Fish - FiberLib for VISH 0.3
Fish - The Fiber Bundle API for the Vish Visualization Shell
Wizt::RecursiveSeaBed Struct Reference

Public Member Functions

const VCameraCurrentCameraSettings () const
double ApparentCellSize2_Threshold () const
bool checkIfFragmentIsTooDetailedOrInvisible (const Fiber::SkeletonID &LevelID, const Fiber::CoordinateRepresentationReference &, const RefPtr< Field > &Coordinates, const RefPtr< CreativeArrayBase > &theVertexFragmentData, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const
bool checkIfVertexFragmentIsTooDetailedOrInvisible (const Fiber::SkeletonID &LevelID, const Fiber::CoordinateRepresentationReference &, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const
bool checkIfVertexCompatibleFragmentIsTooDetailedOrInvisible (const Fiber::SkeletonID &LevelID, const Fiber::CoordinateRepresentationReference &, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const
bool checkIfFragmentIsTooDetailedOrInvisible (const GridAnemone::SkeletonSet::const_iterator &S, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const
int MaxCollectedFragsPerLevel () const
void includeInStatistics (const SkeletonID &ID) const
void prepareFragment (const GridAnemone::SkeletonSet::const_iterator &S, const RefPtr< FragmentID > &ParentFragmentID, bool TerminalFragment) const
int isInside (const Skeleton &VertexSkeleton, const RefPtr< FragmentID > &theFragmentID) const
void recurseLevelFragment (const GridAnemone::SkeletonSet::const_iterator &S, const RefPtr< FragmentID > &ParentFragmentID) const
void recurseLevel (const GridAnemone::SkeletonSet::const_iterator &S)
 Recursion over vertices.
void renderRefinedConnectivityFragment (const RefinedFragmentSkeleton &Refinement, const SkeletonID &CurrentConnectivityID, const SkeletonID &NextConnectivityID, Field &ConnectivityField, const RefPtr< FragmentID > &theConnectivityFragmentID, const RefPtr< CreativeArrayBase > &theConnectivityFragmentCreator, const RefPtr< BoundingBox > &theConnectivityFragmentBBox, const SkeletonID &CurrentVertexSkeletonID, const SkeletonID &NextVertexID)
void renderRecursiveConnectivityFragment (const SkeletonID &CurrentConnectivityID, Field &ConnectivityField, const RefPtr< FragmentID > &theConnectivityFragmentID, const RefPtr< BoundingBox > &theConnectivityFragmentBBox, const SkeletonID &CurrentVertexSkeletonID)
void renderConnectivity (const SkeletonID &CurrentConnectivityID, Field &ConnectivityField, const SkeletonID &CurrentVertexSkeletonID)
void ShowStatistics () const
 RecursiveSeaBed (SeaBed &theSeaBed, const VCamera &TheCameraSettings, bool CurrentAsyncLoading, pRegionOfInterest theRegionOfInterest)

Public Attributes

SeaBedmySeaBed
pRegionOfInterest myRegionOfInterest
RefPtr< CellTensorFunctormyCellTensorFunctor
double CellsizeThreshold
map< index_t, int > Statistics
index_t HighestUsedLevel = 0

Static Public Attributes

static constexpr bool SortFragments = false

Member Function Documentation

◆ isInside()

int Wizt::RecursiveSeaBed::isInside ( const Skeleton & VertexSkeleton,
const RefPtr< FragmentID > & theFragmentID ) const
Returns
Result of the check: # +1 yes is inside # 0 no, its outside # -1 bounding box information is not available

References Fiber::Skeleton::getFragmentIDCollection().