#include "bbcreaVtkPackage.h"
#include "vtkProperty.h"
-
namespace bbcreaVtk
{
//=====
void Actor::Process()
{
-
// THE MAIN PROCESSING METHOD BODY
// Here we simply set the input 'In' value to the output 'Out'
// And print out the output value
// (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 = " <<bbGetOutputOut() << std::endl;
-
-
- vtkProp3D* vtkprop3D=bbGetInputIn();
-
-
- std::string className = vtkprop3D->GetClassName();
- std::string wantedClass = "vtkOpenGLActor";
- if(className == wantedClass)
- {
- ((vtkActor*)vtkprop3D)->GetProperty()->SetOpacity( bbGetInputOpacity() );
- }
-
- if ( bbGetInputTransform()!=NULL )
- {
- vtkprop3D->SetUserTransform( bbGetInputTransform() );
- }
-
-// bbSetOutputOut( vtkactor );
-
- // Interface Update
-
- if ((bbGetInputRenderer()!=NULL) && ( backActive!=bbGetInputActive() ))
+ if (bbGetInputIn()!=NULL)
{
-
- if (bbGetInputActive()==true )
- {
- bbGetInputRenderer()->AddActor( vtkprop3D );
- } else {
- bbGetInputRenderer()->RemoveActor( vtkprop3D );
- } //if Active
- backActive=bbGetInputActive();
- } // if Renderer
-
+ vtkProp3D* vtkprop3D = bbGetInputIn();
+ std::string className = vtkprop3D->GetClassName();
+ std::string wantedClass = "vtkOpenGLActor";
+ if(className == wantedClass)
+ {
+ vtkActor *vtkactor=((vtkActor*)vtkprop3D);
+ vtkactor->GetProperty()->SetOpacity( bbGetInputOpacity() );
+ vtkactor->GetProperty()->SetLineWidth( bbGetInputLineWidth() );
+ double r = bbGetInputColor()[0];
+ double g = bbGetInputColor()[1];
+ double b = bbGetInputColor()[2];
+ vtkactor->GetProperty()->SetColor( r,g,b );
+ }
+ if ( bbGetInputTransform()!=NULL )
+ {
+ vtkprop3D->SetUserTransform( bbGetInputTransform() );
+ }
+ // bbSetOutputOut( vtkactor );
+ // Interface Update
+ if ((bbGetInputRenderer()!=NULL) && ( backActive!=bbGetInputActive() ))
+ {
+ if (bbGetInputActive()==true )
+ {
+ bbGetInputRenderer()->AddActor( vtkprop3D );
+ } else {
+ bbGetInputRenderer()->RemoveActor( vtkprop3D );
+ } //if Active
+ backActive=bbGetInputActive();
+ } // if Renderer
+ }// bbGetInputIn
}
+
//=====
// 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 Actor::bbUserSetDefaultValues()
{
-
// SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX
// Here we initialize the input 'In' to 0
- bbSetInputActive(false);
- backActive=bbGetInputActive();
- bbSetInputIn(NULL);
- bbSetInputOpacity(1);
- bbSetInputRenderer(NULL);
-
+ std::vector<double> color;
+ color.push_back(1);
+ color.push_back(0);
+ color.push_back(0);
+ bbSetInputActive( false );
+ backActive=bbGetInputActive();
+ bbSetInputIn( NULL );
+ bbSetInputOpacity( 1 );
+ bbSetInputLineWidth( 0.5 );
+ bbSetInputRenderer( NULL );
+ bbSetInputColor( color );
+ bbSetInputTransform( NULL );
}
+
//=====
// 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 Actor::bbUserInitializeProcessing()
{
-
// THE INITIALIZATION METHOD BODY :
// Here does nothing
// but this is where you should allocate the internal/output pointers
-// if any
-
-
+// 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 Actor::bbUserFinalizeProcessing()
{
-
// THE FINALIZATION METHOD BODY :
// Here does nothing
// but this is where you should desallocate the internal/output pointers
// if any
-
}
-}
-// EO namespace bbcreaVtk
+
+} // EO namespace bbcreaVtk