SBSPHERESECTIONPROJECTOR(3iv)

🌸 SbSphereSectionProjector 🌸

okay so bestie, welcome to the <Inventor/projectors/SbSphereSectionProjector.h> page from the <3IV> manual πŸ’– this is the whole sphere-section projector situation, and I'm gonna walk you through it like we're texting, no cap.


✨ NAME ✨

SbSphereSectionProjector β€” sphere-section projector πŸŽ€

πŸ¦‹ INHERITS FROM πŸ¦‹

SbProjector > SbSphereProjector > SbSphereSectionProjector

like, it's the whole glow-up lineage, it inherits down the chain πŸ’…

🌈 SYNOPSIS 🌈

#include <Inventor/projectors/SbSphereSectionProjector.h>

Methods from class SbSphereSectionProjector:

                     SbSphereSectionProjector(float edgeTol = .9, SbBool
                          orientToEye = TRUE)
                     SbSphereSectionProjector(const SbSphere &sph, float
                          edgeTol = .9, SbBool orientToEye = TRUE)
                     ~SbSphereSectionProjector()
void                setTolerance(float edgeTol)
float               getTolerance() const
void                setRadialFactor(float radialFactor = 0.0)
float               getRadialFactor() const
SbBool              isWithinTolerance(const SbVec3f &point)

Methods from class SbSphereProjector:

SbVec3f             projectAndGetRotation(const SbVec2f &point, SbRotation
                         &rot)
virtual SbRotation  getRotation(const SbVec3f &point1, const SbVec3f
                         &point2)
void                setSphere(const SbSphere &sph)
const SbSphere &    getSphere() const
void                setOrientToEye(SbBool orientToEye)
SbBool              isOrientToEye() const
void                setFront(SbBool isFront)
SbBool              isFront() const
SbBool              isPointInFront(const SbVec3f &point) const

Methods from class SbProjector:

virtual SbVec3f        project(const SbVec2f &point)
virtual void           setViewVolume(const SbViewVolume &vol)
const SbViewVolume &   getViewVolume() const
virtual void           setWorkingSpace(const SbMatrix &space)
const SbMatrix &       getWorkingSpace() const
virtual SbProjector *  copy() const

πŸ’– DESCRIPTION πŸ’–

okay so <SbSphereSectionProjector> takes a window space point β€” usually wherever your mouse is at πŸ–±οΈ β€” and projects it onto the section of a sphere that's been sliced by a plane. Two of those projected points can then cook up a rotation around the sphere's center. periodt.

The tolerance slice gets specified as a fraction of the radius of the sphere, and the projection point will not extend beyond the sliced portion of the sphere, so don't even try it πŸ™ˆ

Incremental changes (delta rotation, iykyk) can be computed during interactive sessions, and sphere projectors are typically the ones you reach for when you're writing interactive 3D manipulators and viewers ✨


πŸ’… METHODS πŸ’…

SbSphereSectionProjector(float edgeTol = .9, SbBool orientToEye = TRUE)

SbSphereSectionProjector(const SbSphere &sph, float edgeTol = .9, SbBool orientToEye = TRUE)

Constructors 🫢 the first one uses a default sphere centered at the origin with radius 1.0; the second one takes the sphere you hand it. The position of the plane that slices the sphere into a section is specified as a fraction of the sphere radius with the parameter edgeTol.

  • A tolerance value of 1.0 positions the plane down the center of the sphere.
  • A tolerance value of 0.5 defines the longitudinal plane halfway between the center and the outside edge of the sphere.
  • The default value is .9, so that almost half the sphere is in front of the plane.

The orientToEye parameter decides whether the plane is perpendicular to the eye, or perpendicular to the sphere's Z axis. Setting that parameter to TRUE (the default) specifies that the plane be perpendicular to the eye, which is most often the desired behavior πŸ‘‘

Also, the default view volume is undefined, and the working space is identity. noted, bestie.

~SbSphereSectionProjector()

Destructor. she's done, she's leaving, iconic πŸ’€

void setTolerance(float edgeTol)

float getTolerance() const

Set and get the edge tolerance as a fraction of the radius of the sphere. If this is 1.0, the projector is a hemisphere. If this is .1, the projector is a slice of the sphere with radius .1*radius. Default is .9 πŸ’–

void setRadialFactor(float radialFactor = 0.0)

float getRadialFactor() const

Set and get the radial rotation factor. So when the mouse is dragged off the edge of the sphere, the mouse motion can be classified as either:

  • tangential β€” moving in a circle around the sphere
  • radial β€” moving toward or away from the center

The tangential motion will always map to a rotation around the center, like the hands of a clock πŸ•. The radial motion, by default, has no effect. But if you set the radialFactor to be > 0.0, this motion will make the sphere rotate as if the mouse is pulling the top of the sphere out toward the mouse. If radialFactor = 1.0, then pulling has a normal' feel β€” that is, the mouse motion causes the same amount of rotation as if you had rotated by hitting the actual surface of the sphere. Default is 0.0` ✨

SbBool isWithinTolerance(const SbVec3f &point)

Find whether this point on the sphere or tolerance plane is within tolerance πŸ”


πŸŽ€ SEE ALSO πŸŽ€

  • SbCylinderProjector
  • SbCylinderSectionProjector
  • SbCylinderPlaneProjector
  • SbCylinderSheetProjector
  • SbLineProjector
  • SbPlaneProjector
  • SbSpherePlaneProjector
  • SbSphereSheetProjector

and that's the whole page, bestie πŸ’œ the footer just echoes <SbSphereSectionProjector(3IV)>() β€” that 3IV is the manual it lives in and there's literally no date or version tucked in there beyond that, so that's all the tea πŸ“

ily, go project something cute 🌸✨