//===== // 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 "bbcreaMaracasVisuChangeInformationPoint3Dto2D.h" #include "bbcreaMaracasVisuPackage.h" namespace bbcreaMaracasVisu { BBTK_ADD_BLACK_BOX_TO_PACKAGE(creaMaracasVisu,ChangeInformationPoint3Dto2D) BBTK_BLACK_BOX_IMPLEMENTATION(ChangeInformationPoint3Dto2D,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 ChangeInformationPoint3Dto2D::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 = " < normal; std::vector outpoint; if ( bbGetInputInPoint().size()==3 ) { if (bbGetInputDirection() == 0) { normal.push_back(1); normal.push_back(0); normal.push_back(0); bbSetOutputNormalVector(normal); outpoint.push_back( bbGetInputInPoint()[1] ); outpoint.push_back( bbGetInputInPoint()[2] ); outpoint.push_back( bbGetInputInPoint()[0] ); bbSetOutputOutPoint(outpoint); } // if direction 0 if (bbGetInputDirection() == 1) { normal.push_back(0); normal.push_back(1); normal.push_back(0); bbSetOutputNormalVector(normal); outpoint.push_back( bbGetInputInPoint()[0] ); outpoint.push_back( bbGetInputInPoint()[2] ); outpoint.push_back( bbGetInputInPoint()[1] ); bbSetOutputOutPoint(outpoint); } // if direction 0 if (bbGetInputDirection() == 2) { normal.push_back(0); normal.push_back(0); normal.push_back(1); bbSetOutputNormalVector(normal); outpoint.push_back( bbGetInputInPoint()[0] ); outpoint.push_back( bbGetInputInPoint()[1] ); outpoint.push_back( bbGetInputInPoint()[2] ); bbSetOutputOutPoint(outpoint); } // if direction 0 } // if bbGetInputInPoint Size } //===== // 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 ChangeInformationPoint3Dto2D::bbUserSetDefaultValues() { // SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX // Here we initialize the input 'In' to 0 bbSetInputDirection(2); } //===== // 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 ChangeInformationPoint3Dto2D::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 ChangeInformationPoint3Dto2D::bbUserFinalizeProcessing() { // THE FINALIZATION METHOD BODY : // Here does nothing // but this is where you should desallocate the internal/output pointers // if any } } // EO namespace bbcreaMaracasVisu