cee::vis::MarkupPartLines
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class MarkupPartLines : public MarkupPart
- A MarkupModel part for drawing lines. - The part can contain any number of lines, but all lines will share the same settings for - color 
- line width (in pixels) 
- always visible. True if the lines should always be visible and not use the z buffer. 
- eye lift factor. A factor to move the lines towards the camera. This is used to control item drawn in the same plane. 
 - See also - Public Functions - 
MarkupPartLines()
- Constructs an empty part. 
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MarkupPartLines(const Color3f &color, float lineWidth, bool alwaysVisible, float eyeLiftFactor)
- Constructs a part with the given settings. - color: The line color for all lines in the part 
- lineWidth: The line width in pixels for all lines in the part 
- alwaysVisible: If true, the lines will always be visible and not use the z buffer. 
- eyeLiftFactor: A factor to move the lines towards the camera. This is used to control item drawn in the same plane. 
 
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virtual PartType type() const
- Returns the type of the part. Always MarkupPart::LINES. 
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virtual BoundingBox boundingBox() const
- Returns the current bounding box of the part. 
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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 11. 
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virtual int priority() const
- Returns the render priority of the part. 
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virtual const Mat4d &transformation() const
- Returns the current transformation matrix for the part. 
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virtual void setTransformation(const Mat4d &matrix)
- Sets the transformation matrix to use for the part. 
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float lineWidth() const
- Returns the current line width in pixels. 
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void setLineWidth(float lineWidth)
- Sets the line width in pixels. 
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bool alwaysVisible() const
- Returns true if the lines are always visible and does not use the z buffer. 
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void setAlwaysVisible(bool showAlways)
- Sets if the lines should be always visible and not use the z buffer. 
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float eyeLiftFactor() const
- Returns the eye lift factor of the lines. - See also 
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void setEyeLiftFactor(float factor)
- Sets the eye lift factor for the lines. - The eye lift factor specifies if the lines 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. 
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void add(const std::vector<Vec3d> &vertices)
- Adds the given lines to the part. - The array must contain pairs of vertices specifying the line segments to add. 
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size_t count() const
- Returns the number of line segments in the part. 
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void removeAll()
- Removes all lines from the part. 
 - Public Static Functions - 
static PtrRef<MarkupPartLines> create(const std::vector<Vec3d> &vertices, const Color3f &color, float lineWidth = 1.0f, bool alwaysVisible = false, float eyeLiftFactor = 0.0f)
- Returns a newly created part with the given line segments and settings. - The returned part will have - vertices.size()/2lines, as the array contains pairs of <start,end> vertices.- color: The line color for all lines in the part 
- lineWidth: The line width in pixels for all lines in the part 
- alwaysVisible: If true, the lines will always be visible and not use the z buffer. 
- eyeLiftFactor: A factor to move the lines towards the camera. This is used to control item drawn in the same plane. 
 
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static PtrRef<MarkupPartLines> create(const Vec3d &vertex1, const Vec3d &vertex2, const Color3f &color, float lineWidth = 1.0f, bool alwaysVisible = false, float eyeLiftFactor = 0.0f)
- Returns a newly created part with one line segment <vertex1 -> vertex2> - The returned part will have - vertices.size()/2lines, as the array contains pairs of <start,end> vertices.- color: The line color for all lines in the part 
- lineWidth: The line width in pixels for all lines in the part 
- alwaysVisible: If true, the lines will always be visible and not use the z buffer. 
- eyeLiftFactor: A factor to move the lines towards the camera. This is used to control item drawn in the same plane. 
 
 
