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#pragma once
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#include <afx.h>
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class VtkSceneParameterSettings
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{
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public:
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VtkSceneParameterSettings()
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{
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SysFreeString(m_wellTypeColors);
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m_wellTypeColors = nullptr;
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}
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//general
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bool m_showAxies = false;
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bool m_showScalarBar = false;
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bool m_showMeshLinearExtrusion = false;
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bool m_ShowCoordinateGridLine = false;
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bool m_ShowMeshEdgeColorGradient = false;
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int m_zScale = 1;
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//background
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double m_background_color_r = 0.0;
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double m_background_color_g = 0.0;
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double m_background_color_b = 0.0;
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//camera
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double m_camera_distance = 0.0;
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double m_camera_position_x = 0.0;
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double m_camera_position_y = 0.0;
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double m_camera_position_z = 0.0;
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double m_camera_focalPoint_x = 0.0;
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double m_camera_focalPoint_y = 0.0;
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double m_camera_focalPoint_z = 0.0;
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double m_camera_viewUp_x = 0.0;
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double m_camera_viewUp_y = 0.0;
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double m_camera_viewUp_z = 0.0;
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double m_camera_azimuth = 0.0;
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double m_camera_elevation = 0.0;
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double m_camera_roll = 0.0;
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double m_camera_viewAngle = 0.0;
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double m_camera_clippingRange_0 = 0.0;
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double m_camera_clippingRange_1 = 0.0;
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//actor
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double m_actor_ambientColor_r = 0.0;
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double m_actor_ambientColor_g = 0.0;
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double m_actor_ambientColor_b = 0.0;
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double m_actor_diffuseColor_r = 0.0;
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double m_actor_diffuseColor_g = 0.0;
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double m_actor_diffuseColor_b = 0.0;
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double m_actor_specularColor_r = 0.0;
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double m_actor_specularColor_g = 0.0;
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double m_actor_specularColor_b = 0.0;
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double m_actor_ambient = 0.0;
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double m_actor_diffuse = 0.0;
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double m_actor_specular = 0.0;
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//light
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int m_light_mode = 0;
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double m_light_intensity = 0.0;
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double m_light_color_r = 0.0;
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double m_light_color_g = 0.0;
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double m_light_color_b = 0.0;
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double m_light_ambientColor_r = 0.0;
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double m_light_ambientColor_g = 0.0;
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double m_light_ambientColor_b = 0.0;
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double m_light_diffuseColor_r = 0.0;
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double m_light_diffuseColor_g = 0.0;
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double m_light_diffuseColor_b = 0.0;
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double m_light_specularColor_r = 0.0;
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double m_light_specularColor_g = 0.0;
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double m_light_specularColor_b = 0.0;
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double m_light_position_x = 0.0;
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double m_light_position_y = 0.0;
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double m_light_position_z = 0.0;
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double m_light_focalPoint_x = 0.0;
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double m_light_focalPoint_y = 0.0;
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double m_light_focalPoint_z = 0.0;
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double m_light_azimuth = 0.0;
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double m_light_elevation = 0.0;
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//vtk mesh edge color
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double m_mesh_edge_color_r = 0.0;
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double m_mesh_edge_color_g = 0.0;
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double m_mesh_edge_color_b = 0.0;
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int32_t m_mesh_edge_mode = 0;
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//
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bool m_singularValueFilterFlag = false;
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int32_t m_singularThreshold = 65;
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// <20><>ֱ<EFBFBD><D6B1><EFBFBD><EFBFBD>
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double m_zMaxScale = 50.0;
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// ҵ<><D2B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int32_t m_thickness = 0;
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/**** <20><><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD> ***/
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int32_t m_wellMode = 0; // <20><>ʾģʽ
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double m_wellColumnHeight = 100.0; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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double m_wellColumnRadius = 10; // <20><>ס<EFBFBD>뾶
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uint32_t m_wellColumnColor = 0; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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uint32_t m_wellColumnNameColor = 0; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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int32_t m_wellColumnNameSize = 15; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
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int32_t m_wellColumnNameGap = 0; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int32_t m_faultModeEnum = 0; // <20><><EFBFBD><EFBFBD>ʾģʽ
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int32_t m_wellSymbalRadius{25}; // <20><>ͷ<EFBFBD>뾶
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bool m_wellColumnThrough{ false }; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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BSTR m_wellTypeColors = nullptr; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Ϊ<EFBFBD><CEAA> C++ <20>ṹ<EFBFBD><E1B9B9><EFBFBD>ܹ<EFBFBD>ֱ<EFBFBD><D6B1>ӳ<EFBFBD>䵽 C# <20>ṹ<EFBFBD>壬<EFBFBD><E5A3AC><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD> BSTR <20><><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD>ʹ<EFBFBD><CAB9> CString <20><EFBFBD><DEB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>
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};
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