cee::vis::MarkupPartPoints
- 
class MarkupPartPoints : public MarkupPart
- A MarkupModel part for drawing points. - The part can contain any number of points, but all points will share the same settings for - color 
- point size (in pixels) 
- always visible. True if the points should always be visible and not use the z buffer. 
- eye lift factor. A factor to move the points towards the camera. This is used to control item drawn in the same plane. 
 - See also - Public Functions - 
MarkupPartPoints()
- Constructs an empty part. 
 - 
MarkupPartPoints(const Color3f &color, float pointSize, bool alwaysVisible, float eyeLiftFactor)
- Constructs a part with the given settings. - color: The point color for all point in the part 
- pointSize: The point size in pixels for all points in the part 
- alwaysVisible: If true, the points will always be visible and not use the z buffer 
- eyeLiftFactor: A factor to move the points towards the camera. This is used to control item drawn in the same plane. 
 
 - 
virtual PartType type() const
- Returns the type of the part. Always MarkupPart::POINTS. 
 - 
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 12. 
 - 
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. 
 - 
float pointSize() const
- Returns the current point size. 
 - 
void setPointSize(float pointSize)
- Sets the current point size. 
 - 
bool alwaysVisible() const
- Returns true if the points are always visible and does not use the z buffer. 
 - 
void setAlwaysVisible(bool showAlways)
- Sets if the points should be always visible and not use the z buffer. 
 - 
float eyeLiftFactor() const
- Returns the eye lift factor of the lines. - See also 
 - 
void setEyeLiftFactor(float factor)
- Sets the eye lift factor for the lines. - The eye lift factor specifies if the points 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. 
 - 
size_t count() const
- Returns the number of points in the part. 
 - 
void removeAll()
- Removes all points from the part. 
 - Public Static Functions - 
static PtrRef<MarkupPartPoints> create(const std::vector<Vec3d> &vertices, const Color3f &color, float pointSize = 1.0f, bool alwaysVisible = false, float eyeLiftFactor = 0.0f)
- Returns a newly created part with the given points and settings. - The returned part will have - vertices.size()points.- color: The line color for all lines in the part 
- pointSize: The point size 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. 
 
 - 
static PtrRef<MarkupPartPoints> create(const Vec3d &vertex, const Color3f &color, float pointSize = 1.0f, bool alwaysVisible = false, float eyeLiftFactor = 0.0f)
- Returns a newly created part with the given point and settings. - The returned part will have one point. - color: The line color for all lines in the part 
- pointSize: The point size 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. 
 
 
