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virtual reality framework
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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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Plane.h
Go to the documentation of this file.
1
#ifndef VF_PLANE
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#define VF_PLANE
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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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using namespace
vrecko;
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using namespace
vreckoDP_base;
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namespace
VirtualFixture{
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class
Plane
:
public
PHANToMFilter {
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public
:
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Plane
();
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~Plane
() {};
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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 geometry of VF vill be shown on screen
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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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float
transparency
;
//transparency of VF geometry (interval (0,1), 1 = invisible)
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float
transparency2
;
//transparency of VF geometry (interval (0,1), 1 = invisible) inner cylinder
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osg::Vec4
color
;
//VF color (of whole geometry)
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osg::Vec4
color2
;
//VF color2 (of center)
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osg::Vec3
position
;
//position of starting point
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osg::Vec3
vector
;
//vector on cylinder axis (from bottom to top)
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float
radius
;
//cylinder radius (maximum range of attractive field)
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float
nullradius
;
//radius close to centre, where attractive field is NOT applied
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float
stiffness
;
//stiffness of attractive field = how strong it would be for every meter of space
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float
pushingforce
;
//pushing force along the vector
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bool
pushing
;
//if true push PHANToM along the vector
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};
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};
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#endif
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src
vreckoAP
VF
Plane.h
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