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<div class="title">COpenGLScene.h</div>  </div>
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<a href="_c_open_g_l_scene_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/* +---------------------------------------------------------------------------+</span>
<a name="l00002"></a>00002 <span class="comment">   |          The Mobile Robot Programming Toolkit (MRPT) C++ library          |</span>
<a name="l00003"></a>00003 <span class="comment">   |                                                                           |</span>
<a name="l00004"></a>00004 <span class="comment">   |                       http://www.mrpt.org/                                |</span>
<a name="l00005"></a>00005 <span class="comment">   |                                                                           |</span>
<a name="l00006"></a>00006 <span class="comment">   |   Copyright (C) 2005-2011  University of Malaga                           |</span>
<a name="l00007"></a>00007 <span class="comment">   |                                                                           |</span>
<a name="l00008"></a>00008 <span class="comment">   |    This software was written by the Machine Perception and Intelligent    |</span>
<a name="l00009"></a>00009 <span class="comment">   |      Robotics Lab, University of Malaga (Spain).                          |</span>
<a name="l00010"></a>00010 <span class="comment">   |    Contact: Jose-Luis Blanco  &lt;jlblanco@ctima.uma.es&gt;                     |</span>
<a name="l00011"></a>00011 <span class="comment">   |                                                                           |</span>
<a name="l00012"></a>00012 <span class="comment">   |  This file is part of the MRPT project.                                   |</span>
<a name="l00013"></a>00013 <span class="comment">   |                                                                           |</span>
<a name="l00014"></a>00014 <span class="comment">   |     MRPT is free software: you can redistribute it and/or modify          |</span>
<a name="l00015"></a>00015 <span class="comment">   |     it under the terms of the GNU General Public License as published by  |</span>
<a name="l00016"></a>00016 <span class="comment">   |     the Free Software Foundation, either version 3 of the License, or     |</span>
<a name="l00017"></a>00017 <span class="comment">   |     (at your option) any later version.                                   |</span>
<a name="l00018"></a>00018 <span class="comment">   |                                                                           |</span>
<a name="l00019"></a>00019 <span class="comment">   |   MRPT is distributed in the hope that it will be useful,                 |</span>
<a name="l00020"></a>00020 <span class="comment">   |     but WITHOUT ANY WARRANTY; without even the implied warranty of        |</span>
<a name="l00021"></a>00021 <span class="comment">   |     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         |</span>
<a name="l00022"></a>00022 <span class="comment">   |     GNU General Public License for more details.                          |</span>
<a name="l00023"></a>00023 <span class="comment">   |                                                                           |</span>
<a name="l00024"></a>00024 <span class="comment">   |     You should have received a copy of the GNU General Public License     |</span>
<a name="l00025"></a>00025 <span class="comment">   |     along with MRPT.  If not, see &lt;http://www.gnu.org/licenses/&gt;.         |</span>
<a name="l00026"></a>00026 <span class="comment">   |                                                                           |</span>
<a name="l00027"></a>00027 <span class="comment">   +---------------------------------------------------------------------------+ */</span>
<a name="l00028"></a>00028 <span class="preprocessor">#ifndef opengl_COpenGLScene_H</span>
<a name="l00029"></a>00029 <span class="preprocessor"></span><span class="preprocessor">#define opengl_COpenGLScene_H</span>
<a name="l00030"></a>00030 <span class="preprocessor"></span>
<a name="l00031"></a>00031 <span class="preprocessor">#include &lt;<a class="code" href="_c_renderizable_8h.html">mrpt/opengl/CRenderizable.h</a>&gt;</span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &lt;<a class="code" href="_c_open_g_l_viewport_8h.html">mrpt/opengl/COpenGLViewport.h</a>&gt;</span>
<a name="l00033"></a>00033 
<a name="l00034"></a>00034 <span class="keyword">namespace </span>mrpt
<a name="l00035"></a>00035 {<span class="comment"></span>
<a name="l00036"></a>00036 <span class="comment">        /** The namespace for 3D scene representation and rendering. See also the &lt;a href=&quot;mrpt-opengl.html&quot; &gt; summary page&lt;/a&gt; of the mrpt-opengl library for more info and thumbnails of many of the render primitive.</span>
