
The processing pipeline of the volume haptics calculations consists of four steps. First the primitives are collected from all active modes, then the solvers are used to determine the new proxy position after which the force is calculated from the displacement of the proxy relative the probe. The last step is to feed this force back to the haptic instrument. Between each of these steps the intermediate result may be altered or analysed by a haptic shader. Each of the shaders are invoced in each step, however the shader does nothing per default.
Since active haptic shaders are used from the haptics thread, do not delete them! Deactivate the node first and wait a few frames before deleting it.
X3D Interface | ||||
| Name | Type | Default value | Description | |
![]() | active | SFBool | true | Specifies if this haptic shader should be active or not. |
Public Member Functions | |
| VHTKHapticShaderNode (H3D::Inst< H3D::SFNode > _metadata=0, H3D::Inst< H3D::SFBool > _active=0) | |
| void | traverseSG (H3D::TraverseInfo &ti) |
Public Attributes | |
| auto_ptr< H3D::SFBool > | active |
| Specifies if this haptic shader should be active or not. | |
Static Public Attributes | |
| static H3D::H3DNodeDatabase | database |
Protected Member Functions | |
| virtual void | processPrimitives (primitives_t &plist) |
| virtual void | processProxy (HAPI::Vec3 &proxy) |
| virtual void | processForce (HAPI::Vec3 &force) |
Friends | |
| struct | VolumeHapticsEffect |
| auto_ptr< H3D::SFBool > VHTK::VHTKHapticShaderNode::active |
Specifies if this haptic shader should be active or not.
1.5.6