FiberVISH 0.2
Fish - The Fiber Bundle API for the Vish Visualization Shell
Public Member Functions | Public Attributes | Static Public Attributes | List of all members
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, intStatistics
 
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

Returns
Result of the check:

+1 yes is inside

0 no, its outside

-1 bounding box information is not available