<a name="l00037"></a>00037 <span class="comment">          */</span>
<a name="l00038"></a>00038         <span class="keyword">namespace </span>opengl
<a name="l00039"></a>00039         {
<a name="l00040"></a>00040                 <span class="comment">// This must be added to any CSerializable derived class:</span>
<a name="l00041"></a><a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_scene_ptr.html#a75b24363a66e97dc689cb6f279dc1a3f">00041</a>                 <a class="code" href="_c_serializable_8h.html#a9ef523d787f6cb837a0585b790882588" title="This declaration must be inserted in all CSerializable classes definition, before the class declarati...">DEFINE_SERIALIZABLE_PRE_CUSTOM_BASE_LINKAGE</a>( <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html" title="This class allows the user to create, load, save, and render 3D scenes using OpenGL primitives...">COpenGLScene</a>, <a class="code" href="classmrpt_1_1utils_1_1_c_serializable.html" title="The virtual base class which provides a unified interface for all persistent objects in MRPT...">mrpt::utils::CSerializable</a>, <a class="code" href="opengl_2include_2mrpt_2opengl_2link__pragmas_8h.html#af6a1c8d5d6b3c8c0af00dbeef88ce269">OPENGL_IMPEXP</a> )
<a name="l00042"></a>00042 
<a name="l00043"></a>00043 
<a name="l00044"></a>00044                 <span class="comment">/** This class allows the user to create, load, save, and render 3D scenes using OpenGL primitives.</span>
<a name="l00045"></a>00045 <span class="comment">                  *  The class can be understood as a program to be run over OpenGL, containing a sequence of viewport definitions,</span>
<a name="l00046"></a>00046 <span class="comment">                  *   rendering primitives, etc...</span>
<a name="l00047"></a>00047 <span class="comment">                  *</span>
<a name="l00048"></a>00048 <span class="comment">                  *  It can contain from 1 up to any number of &lt;b&gt;Viewports&lt;/b&gt;, each one</span>
<a name="l00049"></a>00049 <span class="comment">                  *   associated a set of OpenGL objects and, optionally, a preferred camera position. Both orthogonal (2D/3D) and projection</span>
<a name="l00050"></a>00050 <span class="comment">                  *   camera models can be used for each viewport independently, greatly increasing the possibilities of rendered scenes.</span>
<a name="l00051"></a>00051 <span class="comment">                  *</span>
<a name="l00052"></a>00052 <span class="comment">                  *  An object of COpenGLScene always contains at least one viewport (utils::COpenGLViewport), named &quot;main&quot;. Optionally, any</span>
<a name="l00053"></a>00053 <span class="comment">                  *   number of other viewports may exist. Viewports are referenced by their names, case-sensitive strings. Each viewport contains</span>
<a name="l00054"></a>00054 <span class="comment">                  *   a different 3D scene (i.e. they render different objects), though a mechanism exist to share the same 3D scene by a number of</span>
<a name="l00055"></a>00055 <span class="comment">                  *   viewports so memory is not wasted replicating the same objects (see COpenGLViewport::setCloneView ).</span>
<a name="l00056"></a>00056 <span class="comment">                  *</span>
<a name="l00057"></a>00057 <span class="comment">                  *  The main rendering method, COpenGLScene::render(), assumes a viewport has been set-up for the entire target window. That</span>
<a name="l00058"></a>00058 <span class="comment">                  *   method will internally make the required calls to opengl for creating the additional viewports. Note that only the depth</span>
<a name="l00059"></a>00059 <span class="comment">                  *   buffer is cleared by default for each (non-main) viewport, to allow transparencies. This can be disabled by the approppriate</span>
<a name="l00060"></a>00060 <span class="comment">                  *   member in COpenGLViewport.</span>
<a name="l00061"></a>00061 <span class="comment">                  *</span>
<a name="l00062"></a>00062 <span class="comment">                  *   An object COpenGLScene can be saved to a &quot;.3Dscene&quot; file using CFileOutputStream, for posterior visualization from</span>
<a name="l00063"></a>00063 <span class="comment">                  *    the standalone application &lt;a href=&quot;http://www.mrpt.org/Application:SceneViewer&quot; &gt;SceneViewer&lt;/a&gt;.</span>
<a name="l00064"></a>00064 <span class="comment">                  *    It can be also displayed in real-time using gui::CDisplayWindow3D.</span>
<a name="l00065"></a>00065 <span class="comment">                  * \ingroup mrpt_opengl_grp</span>
