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