--- /dev/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)
+//=====
+#include "bbwtAddMesh.h"
+#include "bbwtPackage.h"
+
+#include<Wt/WApplication>
+
+
+namespace bbwt
+{
+
+BBTK_ADD_BLACK_BOX_TO_PACKAGE(wt,AddMesh)
+BBTK_BLACK_BOX_IMPLEMENTATION(AddMesh,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 AddMesh::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 =====================================================AddMesh::Process() mesh %s\n", bbGetInputMesh().c_str() );
+
+
+
+
+ Wt::WContainerWidget* w = (Wt::WContainerWidget*)bbGetInputViewerWt();
+ char strPointer[15];
+ sprintf(strPointer,"%p",this);
+ std::string mMesh = w->jsRef() + ".mMesh"+strPointer;
+ std::string mCont = w->jsRef() + ".mCont"+strPointer;
+ std::string mRenderer = w->jsRef() + ".mRenderer";
+
+ printf("EED =====================================================AddMesh::Process() mMesh %s\n", mMesh.c_str() );
+
+
+ std::string jsCom = "\
+ try\
+ {\
+ " + mCont+" = true;\
+ "+mMesh+".file = '"+bbGetInputMesh()+"';\
+ "+mMesh+".modified(true);\
+ "+mRenderer+".render();\
+ }\
+ catch(err)\
+ {\
+ var mMesh = new X.mesh();\
+ " + mMesh+" = mMesh;\
+ mMesh.file = '"+bbGetInputMesh()+"';\
+ mMesh.color = [1,0.8,0];\
+ mMesh.opacity=1;\
+ " + mCont+" = false;\
+ "+mRenderer+".onShowtime = function()\
+ {\
+ if(!" + mCont +")\
+ {\
+ }\
+ };\
+ " + mRenderer+".add( " + mMesh+");\
+ " + mRenderer+".render();\
+ " + mMesh+".transform.flipX();\
+ " + mMesh+".transform.flipY();\
+ " + mMesh+".transform.translateY(-10);\
+ " + mRenderer+".render();\
+ }";
+
+ std::cout<<"DEBUG ADD OBJECT ---- "<<jsCom<<std::endl;
+ // w->doJavaScript(jsCom);
+ Wt::WApplication::instance()->doJavaScript(jsCom);
+
+
+
+
+
+
+/*
+
+ std::string jsCom = "\
+ try\
+ {\
+ " + mCont+" = true;\
+ "+mMesh+".file = '"+bbGetInputMesh()+"';\
+ "+mMesh+".modified(true);\
+ "+w->jsRef()+".mRenderer.render();\
+ }\
+ catch(err)\
+ {\
+ var mMesh = new X.mesh();\
+ " + mMesh+" = mMesh;\
+ mMesh.file = '"+bbGetInputMesh()+"';\
+ mMesh.color = [1,0.8,0];\
+ mMesh.opacity=1;\
+ " + mCont+" = false;\
+ "+w->jsRef() +".mRenderer.onShowtime = function()\
+ {\
+ if(!" + mCont +")\
+ {\
+ }\
+ };\
+ " + mMesh+".transform.flipX();\
+ " + mMesh+".transform.flipY();\
+ " + mMesh+".transform.translateY(-10);\
+ " + w->jsRef() +".mRenderer.add( " + mMesh+");\
+ " + mMesh+".transform.flipX();\
+ " + mMesh+".transform.flipY();\
+ " + mMesh+".transform.translateY(-10);\
+ " + mMesh+".visible = true;\
+ "+mMesh+".modified(true);\
+ " + w->jsRef() + ".mRenderer.render();\
+ }";
+
+ std::cout<<"DEBUG ADD OBJECT ---- "<<jsCom<<std::endl;
+ // w->doJavaScript(jsCom);
+ Wt::WApplication::instance()->doJavaScript(jsCom);
+
+
+*/
+
+
+
+
+
+/*
+ std::string jsCom = "\
+ try\
+ {\
+ " + mCont+" = true;\
+ "+mMesh+".file = '"+bbGetInputMesh()+"';\
+ "+mMesh+".modified(true);\
+ "+w->jsRef()+".mRenderer.render();\
+ }\
+ catch(err)\
+ {\
+ var mMesh = new X.mesh();\
+ mMesh.file = '"+bbGetInputMesh()+"';\
+ mMesh.color = [1,0.8,0];\
+ mMesh.opacity=1;\
+ " + mMesh+" = mMesh;\
+ " + mCont+" = false;\
+ "+w->jsRef() +".mRenderer.onShowtime = function()\
+ {\
+ if(!" + mCont +")\
+ {\
+ " + mMesh+".transform.flipX();\
+ " + mMesh+".transform.flipY();\
+ " + mMesh+".transform.translateY(-10);\
+ " + mMesh+".visible = true;\
+ }\
+ };\
+ " + w->jsRef() +".mRenderer.add( " + mMesh+");\
+ " + w->jsRef() + ".mRenderer.render();\
+ }";
+
+ std::cout<<"DEBUG ADD OBJECT ---- "<<jsCom<<std::endl;
+ // w->doJavaScript(jsCom);
+ Wt::WApplication::instance()->doJavaScript(jsCom);
+*/
+
+
+
+/*
+
+ Wt::WContainerWidget* w = (Wt::WContainerWidget*)bbGetInputViewerWt();
+ std::string jsCom = "\
+ try{\
+ " + w->jsRef() + ".cont = true;\
+ " + w->jsRef() + ".mMesh.file = '"+bbGetInputMesh()+"';\
+ "+w->jsRef() +".mRenderer.add( " + w->jsRef() + ".mMesh);\
+ "+w->jsRef()+".mRenderer.render();\
+ }\
+ catch(err)\
+ {\
+ var mMesh = new X.mesh();\
+ mMesh.file = '"+bbGetInputMesh()+"';\
+ mMesh.color = [1,0.8,0];\
+ mMesh.opacity=1;\
+ " + w->jsRef() + ".mMesh = mMesh;\
+ " + w->jsRef() + ".cont = false;\
+ "+w->jsRef() +".mRenderer.onShowtime = function() {\
+ if(!" + w->jsRef() + ".cont)\
+ {\
+ " + w->jsRef() + ".mMesh.transform.flipX();\
+ " + w->jsRef() + ".mMesh.transform.flipY();\
+ " + w->jsRef() + ".mMesh.transform.translateY(-10);\
+ " + w->jsRef() + ".mMesh.visible = true;\
+ }\
+ };\
+ " + w->jsRef() + ".mMesh.modified(true);\
+ " + w->jsRef() + ".mRenderer.render();\
+ }";
+
+ std::cout<<"DEBUG ADD OBJECT ---- "<<jsCom<<std::endl;
+ // w->doJavaScript(jsCom);
+ Wt::WApplication::instance()->doJavaScript(jsCom);
+
+*/
+
+
+
+
+}
+//=====
+// 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 AddMesh::bbUserSetDefaultValues()
+{
+
+// SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX
+// Here we initialize the input 'In' to 0
+ bbSetInputMesh("<void>");
+ bbSetInputViewerWt(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 AddMesh::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 AddMesh::bbUserFinalizeProcessing()
+{
+
+// THE FINALIZATION METHOD BODY :
+// Here does nothing
+// but this is where you should desallocate the internal/output pointers
+// if any
+
+}
+}
+// EO namespace bbwt
+
+