<a name="l00066"></a>00066 <span class="comment">                  */</span>
<a name="l00067"></a>00067                 class <a class="code" href="opengl_2include_2mrpt_2opengl_2link__pragmas_8h.html#af6a1c8d5d6b3c8c0af00dbeef88ce269">OPENGL_IMPEXP</a> <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html" title="This class allows the user to create, load, save, and render 3D scenes using OpenGL primitives...">COpenGLScene</a> : public mrpt::utils::<a class="code" href="classmrpt_1_1utils_1_1_c_serializable.html" title="The virtual base class which provides a unified interface for all persistent objects in MRPT...">CSerializable</a>
<a name="l00068"></a>00068                 {
<a name="l00069"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a48b4ab9eee6759a32bf96b194de555a0">00069</a>                         <a class="code" href="_c_serializable_8h.html#a72ab55bf7ae009c89b75715cfa21e84d" title="This declaration must be inserted in all CSerializable classes definition, within the class declarati...">DEFINE_SERIALIZABLE</a>( <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html" title="This class allows the user to create, load, save, and render 3D scenes using OpenGL primitives...">COpenGLScene</a> )
<a name="l00070"></a>00070                 public:<span class="comment"></span>
<a name="l00071"></a>00071 <span class="comment">                        /** Constructor</span>
<a name="l00072"></a>00072 <span class="comment">                          */</span>
<a name="l00073"></a>00073                         <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html" title="This class allows the user to create, load, save, and render 3D scenes using OpenGL primitives...">COpenGLScene</a>();
<a name="l00074"></a>00074 <span class="comment"></span>
<a name="l00075"></a>00075 <span class="comment">                        /** Destructor:</span>
<a name="l00076"></a>00076 <span class="comment">                         */</span>
<a name="l00077"></a>00077                         virtual ~COpenGLScene();
<a name="l00078"></a>00078 <span class="comment"></span>
<a name="l00079"></a>00079 <span class="comment">                        /** Copy operator:</span>
<a name="l00080"></a>00080 <span class="comment">                          */</span>
<a name="l00081"></a>00081                         COpenGLScene &amp; operator =( const COpenGLScene &amp;obj );
<a name="l00082"></a>00082 <span class="comment"></span>
<a name="l00083"></a>00083 <span class="comment">                        /** Copy constructor:</span>
<a name="l00084"></a>00084 <span class="comment">                          */</span>
<a name="l00085"></a>00085                         COpenGLScene( const COpenGLScene &amp;obj );
<a name="l00086"></a>00086 <span class="comment"></span>
<a name="l00087"></a>00087 <span class="comment">                        /**</span>
<a name="l00088"></a>00088 <span class="comment">                          * Inserts a set of objects into the scene, in the given viewport (&quot;main&quot; by default). Any iterable object will be accepted.</span>
<a name="l00089"></a>00089 <span class="comment">                          * \sa createViewport,getViewport</span>
<a name="l00090"></a>00090 <span class="comment">                          */</span>
<a name="l00091"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a918a3ae921f3e713c622a5a1a91e384a">00091</a>                         template&lt;class T&gt; inline <span class="keywordtype">void</span> insertCollection(const T &amp;objs,const std::<span class="keywordtype">string</span> &amp;vpn=std::<span class="keywordtype">string</span>(&quot;main&quot;))        {
<a name="l00092"></a>00092                                 insert(objs.begin(),objs.end(),vpn);
<a name="l00093"></a>00093                         }<span class="comment"></span>
<a name="l00094"></a>00094 <span class="comment">                        /** Insert a new object into the scene, in the given viewport (by default, into the &quot;main&quot; viewport).</span>
<a name="l00095"></a>00095 <span class="comment">                          *  The viewport must be created previously, an exception will be raised if the given name does not correspond to</span>
<a name="l00096"></a>00096 <span class="comment">                          *   an existing viewport.</span>
<a name="l00097"></a>00097 <span class="comment">                          * \sa createViewport, getViewport</span>
<a name="l00098"></a>00098 <span class="comment">                          */</span>
<a name="l00099"></a>00099                         <span class="keywordtype">void</span> insert( <span class="keyword">const</span> <a class="code" href="structmrpt_1_1opengl_1_1_c_renderizable_ptr.html">CRenderizablePtr</a> &amp;newObject, <span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;viewportName=<a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a>(<span class="stringliteral">&quot;main&quot;</span>));
