DrawingAttributeControl

class HPS::DrawingAttributeControl : public HPS::Control

The HPS::DrawingAttributeControl class is a smart pointer that is tied to a database object. This object is used to manipulate various high-level settings, such as depth range, priority, and displacement. Note that some of the attributes available through this control should only be set for an entire window, while others can be set at multiple places.

Global attributes: World handedness, polygon handedness, priority, depth range

Segment-level attributes: overlay, deferral, face displacement, general displacement, clip regions

This table lists default values for the various segment attributes accessible from HPS::DrawingAttributeControl.

Public Functions

DrawingAttributeControl(DrawingAttributeControl &&in_that)

The move constructor creates a DrawingAttributeControl by transferring the underlying impl of the rvalue reference to this DrawingAttributeControl thereby avoiding a copy and allocation.

Parameters

in_that – An rvalue reference to a DrawingAttributeControl to take the impl from.

DrawingAttributeControl(DrawingAttributeControl const &in_that)

Initializes a control tied to the same object as in_that.

explicit DrawingAttributeControl(SegmentKey &in_seg)

Initializes a control tied to the segment in_seg.

inline virtual HPS::Type ObjectType() const

This function returns the type the object, as declared (if the object is derived, this does not give the true type of the derived object).

Returns

The declared type of the object in question, which may differ from the true, underlying type.

DrawingAttributeControl &operator=(DrawingAttributeControl &&in_that)

The move assignment operator transfers the underlying impl of the rvalue reference to this DrawingAttributeControl thereby avoiding a copy.

Parameters

in_that – An rvalue reference to an DrawingAttributeControl to take the impl from.

Returns

A reference to this DrawingAttributeControl.

DrawingAttributeControl &operator=(DrawingAttributeControl const &in_that)

Share the underlying smart-pointer of the DrawingAttributeControl source.

Parameters

in_that – The DrawingAttributeControl source of the assignment.

Returns

A reference to this DrawingAttributeControl.

DrawingAttributeControl &SetClipRegion(PointArray const &in_points, Drawing::ClipSpace in_space = Drawing::ClipSpace::World, Drawing::ClipOperation in_operation = Drawing::ClipOperation::Keep)

Specifies a clip region.

Parameters
  • in_points – An array of points specifying the shape of the clip region.

  • in_space – The space coordinated in which the points are specified.

  • in_operation – The operation performed by this clip region.

Returns

A reference to this object.

DrawingAttributeControl &SetClipRegion(PointArrayArray const &in_loops, Drawing::ClipSpace in_space = Drawing::ClipSpace::World, Drawing::ClipOperation in_operation = Drawing::ClipOperation::Keep)

Sets a complex polygonal clip region defined by the XOR of a series of loops.

Parameters
  • in_loops – An array of loops describing clip regions.

  • in_space – The coordinate space in which in_loops are specified.

  • in_operation – The operation performed by the clip region.

Returns

A reference to this object.

DrawingAttributeControl &SetClipRegion(size_t in_point_count, Point const in_points[], Drawing::ClipSpace in_space = Drawing::ClipSpace::World, Drawing::ClipOperation in_operation = Drawing::ClipOperation::Keep)

Specifies a clip region.

Parameters
  • in_point_count – The number of elements in in_points

  • in_points – An array of points specifying the shape of the clip region.

  • in_space – The space coordinated in which the points are specified.

  • in_operation – The operation performed by this clip region.

Returns

A reference to this object.

DrawingAttributeControl &SetDeferral(int in_deferral)

Specifies a drawing order for a segment during timed updates. Segments with a lower deferral value will be drawn before segments with a higher value. This attribute does not inherit like most attributes. Segments have a default value of 0.

Parameters

in_deferral – A drawing priority, with larger values drawing later than usual. Should be non-negative.

Returns

A reference to this object.

DrawingAttributeControl &SetDepthRange(float in_near, float in_far)

Compresses effective Z values into a subset of what they would otherwise have been. This allows certain pieces of the scene to be drawn on top at all times without additional sub-windows. Values of (0,0) will force all geometry into the frontmost bucket, but will have the drawback that it will cause z-fighting amongst the geometry that shares that setting. To get such pieces of geometry to resolve reasonably well against each other, a range of (0,0.1) should perform reasonably well.

Depth range settings are not cumulative, and have no effect when the rendering algorithm is Priority, or is not set.

The default is (0,1)

Parameters
  • in_near – The portion of the depth range closest to the camera. Valid range is [0,1] with in_near <= in_far.

  • in_far – The portion of the depth range furthest to the camera. Valid range is [0,1] with in_near <= in_far.

Returns

A reference to this object.

