//===== // 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 "bbcreaVtkVectorsVisu.h" #include "bbcreaVtkPackage.h" namespace bbcreaVtk { BBTK_ADD_BLACK_BOX_TO_PACKAGE(creaVtk,VectorsVisu) BBTK_BLACK_BOX_IMPLEMENTATION(VectorsVisu,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 VectorsVisu::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') printf("EED VectorsVisu::Process Start \n"); if ( bbGetInputActive()==true) { printf("EED VectorsVisu::Process active = true \n"); } else { printf("EED VectorsVisu::Process active = false \n"); } printf("EED VectorsVisu::Process In = %p\n",bbGetInputIn() ); printf("EED VectorsVisu::Process ScaleFactor = %f\n",bbGetInputScaleFactor() ); printf("EED VectorsVisu::Process Opacity = %f\n",bbGetInputOpacity() ); printf("EED VectorsVisu::Process Renderer = %p\n",bbGetInputRenderer() ); vectorsvisu.SetActive( bbGetInputActive() ); vectorsvisu.SetDataObject( bbGetInputIn() ); vectorsvisu.SetScaleFactor( bbGetInputScaleFactor() ); vectorsvisu.SetOpacity( bbGetInputOpacity() ); vectorsvisu.SetRenderer( bbGetInputRenderer() ); vectorsvisu.Process(); bbSetOutputOut( vectorsvisu.GetProp3D() ); printf("EED VectorsVisu::Process End\n"); } //===== // 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 VectorsVisu::bbUserSetDefaultValues() { // SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX // Here we initialize the input 'In' to 0 bbSetInputActive(false); bbSetInputIn(NULL); bbSetInputRenderer(NULL); bbSetInputScaleFactor(500); bbSetInputOpacity(1); } //===== // 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 VectorsVisu::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 VectorsVisu::bbUserFinalizeProcessing() { // THE FINALIZATION METHOD BODY : // Here does nothing // but this is where you should desallocate the internal/output pointers // if any } } // EO namespace bbcreaVtk