<a name="l00100"></a>00100 <span class="comment"></span>
<a name="l00101"></a>00101 <span class="comment">                        /**</span>
<a name="l00102"></a>00102 <span class="comment">                          * Inserts a set of objects into the scene, in the given viewport (&quot;main&quot; by default).</span>
<a name="l00103"></a>00103 <span class="comment">                          * \sa createViewport,getViewport</span>
<a name="l00104"></a>00104 <span class="comment">                          */</span>
<a name="l00105"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a804a69b03026df45a46413967ea85ead">00105</a>                         <span class="keyword">template</span>&lt;<span class="keyword">class</span> T_it&gt; <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a804a69b03026df45a46413967ea85ead" title="Inserts a set of objects into the scene, in the given viewport (&quot;main&quot; by default).">insert</a>(<span class="keyword">const</span> T_it &amp;<a class="code" href="eigen__plugins_8h.html#ab295fd8164bf1b1acecbcb29520d62b7">begin</a>,<span class="keyword">const</span> T_it &amp;<a class="code" href="eigen__plugins_8h.html#ade5b39864c905cbb824d0ff6eb0d888c">end</a>,<span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;vpn=<a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a>(<span class="stringliteral">&quot;main&quot;</span>))   {
<a name="l00106"></a>00106                                 <span class="keywordflow">for</span> (T_it it=begin;it!=<a class="code" href="eigen__plugins_8h.html#ade5b39864c905cbb824d0ff6eb0d888c">end</a>;it++) insert(*it,vpn);
<a name="l00107"></a>00107                         }
<a name="l00108"></a>00108 <span class="comment"></span>
<a name="l00109"></a>00109 <span class="comment">                        /**Creates a new viewport, adding it to the scene and returning a pointer to the new object.</span>
<a name="l00110"></a>00110 <span class="comment">                          *  Names (case-sensitive) cannot be duplicated: if the name provided coincides with an already existing viewport, a pointer to the existing object will be returned.</span>
<a name="l00111"></a>00111 <span class="comment">                          *  The first, default viewport, is named &quot;main&quot;.</span>
<a name="l00112"></a>00112 <span class="comment">                          */</span>
<a name="l00113"></a>00113                         <a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_viewport_ptr.html">COpenGLViewportPtr</a> createViewport( <span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;viewportName );
<a name="l00114"></a>00114 <span class="comment"></span>
<a name="l00115"></a>00115 <span class="comment">                        /** Returns the viewport with the given name, or NULL if it does not exist</span>
<a name="l00116"></a>00116 <span class="comment">                          */</span>
<a name="l00117"></a>00117                         <a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_viewport_ptr.html">COpenGLViewportPtr</a> getViewport( <span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;viewportName ) <span class="keyword">const</span>;
<a name="l00118"></a>00118 <span class="comment"></span>
<a name="l00119"></a>00119 <span class="comment">                        /** Render this scene.</span>
<a name="l00120"></a>00120 <span class="comment">                          */</span>
<a name="l00121"></a>00121                         <span class="keywordtype">void</span>  render() <span class="keyword">const</span>;
<a name="l00122"></a>00122 
<a name="l00123"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#adcfa3ce6d4d07c4d4ffd7afd95214baf">00123</a>                         <span class="keywordtype">size_t</span>  <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#adcfa3ce6d4d07c4d4ffd7afd95214baf">viewportsCount</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> m_viewports.size(); }
<a name="l00124"></a>00124 <span class="comment"></span>
<a name="l00125"></a>00125 <span class="comment">                        /** Clear the list of objects and viewports in the scene, deleting objects&#39; memory, and leaving just the default viewport with the default values.</span>
<a name="l00126"></a>00126 <span class="comment">                          */</span>
<a name="l00127"></a>00127                         <span class="keywordtype">void</span>  clear( <span class="keywordtype">bool</span> createMainViewport = <span class="keyword">true</span> );
<a name="l00128"></a>00128 <span class="comment"></span>
