# cee::vis::MarkupPartFixedSizeSphere

class `MarkupPartFixedSizeSphere` : public MarkupPart

  A MarkupModel part for drawing a sphere with a constant radius independent of the camera settings.

  The sphere will have the given size (in pixels) independent on camera position and settings.

  The following settings can be specified:

  - color: The color for the sphere in the part
  - radiusInPixels: The size of the sphere in pixels
  - numSubDivisions: The resolution of the sphere. Number of longitude and latitude lines in the tessellated sphere. A higher number will give a more smooth sphere, but will result in more triangles per sphere and thus (somewhat) decreased performance.

  See also

  MarkupModel

  Public Functions

  `MarkupPartFixedSizeSphere`()

    Constructs an empty part.

  `MarkupPartFixedSizeSphere`(const Vec3d &centerPosition, const Color3f &color, double radiusInPixels, unsigned int numSubDivisions)

    Constructs a part with the given settings.

    - color: The color for the sphere in the part
    - radiusInPixels: The size of the sphere in pixels
    - numSubDivisions: The resolution of the sphere. Number of longitude and latitude lines in the tessellated sphere. A higher number will give a more smooth sphere, but will result in more triangles per sphere and thus (somewhat) decreased performance.
  virtual PartType `type`() const

    Returns the type of the part. Always MarkupPart::FIXED_SIZE_SPHERE.

  virtual BoundingBox `boundingBox`() const

    Returns the current bounding box of the part.

  virtual void `setPriority`(int priority)

    Sets render priority of the part.

    The render priority determines the order in which parts get rendered. Parts with lower priorities get rendered first. The default priority is 10.

  virtual int `priority`() const

    Returns the render priority of the part.

  virtual const Mat4d &`transformation`() const

    Returns the current transformation matrix for the part.

  virtual void `setTransformation`(const Mat4d &matrix)

    Sets the transformation matrix to use for the part.

  const Vec3d &`centerPosition`() const

    Returns the position in world coordinates of the center position of the sphere.

    See also

    setCenterPosition

  void `setCenterPosition`(const Vec3d &centerPos)

    Sets the center position of the sphere in world coordinates.

  const Color3f &`color`() const

    Returns the color of the sphere.

  void `setColor`(const Color3f &color)

    Sets the color of the sphere.

  double `radiusInPixels`() const

    Returns the fixed radius in pixels of the sphere.

  void `setRadiusInPixels`(double radius)

    Sets the fixed radius in pixels of the sphere.

  unsigned int `numberOfSubDivisions`() const

    Returns the resolution of the sphere.

    See also

    setNumberOfSubDivisions

  void `setNumberOfSubDivisions`(unsigned int numSubDivisions)

    Sets the resolution of the sphere.

    numSubDivisions specifies the number of longitude and latitude lines in the tessellated sphere. A higher number will give a more smooth sphere, but will result in more triangles per sphere and thus (somewhat) decreased performance.

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