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virtual reality framework
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functions.h File Reference
#include <vrecko/EventDispatcher.h>
#include <osg/Geometry>

Go to the source code of this file.

Functions

osg::Geode * getGeodeOf (osg::Node *eo)
 
osg::Geometry * getGeometryOf (osg::Node *eo)
 
osg::Vec3Array * getVerticesOf (osg::Node *eo)
 
osg::Vec3Array * getNormalsOf (osg::Node *eo)
 
DrawElementsUShort * getFacesOf (osg::Node *eo)
 
void printMessageTime (string str, float time)
 
void printMessage (string str)
 
void printMessage (string str, float number)
 
void printErrorMessage (string str)
 
bool addLinesToScene (map< int, int > lines, Vec3Array *sourceVertices, Vec3Array *targetVertices, EnvironmentObject *eoParent)
 
bool addLinesToScene (vector< int > lines, Vec3Array *vertices, EnvironmentObject *eoParent, int color, std::string name)
 
bool addLinesToEo (vector< int > lines, Vec3Array *vertices, EnvironmentObject *eo, int color, std::string name)
 
bool addMeshToScene (vector< int > boundaryLoop, EnvironmentObject *eoLoop)
 
bool addMeshToScene (vector< int > boundaryLoop, EnvironmentObject *eoLoop, int color)
 
bool addMeshToScene (vector< int > boundaryLoop, Vec3Array *vertices, EnvironmentObject *parent)
 
bool addMeshToScene (vector< int > boundaryLoop, Vec3Array *vertices, EnvironmentObject *parent, int color)
 
bool addMeshToScene (vector< int > boundaryLoop, Vec3Array *vertices, EnvironmentObject *parent, int color, std::string name)
 
bool addVerticesToScene (osg::Vec3Array *vertices, Group *parent)
 
bool addPointToScene (osg::Vec3 point, osg::Group *parentEnvironmentObject)
 
bool addPointToScene90 (osg::Vec3 point, osg::Group *parentEnvironmentObject)
 
float matrixTrace3x3 (float matrix[3][3])
 
bool getMatrixOfRotation (float q[7], float R[4][4])
 
bool getMatrixOfRotation (float q[7], osg::Matrix &m)
 
void matrixTranspose4x4 (float m[4][4], float mt[4][4])
 
void quaternionNormalize (float q[7], float qNormalized[7])
 
float quaternionLength (float q[7])
 
bool getMergeMatrix (EnvironmentObject *targetEo, EnvironmentObject *sourceEo, osg::Matrix &matrix)
 
osg::Vec3 findClosestPointOnLine (osg::Vec3 point, osg::Vec3 pointA, osg::Vec3 pointB)
 
osg::Vec3 findClosestPointOnFace (osg::Vec3 point, osg::Vec3 pointA, osg::Vec3 pointB, osg::Vec3 pointC, bool &onFace)
 
float p2pEuclideanDistance (osg::Vec3 point1, osg::Vec3 point2)
 
vector< int > findClosestPoint (vector< int > snappingRegion, Vec3Array *points, vector< int > browsingSnappingRegion, Vec3Array *browsingPoints)
 
vector< int > findClosestPointNorm (vector< int > boundarySnappingRegion, Vec3Array *boundaryPoints, Vec3Array *boundaryNormals, vector< int > browsingSnappingRegion, Vec3Array *browsingPoints, Vec3Array *browsingNormals)
 
bool includeFace (unsigned long pointA, unsigned long pointB, unsigned long pointC, osg::DrawElementsUShort *vertices)
 
bool eraseFace (unsigned long pointA, unsigned long pointB, unsigned long pointC, osg::DrawElementsUShort *faces)
 
osg::Vec3 centerOfMass (osg::Vec3Array *points)
 
osg::Vec3 centerOfMass (osg::Vec3Array *points, vector< int > area)
 
float normalsVariance (osg::Vec3 n1, osg::Vec3 n2)
 

