class mrpt::opengl::CGridPlaneXY¶
A grid of lines over the XY plane.
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#include <mrpt/opengl/CGridPlaneXY.h> class CGridPlaneXY: public mrpt::opengl::CRenderizableShaderWireFrame { public: // construction CGridPlaneXY( float xMin = -10, float xMax = 10, float yMin = -10, float yMax = 10, float z = 0, float frequency = 1, float lineWidth = 1.3f, bool antiAliasing = true ); // methods void setPlaneLimits( float xmin, float xmax, float ymin, float ymax ); void getPlaneLimits( float& xmin, float& xmax, float& ymin, float& ymax ) const; void setPlaneZcoord(float z); float getPlaneZcoord() const; void setGridFrequency(float freq); float getGridFrequency() const; virtual void onUpdateBuffers_Wireframe(); virtual void getBoundingBox(mrpt::math::TPoint3D& bb_min, mrpt::math::TPoint3D& bb_max) const; virtual void render(const RenderContext& rc) const; };
Inherited Members¶
public: // structs struct RenderContext; // methods virtual void render(const RenderContext& rc) const = 0; virtual void renderUpdateBuffers() const = 0; virtual shader_list_t requiredShaders() const; virtual void getBoundingBox(mrpt::math::TPoint3D& bb_min, mrpt::math::TPoint3D& bb_max) const = 0; virtual void freeOpenGLResources() = 0; virtual void onUpdateBuffers_Wireframe() = 0;
Construction¶
CGridPlaneXY( float xMin = -10, float xMax = 10, float yMin = -10, float yMax = 10, float z = 0, float frequency = 1, float lineWidth = 1.3f, bool antiAliasing = true )
Constructor.
Methods¶
virtual void onUpdateBuffers_Wireframe()
Must be implemented in derived classes to update the geometric entities to be drawn in “m_*_buffer” fields.
virtual void getBoundingBox(mrpt::math::TPoint3D& bb_min, mrpt::math::TPoint3D& bb_max) const
Evaluates the bounding box of this object (including possible children) in the coordinate frame of the object parent.
virtual void render(const RenderContext& rc) const
Implements the rendering of 3D objects in each class derived from CRenderizable.
This can be called more than once (one per required shader program) if the object registered several shaders.
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