# cee::vis::MarkupPartInstancedGeometry

class `MarkupPartInstancedGeometry` : public MarkupPart

  A MarkupModel part useful for fast rendering of a lot of geometries with the same shape.

  The geometry can be triangles or lines, and is defined with the setGeometry() method. This geometry is then rendered once for every provided transformation matrix (using the setInstanceTransformArray()) method. An optional per primitive color can be set with the setInstanceColorArray() method.

  See also

  MarkupModel

  Public Types

  enum `PrimitiveType`

    Geometry primitive type.

    Values:

    enumerator `TRIANGLES`
    enumerator `LINES`

  Public Functions

  `MarkupPartInstancedGeometry`()

    Constructs an empty part.

  `MarkupPartInstancedGeometry`(const Color3f &singleColor, float polygonOffsetFactor, float eyeLiftFactor)

    Constructs a part with the given settings.

  virtual PartType `type`() const

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

  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 cee::UNDEFINED_INT. In this case the priority will be set to 99 if the opacity is less than 0.999. Else set to 10. Setting the priority to another value will override this.

    See also

    opacity

  virtual int `priority`() const

    Returns the render priority of the part.

    The default priority is cee::UNDEFINED_INT. In this case the priority will be set to 99 if the opacity is less than 0.999. Else set to 10.

    See also

    setPriority and opacity

  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.

  void `setGeometry`(PrimitiveType primitiveType, const std::vector<unsigned int> &indices, const std::vector<Vec3d> &vertices)

    Sets the geometry to be instanced.

  const std::vector<unsigned int> &`geometryIndices`() const

    Returns the vertices of the instanced geometry.

  const std::vector<Vec3d> &`geometryVertices`() const

    Returns the vertices of the instanced geometry.

  PrimitiveType `geometryPrimitiveType`() const

    Returns the primitive type of the instanced geometry.

  const Color3f &`singleColor`() const

    Returns the color of the triangles.

  void `setSingleColor`(const Color3f &color)

    Sets the color of the triangles.

  bool `fixedPixelSize`() const

    Returns the fixed pixel size.

  void `setFixedPixelSize`(bool fixedSize)

    Sets the fixed pixel size.

  float `polygonOffsetFactor`() const

    Returns the polygon offset factor for the triangles.

    See also

    setPolygonOffsetFactor

  void `setPolygonOffsetFactor`(float factor)

    Sets the polygon offset factor for the triangles.

    The factor controls the moving of the polygons slightly in the z buffer. Both positive and negative factors can be used to move forward and backward in the z buffer.

    Used in cooperation with eye lift to control draw order with items in the same plane.

  float `eyeLiftFactor`() const

    Returns the eye lift factor of the triangles.

    See also

    setEyeLiftFactor

  void `setEyeLiftFactor`(float factor)

    Sets the eye lift factor for the triangles.

    The eye lift factor specifies if the triangles should be moved towards the camera (or away from the camera if the factor is negative).

    This is useful for controlling the ordering of items that are defined in the same plane.

  void `setInstanceTransformArray`(const std::vector<Mat4d> &transformArr)

    Sets an array with a matrix for each instance.

    Note that the array needs to be in sync with any color array

  void `setInstanceColorArray`(const std::vector<Color3f> &colorArr)

    Sets an array with a color for each instance.

    Note that the array needs to be in sync with the transform array

  void `addInstance`(const Mat4d &transform)

    Adds an instance to the part.

  void `addInstance`(const Mat4d &transform, const Color3f &color)

    Adds an instance with color to the part.

  size_t `instanceCount`() const

    Returns the number of triangles.

  void `removeAllInstances`()

    Removes all instances from the part.

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