<a name="l00129"></a>00129 <span class="comment">                        /** If disabled (default), the SceneViewer application will ignore the camera of the &quot;main&quot; viewport and keep the viewport selected by the user by hand; otherwise, the camera in the &quot;main&quot; viewport prevails.</span>
<a name="l00130"></a>00130 <span class="comment">                          * \sa followCamera</span>
<a name="l00131"></a>00131 <span class="comment">                          */</span>
<a name="l00132"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#af18cbd0e038b53e46e350a3b92307b00">00132</a>                         <span class="keywordtype">void</span> <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#af18cbd0e038b53e46e350a3b92307b00" title="If disabled (default), the SceneViewer application will ignore the camera of the &quot;main&quot; viewport and ...">enableFollowCamera</a>( <span class="keywordtype">bool</span> enabled ) { m_followCamera = enabled; }
<a name="l00133"></a>00133 <span class="comment"></span>
<a name="l00134"></a>00134 <span class="comment">                        /** Return the value of &quot;followCamera&quot;</span>
<a name="l00135"></a>00135 <span class="comment">                          * \sa enableFollowCamera</span>
<a name="l00136"></a>00136 <span class="comment">                          */</span>
<a name="l00137"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a499327ff3ed1c2f0db0e45f09be2fd94">00137</a>                         <span class="keywordtype">bool</span> <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a499327ff3ed1c2f0db0e45f09be2fd94" title="Return the value of &quot;followCamera&quot;.">followCamera</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> m_followCamera; }
<a name="l00138"></a>00138 <span class="comment"></span>
<a name="l00139"></a>00139 <span class="comment">                        /** Returns the first object with a given name, or NULL (an empty smart pointer) if not found.</span>
<a name="l00140"></a>00140 <span class="comment">                          */</span>
<a name="l00141"></a>00141                         <a class="code" href="structmrpt_1_1opengl_1_1_c_renderizable_ptr.html">CRenderizablePtr</a>        getByName( <span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;str, <span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;viewportName = <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a>(<span class="stringliteral">&quot;main&quot;</span>) );
<a name="l00142"></a>00142 <span class="comment"></span>
<a name="l00143"></a>00143 <span class="comment">                         /** Returns the i&#39;th object of a given class (or of a descendant class), or NULL (an empty smart pointer) if not found.</span>
<a name="l00144"></a>00144 <span class="comment">                           *  Example:</span>
<a name="l00145"></a>00145 <span class="comment">                           * \code</span>
<a name="l00146"></a>00146 <span class="comment">                                        CSpherePtr obs = myscene.getByClass&lt;CSphere&gt;();</span>
<a name="l00147"></a>00147 <span class="comment">                           * \endcode</span>
<a name="l00148"></a>00148 <span class="comment">                           * By default (ith=0), the first observation is returned.</span>
<a name="l00149"></a>00149 <span class="comment">                           */</span>
<a name="l00150"></a>00150                          <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00151"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a51cf5502fa4425de1e5591e355a6ceaa">00151</a>                          <span class="keyword">typename</span> T<a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_scene_ptr.html">::SmartPtr</a> getByClass( <span class="keyword">const</span> <span class="keywordtype">size_t</span> &amp;ith = 0 )<span class="keyword"> const</span>
<a name="l00152"></a>00152 <span class="keyword">                         </span>{
<a name="l00153"></a>00153                                 <a class="code" href="mrpt__macros_8h.html#a45b840af519f33816311acdbb28d7c10">MRPT_START</a>
<a name="l00154"></a>00154                                 <span class="keywordflow">for</span> (<a class="code" href="eigen__plugins_8h.html#a8dbda719917732693c56cee228465ed9">TListViewports::const_iterator</a> it = m_viewports.begin();it!=m_viewports.end();++it)
<a name="l00155"></a>00155                                 {
<a name="l00156"></a>00156                                         <span class="keyword">typename</span> T<a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_scene_ptr.html">::SmartPtr</a> o = (*it)-&gt;getByClass&lt;T&gt;(ith);
<a name="l00157"></a>00157                                         <span class="keywordflow">if</span> (o.present()) <span class="keywordflow">return</span> o;
<a name="l00158"></a>00158                                 }
