public

Inheritance Graph

graph BT
	ValuatedRegionNode
	ValuatedRegionNode --> ListNode
	click ValuatedRegionNode "classMinSG_1_1ValuatedRegionNode"
	click ListNode "classMinSG_1_1ListNode"

Description

ValuatedRegionNode > ListNode > GroupNode > Node

Classes

   
struct MinSG::ValuatedRegionNode::additional_data_t

Main

     
     
  ValuatedRegionNode( Geometry::Box _region, Geometry::Vec3i resolution)  
     
  ValuatedRegionNode(const ValuatedRegionNode & cn)  
     
  ~ValuatedRegionNode()  
     
void splitUp(unsigned int regionsX, unsigned int regionsY, unsigned int regionsZ)  
     
bool isLeaf() const  
     
ValuatedRegionNode * createNewNode(const Geometry::Box & _region, const Geometry::Vec3i & resolution) const
o
 
     
void doAddChild( Util::Reference < Node > child)
> GroupNode

Display

     
     
Geometry::Box region  
     
void doDisplay( FrameContext & context, const RenderParam & rp)
> Node
     
void drawColorBox( FrameContext & context)  

Value

   
   
void setValue( Util::GenericAttribute * value)
   
void clearValue()
Set the value to nullptr without deleting the old value first.
   
Util::GenericAttribute * getValue() const
   
Util::GenericAttribute * getValueAtPosition(const Geometry::Vec3 & absPos)
   
ValuatedRegionNode * getNodeAtPosition(const Geometry::Vec3 & absPos)
   
float getValueAsNumber() const
   
void getValueAsNumbers(std::list< float > & numbers) const

Grid

   
   
const Geometry::Vec3i & getResolution() const
   
int getXResolution() const
   
int getYResolution() const
   
int getZResolution() const
   
int getSize() const
   
Geometry::Vec3 getPosition(float xCell, float yCell, float zCell) const

Colors

   
   
const additional_data_t * getAdditionalData() const
   
void addColor(float r, float g, float b, float a)
   
void clearColors()
   
void setHeightScale(float s)
   
float getHeightScale() const

Public Static Attributes

   
   
const renderFlag_t NO_BLENDING

Documentation

function
MinSG::ValuatedRegionNode::ValuatedRegionNode

public
     
     
ValuatedRegionNode( Geometry::Box _region,
  Geometry::Vec3i resolution
)    

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:35


function
MinSG::ValuatedRegionNode::ValuatedRegionNode

public
     
     
ValuatedRegionNode( const ValuatedRegionNode & cn )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:36


function
MinSG::ValuatedRegionNode::~ValuatedRegionNode

public virtual
   
   
~ValuatedRegionNode( )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:37


function
MinSG::ValuatedRegionNode::splitUp

public
     
     
void splitUp( unsigned int regionsX,
  unsigned int regionsY,
  unsigned int regionsZ
)    

Create new ValuatedRegionNodes inside the current region. These new nodes are automatically added as children to the current node. The parameters are checked to have reasonable values. Only leaf nodes can be split.

Parameters

regionsX
Number of resulting nodes in X direction. At most the resolution in X direction.
regionsY
Number of resulting nodes in Y direction. At most the resolution in Y direction.
regionsZ
Number of resulting nodes in Z direction. At most the resolution in Z direction.

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:49


function
MinSG::ValuatedRegionNode::isLeaf

public const inline
   
   
bool isLeaf( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:50


function
MinSG::ValuatedRegionNode::createNewNode

public const
     
     
ValuatedRegionNode * createNewNode( const Geometry::Box & _region,
  const Geometry::Vec3i & resolution
) const    

o

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:53


function
MinSG::ValuatedRegionNode::doAddChild

public virtual
     
     
void doAddChild( Util::Reference < Node > child )
> GroupNode

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:56


variable
MinSG::ValuatedRegionNode::region

protected
 
 
Geometry::Box region

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:74


function
MinSG::ValuatedRegionNode::doDisplay

public virtual
     
     
void doDisplay( FrameContext & context,
  const RenderParam & rp
)    
> Node

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:71


function
MinSG::ValuatedRegionNode::drawColorBox

protected
     
     
void drawColorBox( FrameContext & context )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:75


function
MinSG::ValuatedRegionNode::setValue

public
     
     
void setValue( Util::GenericAttribute * value )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:86


function
MinSG::ValuatedRegionNode::clearValue

public inline
   
   
void clearValue( )

Set the value to nullptr without deleting the old value first.

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:89


function
MinSG::ValuatedRegionNode::getValue

public const inline
   
   
Util::GenericAttribute * getValue( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:93


function
MinSG::ValuatedRegionNode::getValueAtPosition

public
     
     
Util::GenericAttribute * getValueAtPosition( const Geometry::Vec3 & absPos )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:94


function
MinSG::ValuatedRegionNode::getNodeAtPosition

public
     
     
ValuatedRegionNode * getNodeAtPosition( const Geometry::Vec3 & absPos )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:95


function
MinSG::ValuatedRegionNode::getValueAsNumber

public const
   
   
float getValueAsNumber( ) const

o Convert the value of the region into a single number (e.g. for color computation). By default, the value is expected to be one single number or a list of numbers and the average value is returned.

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:101


function
MinSG::ValuatedRegionNode::getValueAsNumbers

public const
     
     
void getValueAsNumbers( std::list< float > & numbers ) const

o Convert the value of the region into a list of numbers (e.g. for color computation for different directions). By default, the value is expected to be one single number or a list of numbers which are added to numbers without any computations.

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:108


function
MinSG::ValuatedRegionNode::getResolution

public const inline
   
   
const Geometry::Vec3i & getResolution( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:118


function
MinSG::ValuatedRegionNode::getXResolution

public const inline
   
   
int getXResolution( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:119


function
MinSG::ValuatedRegionNode::getYResolution

public const inline
   
   
int getYResolution( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:120


function
MinSG::ValuatedRegionNode::getZResolution

public const inline
   
   
int getZResolution( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:121


function
MinSG::ValuatedRegionNode::getSize

public const inline
   
   
int getSize( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:122


function
MinSG::ValuatedRegionNode::getPosition

public const
     
     
Geometry::Vec3 getPosition( float xCell,
  float yCell,
  float zCell
) const    

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:123


function
MinSG::ValuatedRegionNode::getAdditionalData

public const inline
   
   
const additional_data_t * getAdditionalData( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:139


function
MinSG::ValuatedRegionNode::addColor

public
     
     
void addColor( float r,
  float g,
  float b,
  float a
)    

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:142


function
MinSG::ValuatedRegionNode::clearColors

public
   
   
void clearColors( )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:143


function
MinSG::ValuatedRegionNode::setHeightScale

public
     
     
void setHeightScale( float s )

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:144


function
MinSG::ValuatedRegionNode::getHeightScale

public const
   
   
float getHeightScale( ) const

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:145


variable
MinSG::ValuatedRegionNode::NO_BLENDING

public static
 
 
const renderFlag_t NO_BLENDING

Defined in MinSG/Ext/ValuatedRegion/ValuatedRegionNode.h:29