Add trigger properties. One for focus the camera on parent and one for time jump to start of sequence!

This commit is contained in:
Oskar Carlbaum
2017-09-22 06:27:44 +02:00
parent f521939370
commit 3c9d48315c
2 changed files with 55 additions and 15 deletions
@@ -30,6 +30,7 @@
#include <openspace/properties/optionproperty.h>
#include <openspace/properties/scalar/intproperty.h>
#include <openspace/properties/stringproperty.h>
#include <openspace/properties/triggerproperty.h>
#include <openspace/properties/vector/vec4property.h>
#include <openspace/rendering/transferfunction.h>
@@ -60,6 +61,8 @@ private:
INVALID
};
std::string _name;
int _activeStateIndex = -1;
int _activeTriggerTimeIndex = -1;
bool _isLoadingStatesAtRuntime = true; // False => loading osfls at runtime
@@ -94,22 +97,24 @@ private:
const GLuint _VA_COLOR = 1;
// ----------------------------- Properties -----------------------------
properties::PropertyOwner _colorGroup; // Group to hold the color properties
properties::OptionProperty _colorMethod; // Uniform/transfer function/topology?
properties::OptionProperty _colorQuantity; // Index of the extra quantity to color lines by
properties::StringProperty _colorQuantityMin; // Color table/transfer function min
properties::StringProperty _colorQuantityMax; // Color table/transfer function max
properties::StringProperty _colorTablePath; // Color table/transfer function for "By Quantity" coloring
properties::Vec4Property _colorUniform; // Uniform Field Line Color
properties::PropertyOwner _colorGroup; // Group to hold the color properties
properties::OptionProperty _colorMethod; // Uniform/transfer function/topology?
properties::OptionProperty _colorQuantity; // Index of the extra quantity to color lines by
properties::StringProperty _colorQuantityMin; // Color table/transfer function min
properties::StringProperty _colorQuantityMax; // Color table/transfer function max
properties::StringProperty _colorTablePath; // Color table/transfer function for "By Quantity" coloring
properties::Vec4Property _colorUniform; // Uniform Field Line Color
properties::Vec4Property _flowColor; // Simulated particles' color
properties::BoolProperty _flowEnabled; // Toggle flow [ON/OFF]
properties::PropertyOwner _flowGroup; // Gropu to hold the flow/particle properties
properties::IntProperty _flowParticleSize; // Size of simulated flow particles
properties::IntProperty _flowParticleSpacing; // Size of simulated flow particles
properties::BoolProperty _flowReversed; // Toggle flow direction [FORWARDS/BACKWARDS]
properties::IntProperty _flowSpeed; // Speed of simulated flow
properties::Vec4Property _flowColor; // Simulated particles' color
properties::BoolProperty _flowEnabled; // Toggle flow [ON/OFF]
properties::PropertyOwner _flowGroup; // Gropu to hold the flow/particle properties
properties::IntProperty _flowParticleSize; // Size of simulated flow particles
properties::IntProperty _flowParticleSpacing; // Size of simulated flow particles
properties::BoolProperty _flowReversed; // Toggle flow direction [FORWARDS/BACKWARDS]
properties::IntProperty _flowSpeed; // Speed of simulated flow
properties::TriggerProperty _focusOnOriginBtn; // Button which sets camera focus to parent node of the renderable
properties::TriggerProperty _jumpToStartBtn; // Button which executes a time jump to start of sequence
void computeSequenceEndTime();
bool extractInfoFromDictionary(const ghoul::Dictionary& dictionary);