DrawingAttributeControl &SetFaceDisplacement(bool in_state, int in_buckets = 0)

Specifies a number of Z-buffer units that rendered faces should be pushed away from the camera. This can be used to reduce edge stitching by ensuring that coincident edges lay on top of the faces. Negative face displacements will push faces toward the camera.

Parameters
  • in_state – Whether face displacement should be used.

  • in_buckets – The number of units to move faces in the Z-Buffer. The units are 1/2^24 in the normalized depth range [0,1]. Negative values will move faces toward the camera, positive values away from the camera.

Returns

A reference to this object.

DrawingAttributeControl &SetFaceDisplacement(int in_buckets)

Specifies a number of Z-buffer units that rendered faces should be pushed away from the camera. The state is implicitly on.

See

SetFaceDisplacement(bool in_state, int in_buckets)

Parameters

in_buckets – The number of units to move faces in the Z-Buffer. The units are 1/2^24 in the normalized depth range [0,1]. Negative values will move faces toward the camera, positive values away from the camera.

Returns

A reference to this object.

DrawingAttributeControl &SetGeneralDisplacement(bool in_state, int in_buckets = 0)

Specifies a number of Z-buffer units that all geometry should be pushed away from the camera. This can be used to ensure that certain geometry is drawn on top of or behind the rest of the scene. Negative general displacements will push geometry toward the camera.

Parameters
  • in_state – Whether general displacement should be used.

  • in_buckets – The number of units to move rendered geometry in the Z-Buffer. The units are 1/2^24 in the normalized depth range [0,1]. Negative values will move geometry toward the camera, positive values away from the camera.

Returns

A reference to this object.

DrawingAttributeControl &SetGeneralDisplacement(int in_buckets)

Specifies a number of Z-buffer units that all geometry should be pushed away from the camera. The state is implicitly on.

See

SetGeneralDisplacement(bool in_state, int in_buckets)

Parameters

in_buckets – The number of units to move rendered geometry in the Z-Buffer. The units are 1/2^24 in the normalized depth range [0,1]. Negative values will move geometry toward the camera, positive values away from the camera.

Returns

A reference to this object.

DrawingAttributeControl &SetOverlay(Drawing::Overlay in_overlay)

Allows moving, editing, or deleting to take place in a segment without triggering a full-screen redraw.

Parameters

in_overlay – The type of overlay, if any, to be used.

Returns

A reference to this object.

DrawingAttributeControl &SetOverrideInternalColor(VisibilityKit const &in_kit)

Specifies internal color of line styles, glyphs and similar items should be overridden.

Parameters

in_kit – Which types should internal colors should be overridden.

Returns

A reference to this object.

DrawingAttributeControl &SetPolygonHandedness(Drawing::Handedness in_handedness)

In order to do a back face culling, there must be some definition of a polygon’s “front” and “back”. This orientation is determined by the order in which the polygon’s vertices were originally defined and the polygon handedness setting (not the world handedness). If you wrap the fingers of the chosen hand along the vertices of the polygon, with your wrist at the first vertex and your fingertips at the last, then extend your thumb perpendicular to your fingers, your thumb is extending out of the front face of the polygon.

See

SetWorldHandedness()

See

CullingKit::SetBackFace()

Parameters

in_handedness – The handedness to be used for geometry.

Returns

A reference to this object.

DrawingAttributeControl &SetVertexDecimation(float in_zero_to_one)

Specifies an amount of vertices to draw 1 draws them all.

Parameters

in_zero_to_one – An amount, between [0,1], of vertices to draw.

Returns

A reference to this object.

DrawingAttributeControl &SetVertexDisplacement(bool in_state, int in_buckets = 0)

Specifies a number of Z-buffer units that vertices should be pushed away from the camera. This can be used to ensure that vertices are drawn on top of or behind other geometry. Negative general displacements will push vertices toward the camera.

Parameters
  • in_state – Whether vertex displacement should be used.

  • in_buckets – The number of units to move vertices in the Z-Buffer. The units are 1/2^24 in the normalized depth range [0,1]. Negative values will move vertices toward the camera, positive values away from the camera.

Returns

A reference to this object.

DrawingAttributeControl &SetVertexDisplacement(int in_buckets)

Specifies a number of Z-buffer units that vertices should be pushed away from the camera. The state is implicitly on.

Parameters

in_buckets – The number of units to move vertices in the Z-Buffer. The units are 1/2^24 in the normalized depth range [0,1]. Negative values will move vertices toward the camera, positive values away from the camera.

Returns

A reference to this object.

DrawingAttributeControl &SetVertexRandomization(bool in_state)

Specifies vertices should be drawn in a random order.

Parameters

in_state – If true the vertices for a point cloud will be randomized.