<a name="l00159"></a>00159                                 <span class="keywordflow">return</span> <span class="keyword">typename</span> T::SmartPtr();  <span class="comment">// Not found: return empty smart pointer</span>
<a name="l00160"></a>00160                                 <a class="code" href="mrpt__macros_8h.html#a88a917260793b56abd83ad2a0d849eb1">MRPT_END</a>
<a name="l00161"></a>00161                          }
<a name="l00162"></a>00162 
<a name="l00163"></a>00163 <span class="comment"></span>
<a name="l00164"></a>00164 <span class="comment">                        /** Removes the given object from the scene (it also deletes the object to free its memory).</span>
<a name="l00165"></a>00165 <span class="comment">                          */</span>
<a name="l00166"></a>00166                         <span class="keywordtype">void</span> removeObject( <span class="keyword">const</span> <a class="code" href="structmrpt_1_1opengl_1_1_c_renderizable_ptr.html">CRenderizablePtr</a> &amp;obj, <span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;viewportName = <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a>(<span class="stringliteral">&quot;main&quot;</span>) );
<a name="l00167"></a>00167 <span class="comment"></span>
<a name="l00168"></a>00168 <span class="comment">                        /** Initializes all textures in the scene (See opengl::CTexturedPlane::loadTextureInOpenGL)</span>
<a name="l00169"></a>00169 <span class="comment">                          */</span>
<a name="l00170"></a>00170                         <span class="keywordtype">void</span>  initializeAllTextures();
<a name="l00171"></a>00171 <span class="comment"></span>
<a name="l00172"></a>00172 <span class="comment">                        /** Retrieves a list of all objects in text form.</span>
<a name="l00173"></a>00173 <span class="comment">                          */</span>
<a name="l00174"></a>00174                         <span class="keywordtype">void</span> dumpListOfObjects( <a class="code" href="classmrpt_1_1utils_1_1_c_string_list.html" title="A class for storing a list of text lines.">utils::CStringList</a>  &amp;lst );
<a name="l00175"></a>00175 <span class="comment"></span>
<a name="l00176"></a>00176 <span class="comment">                        /** Saves the scene to a 3Dscene file, loadable by the application SceneViewer3D</span>
<a name="l00177"></a>00177 <span class="comment">                          * \sa loadFromFile</span>
<a name="l00178"></a>00178 <span class="comment">                          * \return false on any error.</span>
<a name="l00179"></a>00179 <span class="comment">                          */</span>
<a name="l00180"></a>00180                         <span class="keywordtype">bool</span> saveToFile(<span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;fil) <span class="keyword">const</span>;
<a name="l00181"></a>00181 <span class="comment"></span>
<a name="l00182"></a>00182 <span class="comment">                        /** Loads the scene from a 3Dscene file, the format used by the application SceneViewer3D.</span>
<a name="l00183"></a>00183 <span class="comment">                          * \sa saveToFile</span>
<a name="l00184"></a>00184 <span class="comment">                          * \return false on any error.</span>
<a name="l00185"></a>00185 <span class="comment">                          */</span>
<a name="l00186"></a>00186                         <span class="keywordtype">bool</span> loadFromFile(<span class="keyword">const</span> <a class="code" href="classstd_1_1string.html" title="STL class.">std::string</a> &amp;fil);
<a name="l00187"></a>00187 <span class="comment"></span>
<a name="l00188"></a>00188 <span class="comment">                        /** Traces a ray</span>
<a name="l00189"></a>00189 <span class="comment">                          */</span>
<a name="l00190"></a>00190                         <span class="keywordtype">bool</span> <a class="code" href="group__geometry__grp.html#ga363e00600f9c000dd774e6c721faba7d" title="Fast ray tracing method using polygons&#39; properties.">traceRay</a>(<span class="keyword">const</span> <a class="code" href="classmrpt_1_1poses_1_1_c_pose3_d.html" title="A class used to store a 3D pose (a 3D translation + a rotation in 3D).">mrpt::poses::CPose3D</a>&amp;o,<span class="keywordtype">double</span> &amp;dist) <span class="keyword">const</span>;
<a name="l00191"></a>00191 
<a name="l00192"></a>00192 <span class="comment"></span>
<a name="l00193"></a>00193 <span class="comment">                        /** Recursive depth-first visit all objects in all viewports of the scene, calling the user-supplied function</span>
<a name="l00194"></a>00194 <span class="comment">                          *  The passed function must accept only one argument of type &quot;const mrpt::opengl::CRenderizablePtr &amp;&quot;</span>
