# SbSphereSectionProjector.3iv man page

SbSphereSectionProjector — sphere-section projector

## Inherits from

SbProjector > SbSphereProjector > SbSphereSectionProjector

## 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**

## Description

**SbSphereSectionProjector** projects a window space point (usually based on the mouse location) onto the section of a sphere that has been sliced by a plane. Two projected points can produce a rotation about the sphere's center. The tolerance slice can be specified as a fraction of the radius of the sphere. The projection point will not extend beyond the sliced portion of the sphere.

Incremental changes (delta rotation) can be computed during interactive sessions. Sphere projectors are typically used to write interactive 3D manipulators and viewers.

## Methods

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

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

Constructors. The first uses a default sphere centered at the origin with radius 1.0; the sphere is supplied in the second. The position of the plane which 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 determines 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.

The default view volume is undefined, and the working space is identity.

**~SbSphereSectionProjector()**

Destructor.

**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.

**void** **setRadialFactor(float radialFactor = 0.0)**

**float** **getRadialFactor() const**

Set and get the radial rotation factor. When the mouse is dragged off the edge of the sphere, the mouse motion can be classified as either tangential (moving in a circle around the sphere) or radial (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). 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 (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.

## See Also

**SbCylinderProjector, SbCylinderSectionProjector, SbCylinderPlaneProjector, SbCylinderSheetProjector, SbLineProjector, SbPlaneProjector, SbSpherePlaneProjector, SbSphereSheetProjector**