Function Documentation

bool addLinesToEo ( vector< int >  lines,
Vec3Array *  vertices,
EnvironmentObject eo,
int  color,
std::string  name 
)
bool addLinesToScene ( map< int, int >  lines,
Vec3Array *  sourceVertices,
Vec3Array *  targetVertices,
EnvironmentObject eoParent 
)
bool addLinesToScene ( vector< int >  lines,
Vec3Array *  vertices,
EnvironmentObject eoParent,
int  color,
std::string  name 
)
bool addMeshToScene ( vector< int >  boundaryLoop,
EnvironmentObject eoLoop 
)
bool addMeshToScene ( vector< int >  boundaryLoop,
EnvironmentObject eoLoop,
int  color 
)
bool addMeshToScene ( vector< int >  boundaryLoop,
Vec3Array *  vertices,
EnvironmentObject parent 
)
bool addMeshToScene ( vector< int >  boundaryLoop,
Vec3Array *  vertices,
EnvironmentObject parent,
int  color 
)
bool addMeshToScene ( vector< int >  boundaryLoop,
Vec3Array *  vertices,
EnvironmentObject parent,
int  color,
std::string  name 
)
bool addPointToScene ( osg::Vec3  point,
osg::Group *  parentEnvironmentObject 
)
bool addPointToScene90 ( osg::Vec3  point,
osg::Group *  parentEnvironmentObject 
)
bool addVerticesToScene ( osg::Vec3Array *  vertices,
Group *  parent 
)
osg::Vec3 centerOfMass ( osg::Vec3Array *  points)
osg::Vec3 centerOfMass ( osg::Vec3Array *  points,
vector< int >  area 
)
bool eraseFace ( unsigned long  pointA,
unsigned long  pointB,
unsigned long  pointC,
osg::DrawElementsUShort *  faces 
)
vector<int> findClosestPoint ( vector< int >  snappingRegion,
Vec3Array *  points,
vector< int >  browsingSnappingRegion,
Vec3Array *  browsingPoints 
)
vector<int> findClosestPointNorm ( vector< int >  boundarySnappingRegion,
Vec3Array *  boundaryPoints,
Vec3Array *  boundaryNormals,
vector< int >  browsingSnappingRegion,
Vec3Array *  browsingPoints,
Vec3Array *  browsingNormals 
)
osg::Vec3 findClosestPointOnFace ( osg::Vec3  point,
osg::Vec3  pointA,
osg::Vec3  pointB,
osg::Vec3  pointC,
bool &  onFace 
)
osg::Vec3 findClosestPointOnLine ( osg::Vec3  point,
osg::Vec3  pointA,
osg::Vec3  pointB 
)
DrawElementsUShort* getFacesOf ( osg::Node *  eo)
osg::Geode* getGeodeOf ( osg::Node *  eo)
osg::Geometry* getGeometryOf ( osg::Node *  eo)
bool getMatrixOfRotation ( float  q[7],
float  R[4][4] 
)
bool getMatrixOfRotation ( float  q[7],
osg::Matrix &  m 
)
bool getMergeMatrix ( EnvironmentObject targetEo,
EnvironmentObject sourceEo,
osg::Matrix &  matrix 
)
osg::Vec3Array* getNormalsOf ( osg::Node *  eo)
osg::Vec3Array* getVerticesOf ( osg::Node *  eo)
bool includeFace ( unsigned long  pointA,
unsigned long  pointB,
unsigned long  pointC,
osg::DrawElementsUShort *  vertices 
)
float matrixTrace3x3 ( float  matrix[3][3])
void matrixTranspose4x4 ( float  m[4][4],
float  mt[4][4] 
)
float normalsVariance ( osg::Vec3  n1,
osg::Vec3  n2 
)
float p2pEuclideanDistance ( osg::Vec3  point1,
osg::Vec3  point2 
)
void printErrorMessage ( string  str)
void printMessage ( string  str)
void printMessage ( string  str,
float  number 
)
void printMessageTime ( string  str,
float  time 
)
float quaternionLength ( float  q[7])
void quaternionNormalize ( float  q[7],
float  qNormalized[7] 
)