cee::vis::MarkupPartFixedSizeSphere

class MarkupPartFixedSizeSphere : public MarkupPart

A MarkupModel part for drawing a sphere with a constant radius independent of the camera settings.

The sphere will have the given size (in pixels) independent on camera position and settings.

The following settings can be specified:

  • color: The color for the sphere in the part

  • radiusInPixels: The size of the sphere in pixels

  • numSubDivisions: The resolution of the sphere. Number of longitude and latitude lines in the tessellated sphere. A higher number will give a more smooth sphere, but will result in more triangles per sphere and thus (somewhat) decreased performance.

See also

MarkupModel

Public Functions

MarkupPartFixedSizeSphere()

Constructs an empty part.

MarkupPartFixedSizeSphere(const Vec3d &centerPosition, const Color3f &color, double radiusInPixels, unsigned int numSubDivisions)

Constructs a part with the given settings.

  • color: The color for the sphere in the part

  • radiusInPixels: The size of the sphere in pixels

  • numSubDivisions: The resolution of the sphere. Number of longitude and latitude lines in the tessellated sphere. A higher number will give a more smooth sphere, but will result in more triangles per sphere and thus (somewhat) decreased performance.

virtual PartType type() const

Returns the type of the part. Always MarkupPart::FIXED_SIZE_SPHERE.

virtual BoundingBox boundingBox() const

Returns the current bounding box of the part.

virtual void setPriority(int priority)

Sets render priority of the part.

The render priority determines the order in which parts get rendered. Parts with lower priorities get rendered first. The default priority is 10.

virtual int priority() const

Returns the render priority of the part.

virtual const Mat4d &transformation() const

Returns the current transformation matrix for the part.

virtual void setTransformation(const Mat4d &matrix)

Sets the transformation matrix to use for the part.

const Vec3d &centerPosition() const

Returns the position in world coordinates of the center position of the sphere.

void setCenterPosition(const Vec3d &centerPos)

Sets the center position of the sphere in world coordinates.

const Color3f &color() const

Returns the color of the sphere.

void setColor(const Color3f &color)

Sets the color of the sphere.

double radiusInPixels() const

Returns the fixed radius in pixels of the sphere.

void setRadiusInPixels(double radius)

Sets the fixed radius in pixels of the sphere.

unsigned int numberOfSubDivisions() const

Returns the resolution of the sphere.

void setNumberOfSubDivisions(unsigned int numSubDivisions)

Sets the resolution of the sphere.

numSubDivisions specifies the number of longitude and latitude lines in the tessellated sphere. A higher number will give a more smooth sphere, but will result in more triangles per sphere and thus (somewhat) decreased performance.