//===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== #include "bbcreaMaracasVisuChangeInformation3Dto2DforRuler.h" #include "bbcreaMaracasVisuPackage.h" namespace bbcreaMaracasVisu { BBTK_ADD_BLACK_BOX_TO_PACKAGE(creaMaracasVisu,ChangeInformation3Dto2DforRuler) BBTK_BLACK_BOX_IMPLEMENTATION(ChangeInformation3Dto2DforRuler,bbtk::AtomicBlackBox); //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void ChangeInformation3Dto2DforRuler::Process() { // THE MAIN PROCESSING METHOD BODY // Here we simply set the input 'In' value to the output 'Out' // And print out the output value // INPUT/OUTPUT ACCESSORS ARE OF THE FORM : // void bbSet{Input|Output}NAME(const TYPE&) // const TYPE& bbGet{Input|Output}NAME() const // Where : // * NAME is the name of the input/output // (the one provided in the attribute 'name' of the tag 'input') // * TYPE is the C++ type of the input/output // (the one provided in the attribute 'type' of the tag 'input') // bbSetOutputOut( bbGetInputIn() ); // std::cout << "Output value = " < rotationvector; std::vector outpointX; std::vector outpointY; std::vector outpointZ; /* // RotationVector rotationvector.push_back( bbGetInputAngle() ); // angle if (bbGetInputDirection() == 0) { rotationvector.push_back(1); // vx rotationvector.push_back(0); // vy rotationvector.push_back(0); // vz } // if direction 0 if (bbGetInputDirection() == 1) { rotationvector.push_back(0); // vx rotationvector.push_back(1); // vy rotationvector.push_back(0); // vz } // if direction 1 if (bbGetInputDirection() == 2) { rotationvector.push_back(0); // vx rotationvector.push_back(0); // vy rotationvector.push_back(1); // vz } // if direction 2 bbSetOutputNormalVector(rotationvector); if (bbGetInputDirection() == 0) { outpointX.push_back( 900 ); outpointX.push_back( 900 ); outpointY.push_back( 0 ); outpointY.push_back( 0+bbGetInputSize() ); outpointZ.push_back( 0 ); outpointZ.push_back( 0 ); } // if direction 0 if (bbGetInputDirection() == 1) { outpointX.push_back( 0 ); outpointX.push_back( 0+bbGetInputSize() ); outpointY.push_back( -900 ); outpointY.push_back( -900 ); outpointZ.push_back( 0 ); outpointZ.push_back( 0 ); } // if direction 0 if (bbGetInputDirection() == 2) { outpointX.push_back( 0 ); outpointX.push_back( 0+bbGetInputSize() ); outpointY.push_back( 0 ); outpointY.push_back( 0 ); outpointZ.push_back( -900 ); outpointZ.push_back( -900 ); } // if direction 0 bbSetOutputOutPointX(outpointX); bbSetOutputOutPointY(outpointY); bbSetOutputOutPointZ(outpointZ); */ } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void ChangeInformation3Dto2DforRuler::bbUserSetDefaultValues() { // SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX // Here we initialize the input 'In' to 0 /* bbSetInputDirection(2); bbSetInputAngle(0); bbSetInputSize(10); */ } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void ChangeInformation3Dto2DforRuler::bbUserInitializeProcessing() { // THE INITIALIZATION METHOD BODY : // Here does nothing // but this is where you should allocate the internal/output pointers // if any } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void ChangeInformation3Dto2DforRuler::bbUserFinalizeProcessing() { // THE FINALIZATION METHOD BODY : // Here does nothing // but this is where you should desallocate the internal/output pointers // if any } } // EO namespace bbcreaMaracasVisu