//geometry node2 pointer (for center cylinder)
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osg::Vec4
color
;
//color of border sphere (radius1)
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osg::Vec4
color2
;
//color of inner sphere (radius2)
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float
transparency
;
//border sphere transparency
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float
transparency2
;
//inner sphere transparency
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osg::Vec3
direction
;
//direction of vibration
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float
frequency
;
//frequency of warning vibration
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float
amplitude
;
//base amplitude of vibration
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};
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};
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#endif
src
vreckoAP
VF
Border.h
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