//=====
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;
-
-
if (bbGetInputIn()!=NULL)
{
- vtkProp3D* vtkprop3D=bbGetInputIn();
- std::string className = vtkprop3D->GetClassName();
+ vtkProp3D* vtkprop3D = bbGetInputIn();
+ std::string className = vtkprop3D->GetClassName();
std::string wantedClass = "vtkOpenGLActor";
if(className == wantedClass)
{
{
vtkprop3D->SetUserTransform( bbGetInputTransform() );
}
-
// bbSetOutputOut( vtkactor );
// Interface Update
-
if ((bbGetInputRenderer()!=NULL) && ( backActive!=bbGetInputActive() ))
{
if (bbGetInputActive()==true )
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
-
std::vector<double> color;
color.push_back(1);
color.push_back(0);
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