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virtual reality framework
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ProxiBorder.h
Go to the documentation of this file.
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#ifndef VF_PROXIBORDER
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#define VF_PROXIBORDER
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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
ProxiBorder
:
public
Ability
{
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public
:
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ProxiBorder
();
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~ProxiBorder
() {};
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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/hide 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
;
//if true, attractive field will be active
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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 outer sphere)
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osg::Geode *
node2
;
//geometry node pointer (for inner sphere)
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osg::Vec4
color
;
//color of outer sphere (radius)
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float
transparency
;
//outer sphere transparency
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osg::Vec4
color2
;
//color of inner sphere (radius)
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float
transparency2
;
//inner sphere transparency
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bool
once
;
//if true then if sphere is entered, one signal is send till sphere is not leaved and reentered (then send next signal)
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bool
justonce
;
//send only one signal when entered at first ...reentering doesn't reset it, it send just one signal at all
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bool
sendflag
;
//set true if signal was send
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};
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};
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#endif
src
vreckoAP
VF
ProxiBorder.h
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