<a name="l00195"></a>00195 <span class="comment">                          */</span>
<a name="l00196"></a>00196                         <span class="keyword">template</span> &lt;<span class="keyword">typename</span> FUNCTOR&gt;
<a name="l00197"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#ac0bf8147e3339b923b058ad5c5b2ffc2">00197</a>                         <span class="keywordtype">void</span> visitAllObjects( FUNCTOR functor)<span class="keyword"> const</span>
<a name="l00198"></a>00198 <span class="keyword">                        </span>{
<a name="l00199"></a>00199                                 <a class="code" href="mrpt__macros_8h.html#a45b840af519f33816311acdbb28d7c10">MRPT_START</a>
<a name="l00200"></a>00200                                 <span class="keywordflow">for</span> (<a class="code" href="eigen__plugins_8h.html#a8dbda719917732693c56cee228465ed9">TListViewports::const_iterator</a> it = m_viewports.begin();it!=m_viewports.end();++it)
<a name="l00201"></a>00201                                         <span class="keywordflow">for</span> (<a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_viewport.html#af2dc8f8851c33bb1ebe42e32b671c7d1">COpenGLViewport::const_iterator</a> itO = (*it)-&gt;begin();itO!=(*it)-&gt;end();++itO)
<a name="l00202"></a>00202                                                 internal_visitAllObjects(functor, *itO);
<a name="l00203"></a>00203                                 <a class="code" href="mrpt__macros_8h.html#a88a917260793b56abd83ad2a0d849eb1">MRPT_END</a>
<a name="l00204"></a>00204                         }
<a name="l00205"></a>00205 <span class="comment"></span>
<a name="l00206"></a>00206 <span class="comment">                        /** Recursive depth-first visit all objects in all viewports of the scene, calling the user-supplied function</span>
<a name="l00207"></a>00207 <span class="comment">                          *  The passed function must accept a first argument of type &quot;const mrpt::opengl::CRenderizablePtr &amp;&quot;</span>
<a name="l00208"></a>00208 <span class="comment">                          *  and a second one of type EXTRA_PARAM</span>
<a name="l00209"></a>00209 <span class="comment">                          */</span>
<a name="l00210"></a>00210                         <span class="keyword">template</span> &lt;<span class="keyword">typename</span> FUNCTOR,<span class="keyword">typename</span> EXTRA_PARAM&gt;
<a name="l00211"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a4344298ca692f0182d0f4fbee3b772db">00211</a>                         <span class="keyword">inline</span> <span class="keywordtype">void</span> <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a4344298ca692f0182d0f4fbee3b772db" title="Recursive depth-first visit all objects in all viewports of the scene, calling the user-supplied func...">visitAllObjects</a>( FUNCTOR functor, <span class="keyword">const</span> EXTRA_PARAM &amp;userParam)<span class="keyword"> const </span>{
<a name="l00212"></a>00212                                 visitAllObjects( std::bind2nd(functor,userParam) );
<a name="l00213"></a>00213                         }
<a name="l00214"></a>00214 
<a name="l00215"></a>00215                 <span class="keyword">protected</span>:
<a name="l00216"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a60c760e84c40bd2a94a03a266c25ae8e">00216</a>                         <span class="keywordtype">bool</span>            <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a60c760e84c40bd2a94a03a266c25ae8e">m_followCamera</a>;
<a name="l00217"></a>00217 
<a name="l00218"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a0ffb40365f31320349e432c74c05aa52">00218</a>                         <span class="keyword">typedef</span> std<a class="code" href="classstd_1_1vector.html">::vector&lt;COpenGLViewportPtr&gt;</a> <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a0ffb40365f31320349e432c74c05aa52">TListViewports</a>;
<a name="l00219"></a>00219 
<a name="l00220"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#af19e790fa06ff73b7c80ba4ebcd5ca2c">00220</a>                         TListViewports          <a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#af19e790fa06ff73b7c80ba4ebcd5ca2c" title="The list of viewports, indexed by name.">m_viewports</a>;    <span class="comment">//!&lt; The list of viewports, indexed by name.</span>
<a name="l00221"></a>00221 <span class="comment"></span>
<a name="l00222"></a>00222 
<a name="l00223"></a>00223                         <span class="keyword">template</span> &lt;<span class="keyword">typename</span> FUNCTOR&gt;
