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<?xml version="1.0" encoding="UTF-8"?>
<?import java.lang.*?>
<?import javafx.scene.layout.*?>
<!-- Semi transparent overlay -->
<Pane fx:id="ssPane" prefHeight="1000.0" prefWidth="1800.0"
style="-fx-background-color: #0000005F;" xmlns:fx="http://javafx.com/fxml/1"
xmlns="http://javafx.com/javafx/2.2" fx:controller="com.sap.epsilon.ui.SSController">
</Pane>
{
"CPU_LOAD": {
"BootTime": 1385775000,
"ContextSwitch": 651469888,
"CpuTotalTime": 13021172,
"Processes": 2026392,
"cpu": {
"freq": 1194.24,
"nice": 1.314115,
"system": 7.1634254,
{
"accuracy": 0,
"azimuth": 0.031351287,
"pitch": 72.08148,
"roll": -10.575861,
"timestamp": 1387125905.412629
}
{
"accuracy": 0,
"lux": 10.098748,
"timestamp": 1387125904.813813
}
{
"accuracy": 2,
"timestamp": 1387325897.790226,
"x": 0.011724034,
"y": 0.0031973913,
"z": 0.0031973913
}
{
"duration": 0.907,
"taskInfo": {
"baseIntent": {
"mAction": "android.intent.action.MAIN",
"mCategories": ["android.intent.category.HOME"],
"mComponent": {
"mClass": "com.android.launcher2.Launcher",
"mPackage": "com.teslacoilsw.launcher"
},
// Initialize model
model = new Model("protein.ply", context);
numberOfVertices = model.getNumberOfVertices();
// Allocate Buffer
mVertexBuffer = ByteBuffer
.allocateDirect(numberOfVertices * FLOAT_SIZE_BYTES * 3)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
// Load model
model.LoadModelToBuffer(mVertexBuffer);
scale = model.getUnitScale();
void transformBox(){
float xMin = boatboax[0]->posMin.x;
float yMin = boatboax[0]->posMin.y;
float zMin = boatboax[0]->posMin.z;
float xp = mv[0] * xMin + mv[4] * yMin + mv[8] * zMin + mv[12];
float yp = mv[1] * xMin + mv[5] * yMin + mv[9] * zMin + mv[13];
float zp = mv[2] * xMin + mv[6] * yMin + mv[10] * zMin + mv[14];
float wp = mv[3] * xMin + mv[7] * yMin + mv[11] * zMin + mv[15];
//...
vtkPolyData *polyData = vtkPolyData::New();
vtkPoints *points = vtkPoints::New();
//...
points->InsertPoint(count, p[0],p[1],p[2]); // I add several points inside a loop with this function
//...
polyData->SetPoints(points);
points->Delete();
app->addPolyDataRepresentation(polyData, app->shaderProgram());
std::vector<vesSharedPtr<vesActor> > actors = app->renderer()->sceneActors();
iterator = curveHolder.curves.iterator(); // This iterator is a Iterator<BezierCurve>
paths.reset(); // Don't forget to reset the paths
first = true;
for (;iterator.hasNext();) {
curve = iterator.next();
if (first) {
first = false;
paths.moveTo(curve.point1.x, curve.point1.y);
}
paths.quadTo(curve.controlPoint.x, curve.controlPoint.y,