( (bbBoxProcessModeIsManual()==true)&&(bbLetRecursiveExecuteManualMode==true) )
)
{
-// printf("EED BlackBox::bbRecursiveExecute bbProcess start %s \n", bbGetFullName().c_str() );
+ // printf("EED BlackBox::bbRecursiveExecute bbProcess start %s \n", bbGetFullName().c_str() );
this->bbProcess();
-// printf("EED BlackBox::bbRecursiveExecute bbProcess end %s \n", bbGetFullName().c_str() );
+ // printf("EED BlackBox::bbRecursiveExecute bbProcess end %s \n", bbGetFullName().c_str() );
} // Manual analysis
//EED ups if ((bbBoxProcessModeIsManual()==true) && (bbLetRecursiveExecuteManualMode==false))
#include "vtkCleanPolyData.h"
#include "vtkFieldData.h"
+//--
+#include <vtkGlyph3D.h>
+#include <vtkArrowSource.h>
+#include <vtkPolyDataNormals.h>
+//--
+
#include "bbvtkPolyDataToActor.h"
#include "bbvtkPackage.h"
vtkactor->SetUserTransform( bbGetInputTransform() );
}
bbSetOutputOut( vtkactor );
+
+
+/* / >>>>
+ AAAAA
+ vtkArrowSource *arrow = vtkArrowSource::New();
+ vtkPolyDataNormals *normals = vtkPolyDataNormals::New();
+ normals->SetInputData( bbGetInputIn() );
+ vtkGlyph3D *glyph = vtkGlyph3D::New();
+ glyph->SetInputData(normals->GetOutput() );
+ glyph->SetSourceData(arrow->GetOutput() );
+ glyph->SetVectorModeToUseNormal();
+ glyph->SetScaleModeToScaleByVector();
+ glyph->SetScaleFactor(10);
+ vtkPolyDataMapper *mapper2 = vtkPolyDataMapper::New();
+ mapper2->SetInputData( glyph->GetOutput() );
+ vtkActor *actor2 = vtkActor::New();
+ actor2->SetMapper(mapper2);
+ actor2->GetProperty()->SetColor(1, 0, 0);
+*/
+
+
+
// Interface Update
if ((actorAdded==false) && (bbGetInputRenderer()!=NULL ))
{
actorAdded=true;
bbGetInputRenderer()->AddActor( vtkactor );
+//--
+// bbGetInputRenderer()->AddActor( actor2 );
+//--
+
+
} // actorAdded
if (bbGetInputScalarVisibility()==true )
{
} // ScalarVisibility
} else {
ok_removeActor=true;
- printf("EED Warnning! PolyDataToActor::DoProcess In (PolyData) not defined. \n" );
+// printf("EED Warnning! PolyDataToActor::DoProcess In (PolyData) not defined. \n" );
}// if In !=NULL
} else {
ok_removeActor=true;