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Lumiera 0.pre.04
»edit your freedom«
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Implementing the Placement mechanics. More...
Go to the source code of this file.
Implementing the Placement mechanics.
The various specifications how to place some MObject (logically) within the Session are given by small LocatingPin objects forming a chain. For resolving the actual position, at the moment (10/07) we use a preliminary implementation to support the most common Placement types (fixed and relative). It is comprised of the nested LocatingSolution and the functions FixedLocation::resolve(LocatingSolution&) and RelativeLocation::resolve(LocatingSolution&) etc. If this is to be extended, we'll need a real spatial discrete constraint solver (and this probably will be some library implementation, because the problem is anything but trivial).
Definition in file locatingpin.hpp.
Namespaces | |
| namespace | steam |
| Steam-Layer implementation namespace root. | |
| namespace | steam::asset |
| The asset subsystem of the Steam-Layer. | |
| namespace | steam::mobject |
| Media-Objects, edit operations and high-level session. | |
| namespace | steam::mobject::session |
| Namespace of Session and user visible high-level objects. | |
Typedefs | |
| typedef PlacementRef< MObject > | PlaRef |
| TODO: as of 5/09 the idea is to phase out direct dependency on the placement class and recast those dependencies in terms of PlacementRef. | |
Classes | |
| class | LocatingPin |
| Positioning specification, possibly chained to further specifications. More... | |
| struct | LocatingPin::LocatingSolution |
Functions | |
| bool | operator== (LocatingPin const &pin1, LocatingPin const &pin2) |
| check for equivalent definition of a complete locating chain | |