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myGLRendererStateVariables.h

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00001 
00002 //                            myGLRendererStateVariables.h                     //
00004 
00005 #ifndef MY_GL_RENDERER_STATE_VARIABLES_H
00006 #define MY_GL_RENDERER_STATE_VARIABLES_H
00007 
00008 #include <X3DTK/private/StateVariables.h>
00009 #include <X3DTK/private/X3D_X3DBoundedObject.h>
00010 #include <X3DTK/private/GL_X3DShapeNode.h>
00011 
00012 #include <list>
00013 #include <vector>
00014 
00015 namespace X3DTK {
00016 namespace GL {
00017 
00019 
00020 class MyRendererStateVariables : public StateVariables
00021 {
00022 public:
00024   MyRendererStateVariables();
00026   virtual ~MyRendererStateVariables();
00027 
00029   void initSelect(double x, double y);
00031   void finishSelect();
00032   
00033   /*// Pushes the transformation matrix.
00034   void pushMatrix(const MFFloat &transformation);
00035   // Pops the transformation matrix.
00036   void popMatrix(); */
00038   void storeShape(X3DShapeNode *S);
00040   inline int getCurrentId() const {return _shapeVector.size() - 1;};
00042   void setSelectionMode(bool value);
00043   
00045   inline X3DShapeNode *getShape() const {return _shape;};
00047   inline bool getSelectionMode() const {return _selectionMode;};
00048 
00049 public:
00051   X3D::X3DBoundedObject * boundedObject;
00052 
00053 private:
00054   //std::list<MFFloat> _matrixStack;
00055   //std::vector<MFFloat> _matrixVector;
00056   std::vector<X3DShapeNode *> _shapeVector;
00057   bool _selectionMode;
00058   X3DShapeNode *_shape;
00059   GLuint _hits[32768];
00060 
00061 
00062 };
00063 
00064 }
00065 }
00066 
00067 #endif

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