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