# cee::vis::MarkupPart

class `MarkupPart` : public RefCountedObject

  Base class for MarkupModel Parts.

  See also

  MarkupModel, MarkupPartArrows, MarkupPartFixedSizeGlyph, MarkupPartLabels, MarkupPartLines, MarkupPartPoints, MarkupPartTriangles

  Subclassed by MarkupPartArrows, MarkupPartFixedSizeArrow, MarkupPartFixedSizeGlyph, MarkupPartFixedSizeSphere, MarkupPartInstancedGeometry, MarkupPartLabels, MarkupPartLines, MarkupPartPoints, MarkupPartText3d, MarkupPartTriangles

  Public Types

  enum `PartType`

    Enum specifying the type of MarkupPart.

    Values:

    enumerator `LABELS`

      Labels part: MarkupPartLabels.

    enumerator `TEXTS_3D`

      3d text: MarkupPartText3d

    enumerator `TRIANGLES`

      Triangles part: MarkupPartTriangles.

    enumerator `INSTANCED_GEOMETRY`

      Instanced Triangles part: MarkupPartInstancedGeometry.

    enumerator `LINES`

      Lines part: MarkupPartLines.

    enumerator `POINTS`

      Points part: MarkupPartPoints.

    enumerator `ARROWS`

      Arrows part: MarkupPartArrows.

    enumerator `FIXED_SIZE_ARROW`

      Fixed size arrow part: MarkupPartFixedSizeArrow.

    enumerator `FIXED_SIZE_SPHERE`

      Fixed size sphere part: MarkupPartFixedSizeSphere.

    enumerator `FIXED_SIZE_IMAGE_GLYPH`

      Fixed size image glyph part: MarkupPartFixedSizeGlyph.

  Public Functions

  `MarkupPart`()
  virtual PartType `type`() const = 0

    Returns the type of Markup part.

  virtual BoundingBox `boundingBox`() const = 0

    Returns the current bounding box of the part.

  bool `visible`() const

    Returns true if the part is visible.

    Returns true if part is visible.

  void `setVisible`(bool visible)

    Sets if the part should be visible or not.

    Sets part visibility.

  virtual int `priority`() const = 0

    Returns the render priority of the part.

  virtual void `setPriority`(int priority) = 0

    Sets render priority of the part.

  virtual const Mat4d &`transformation`() const = 0

    Returns the current transformation matrix for the part.

  virtual void `setTransformation`(const Mat4d &matrix) = 0

    Sets the transformation matrix to use for the part.

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