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AP_VirtualFixture.cpp
AP_VirtualFixture.h
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Auxiliary.h
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Avatar.h
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AxisLock.h
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gesture.cpp
gesture.h
gm.h
gm_bool.h
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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
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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
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MarkerFactory.h
Go to the documentation of this file.
1
#ifndef VF_MARKER_FACTORY
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#define VF_MARKER_FACTORY
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#include <
vrecko/Ability.h
>
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#include <vreckoDP/base/PHANToM.h>
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#include "
Auxiliary.h
"
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#include "
Marker.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
MarkerFactory
:
public
PHANToMFilter {
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public
:
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MarkerFactory
();
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~MarkerFactory
() {};
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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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int
addMarker();
//return id of new marker
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void
removeAllMarkers();
//remove all markers from scene and free memory
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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
;
//if true, it will be active
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int
num_of_markers
;
//amount of markers
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vector<Marker>
markers
;
//data store for markers
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osg::Vec3
act_position
;
//actual position of device
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};
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};
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#endif
src
vreckoAP
VF
MarkerFactory.h
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