<a name="l00224"></a><a class="code" href="classmrpt_1_1opengl_1_1_c_open_g_l_scene.html#a1bf009bc3ad692dfed82de5fa5ca83b1">00224</a>                         <span class="keyword">static</span> <span class="keywordtype">void</span> internal_visitAllObjects(FUNCTOR functor, <span class="keyword">const</span> <a class="code" href="structmrpt_1_1opengl_1_1_c_renderizable_ptr.html">CRenderizablePtr</a> &amp;o)
<a name="l00225"></a>00225                         {
<a name="l00226"></a>00226                                 functor(o);
<a name="l00227"></a>00227                                 <span class="keywordflow">if</span> (<a class="code" href="_c_object_8h.html#a794ea7da2e1f7eb092d140ca5091e982" title="Evaluates to true if the given pointer to an object (derived from mrpt::utils::CSerializable) is of t...">IS_CLASS</a>(o,<a class="code" href="classmrpt_1_1opengl_1_1_c_set_of_objects.html" title="A set of object, which are referenced to the coordinates framework established in this object...">CSetOfObjects</a>))
<a name="l00228"></a>00228                                 {
<a name="l00229"></a>00229                                         <a class="code" href="structmrpt_1_1opengl_1_1_c_set_of_objects_ptr.html">CSetOfObjectsPtr</a> obj = <a class="code" href="structmrpt_1_1opengl_1_1_c_set_of_objects_ptr.html">CSetOfObjectsPtr</a>(o);
<a name="l00230"></a>00230                                         <span class="keywordflow">for</span> (<a class="code" href="classmrpt_1_1opengl_1_1_c_set_of_objects.html#a8bf52bbf2e58078e7340d6b1e686d39c">CSetOfObjects::const_iterator</a> it=obj-&gt;begin();it!=obj-&gt;end();++it)
<a name="l00231"></a>00231                                                 internal_visitAllObjects(functor,*it);
<a name="l00232"></a>00232                                 }
<a name="l00233"></a>00233                         }
<a name="l00234"></a>00234 
<a name="l00235"></a>00235                 };<span class="comment"></span>
<a name="l00236"></a>00236 <span class="comment">                /**</span>
<a name="l00237"></a>00237 <span class="comment">                  * Inserts an openGL object into a scene. Allows call chaining.</span>
<a name="l00238"></a>00238 <span class="comment">                  * \sa mrpt::opengl::COpenGLScene::insert</span>
<a name="l00239"></a>00239 <span class="comment">                  */</span>
<a name="l00240"></a><a class="code" href="namespacemrpt_1_1opengl.html#a12e49154ca3af8dcb06d847404a0d4ea">00240</a>                 <span class="keyword">inline</span> <a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_scene_ptr.html">COpenGLScenePtr</a> &amp;<a class="code" href="namespacemrpt_1_1opengl.html#a12e49154ca3af8dcb06d847404a0d4ea" title="Inserts an openGL object into a scene.">operator&lt;&lt;</a>(<a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_scene_ptr.html">COpenGLScenePtr</a> &amp;s,<span class="keyword">const</span> <a class="code" href="structmrpt_1_1opengl_1_1_c_renderizable_ptr.html">CRenderizablePtr</a> &amp;r)        {
<a name="l00241"></a>00241                         s-&gt;insert(r);
<a name="l00242"></a>00242                         <span class="keywordflow">return</span> s;
<a name="l00243"></a>00243                 }<span class="comment"></span>
<a name="l00244"></a>00244 <span class="comment">                /**</span>
<a name="l00245"></a>00245 <span class="comment">                  * Inserts any iterable collection of openGL objects into a scene, allowing call chaining.</span>
<a name="l00246"></a>00246 <span class="comment">                  * \sa mrpt::opengl::COpenGLScene::insert</span>
<a name="l00247"></a>00247 <span class="comment">                  */</span>
<a name="l00248"></a><a class="code" href="namespacemrpt_1_1opengl.html#a927bd0267fb9a4c5e86c5c60a78f3a13">00248</a>                 <span class="keyword">template</span> &lt;<span class="keyword">class</span> T&gt; <span class="keyword">inline</span> <a class="code" href="structmrpt_1_1opengl_1_1_c_open_g_l_scene_ptr.html">COpenGLScenePtr</a> &amp;operator&lt;&lt;(COpenGLScenePtr &amp;s,const std::vector&lt;T&gt; &amp;v)       {
<a name="l00249"></a>00249                         s-&gt;insert(v.begin(),v.end());
<a name="l00250"></a>00250                         <span class="keywordflow">return</span> s;
<a name="l00251"></a>00251                 }
<a name="l00252"></a>00252         } <span class="comment">// end namespace</span>
<a name="l00253"></a>00253 
<a name="l00254"></a>00254 } <span class="comment">// End of namespace</span>
<a name="l00255"></a>00255 
<a name="l00256"></a>00256 
<a name="l00257"></a>00257 <span class="preprocessor">#endif</span>
</pre></div></div>
</div>
<br><hr><br> <table border="0" width="100%"> <tr> <td> Page generated by <a href="http://www.doxygen.org" target="_blank">Doxygen 1.7.5</a> for MRPT 0.9.5 SVN: at Sun Sep 25 17:20:18 UTC 2011</td><td></td> <td width="100"> </td> <td width="150">  </td></tr> </table>  </body></html>