Returns

A reference to this object.

DrawingAttributeControl &SetWorldHandedness(Drawing::Handedness in_handedness)

The world handedness determines the orientation of the Z-axis in the Cartesian coordinate system. If you curl the fingers of your appropriate hand from the X-axis towards the Y-axis, your thumb will point in the direction of the Z-axis.

See

SetPolygonHandedness()

Parameters

in_handedness – The handedness of the underlying coordinate system.

Returns

A reference to this object.

bool ShowClipRegion(PointArrayArray &out_loops, Drawing::ClipSpace &out_space, Drawing::ClipOperation &out_operation) const

Shows the clip region setting.

Parameters
  • out_loops – An array of loops specifying the shape of the clip region.

  • out_space – The coordinate space the points are specified in.

  • out_operation – The operation performed by this clip region.

Returns

true if the setting is valid, false otherwise.

bool ShowDeferral(int &out_defer_batch) const

Shows the deferral setting.

Parameters

out_defer_batch – A drawing priority, with negative values drawing earlier than usual and positive values drawing later than usual.

Returns

true if the setting is valid, false otherwise.

bool ShowDepthRange(float &out_x, float &out_y) const

Shows the depth range setting.

Parameters
  • out_near – The portion of the depth range closest to the camera. Valid range is [0,1] with out_near <= out_far.

  • out_far – The portion of the depth range furthest to the camera. Valid range is [0,1] with out_near <= out_far.

Returns

true if the setting is valid, false otherwise.

bool ShowFaceDisplacement(bool &out_state, int &out_buckets) const

Shows the face displacement setting.

Parameters
  • out_state – Whether face displacement will be used.

  • out_buckets – The distance to move rendered faces away from the camera.

Returns

true if the setting is valid, false otherwise.

bool ShowGeneralDisplacement(bool &out_state, int &out_buckets) const

Shows the general displacement setting.

Parameters
  • out_state – Whether general displacement will be used.

  • out_buckets – The distance to move rendered geometry away from the camera.

Returns

true if the setting is valid, false otherwise.

bool ShowOverlay(Drawing::Overlay &out_overlay) const

Shows the overlay setting.

Parameters

out_overlay – The type of overlay, if any, used.

Returns

true if the setting is valid, false otherwise.

bool ShowOverrideInternalColor(VisibilityKit &out_kit) const

Shows the override internal color setting.

Parameters

out_kit – Which override internal color types will be used.

Returns

true if the setting is valid, false otherwise.

bool ShowPolygonHandedness(Drawing::Handedness &out_handedness) const

Shows the polygon handedness.

Parameters

out_handedness – The handedness used for geometry.

Returns

true if the setting is valid, false otherwise.

bool ShowVertexDecimation(float &out_zero_to_one) const

Shows the vertex decimation setting.

Parameters

out_zero_to_one – The value set for vertex decimation.

Returns

true if the setting is valid, false otherwise.

bool ShowVertexDisplacement(bool &out_state, int &out_buckets) const

Shows the vertex displacement setting.

Parameters
  • out_state – Whether vertex displacement will be used.

  • out_buckets – The distance to move vertices away from the camera.

Returns

true if the setting is valid, false otherwise.

bool ShowVertexRandomization(bool &out_state) const

Shows the vertex randomization setting.

Parameters

out_state – Whether vertex randomization will be used.

Returns

true if the setting is valid, false otherwise.

bool ShowWorldHandedness(Drawing::Handedness &out_handedness) const

Shows the world handedness.

Parameters

out_handedness – The handedness of the underlying coordinate system.

Returns

true if the setting is valid, false otherwise.

DrawingAttributeControl &UnsetClipRegion()

Removes a clip region setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetDeferral()

Removes a deferral setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetDepthRange()

Removes a depth range setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetEverything()

Removes all settings from this object. If the control is attached to a WindowKey this function restores the default settings of this control as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetFaceDisplacement()

Removes a face displacement setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetGeneralDisplacement()

Removes a general displacement setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetOverlay()

Removes an overlay setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetOverrideInternalColor()

Removes an override internal color setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetPolygonHandedness()

Removes a polygon handedness setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetVertexDecimation()

Removes a vertex decimation setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetVertexDisplacement()

Removes a vertex displacement setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetVertexRandomization()

Removes a vertex randomization setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

DrawingAttributeControl &UnsetWorldHandedness()

Removes a world handedness setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by DrawingAttributeKit::GetDefault().

Returns

A reference to this object.

~DrawingAttributeControl()

Releases a reference to the database object this control is tied to.

Public Static Attributes

static const HPS::Type staticType = HPS::Type::DrawingAttributeControl