MeVisLab Scripting Reference
MLVesselEdgeWrapper Class Reference
Inheritance diagram for MLVesselEdgeWrapper:
MLBaseGraphItemWrapper MLPropertyContainerWrapper

Public Slots

virtual void copyProperties (MLVesselEdgeWrapper *edge)
 
size_t numSkeletons () const
 
QVariantList getSkeletons ()
 
MLSkeletonWrappercreateSkeleton (QList< double > pos)
 
void orderSkeletonsAscending ()
 
QVariantList getDistanceAndNearestSkeletonIndex (QVariantList pos)
 
QVariantList getSiblings ()
 
MLVesselNodeWrappergetStartNode ()
 
MLVesselNodeWrappergetEndNode ()
 
bool isCycle ()
 
void smooth (unsigned int numSmoothingPasses, float smoothingLimit=0.0f)
 
void createLineSkeletons ()
 
void switchDirection ()
 
- Public Slots inherited from MLBaseGraphItemWrapper
qint64 getId () const
 
qint64 getRootId () const
 
void setRootId (qint64 id)
 
- Public Slots inherited from MLPropertyContainerWrapper
virtual void copyProperties (QObject *wrapper)
 
QVariantMap getProperties ()
 
QVariant getProperty (const QString &name)
 
void setProperty (const QString &name, QVariant value)
 
size_t getPropertyIndex (const QString &name)
 
QVariant getProperty (size_t index)
 
void setProperty (size_t index, QVariant value)
 
size_t createPropertyDouble (const QString &name, double defaultValue)
 
size_t createPropertyUInt8 (const QString &name, long defaultValue)
 
size_t createPropertyInt32 (const QString &name, long defaultValue)
 
size_t createPropertyVector3 (const QString &name, QVariantList pos)
 
void removeProperty (const QString &name)
 

Additional Inherited Members

- Properties inherited from MLBaseGraphItemWrapper
qint64 id
 
qint64 rootId
 
- Properties inherited from MLPropertyContainerWrapper
QVariantMap properties
 

Detailed Description

A class that wraps VesselEdge objects for use in Scripting.

Member Function Documentation

◆ copyProperties

virtual void MLVesselEdgeWrapper::copyProperties ( MLVesselEdgeWrapper edge)
virtualslot

Copy all properties (topology information is left unchanged).

◆ createLineSkeletons

void MLVesselEdgeWrapper::createLineSkeletons ( )
slot

Creates new skeleton between the two nodes on the edge using Bresenham 3D on the voxel grid.

The minDistance of the two nodes is interpolated and set on the skeletons. This clears any existing skeletons.

◆ createSkeleton

MLSkeletonWrapper* MLVesselEdgeWrapper::createSkeleton ( QList< double >  pos)
slot

Add another skeleton object at the given position.

◆ getDistanceAndNearestSkeletonIndex

QVariantList MLVesselEdgeWrapper::getDistanceAndNearestSkeletonIndex ( QVariantList  pos)
slot

Get the distance to and the index of the nearest skeleton voxel at the given position.

◆ getEndNode

MLVesselNodeWrapper* MLVesselEdgeWrapper::getEndNode ( )
slot

Get the end node of this edge.

◆ getSiblings

QVariantList MLVesselEdgeWrapper::getSiblings ( )
slot

Returns all the edges that originate at the same node as this edge (not including this edge) as MLVesselEdgeWrapper.

◆ getSkeletons

QVariantList MLVesselEdgeWrapper::getSkeletons ( )
slot

Get list of skeleton objects (as MLSkeletonWrapper objects) for this edge.

◆ getStartNode

MLVesselNodeWrapper* MLVesselEdgeWrapper::getStartNode ( )
slot

Get the starting node of this edge.

◆ isCycle

bool MLVesselEdgeWrapper::isCycle ( )
slot

Does this edge belong to a cycle in the graph?

◆ numSkeletons

size_t MLVesselEdgeWrapper::numSkeletons ( ) const
slot

Get number of skeleton objects for this edge.

◆ orderSkeletonsAscending

void MLVesselEdgeWrapper::orderSkeletonsAscending ( )
slot

Order skeleton objects in ascending order (from start node to end node)

◆ smooth

void MLVesselEdgeWrapper::smooth ( unsigned int  numSmoothingPasses,
float  smoothingLimit = 0.0f 
)
slot

Smooths the skeletons' positions and radii.

No smoothing is done if a smoothing factor is 0 (or the number of smoothing passes = 0), smoothingLimit defines the maximal allowed displacement of skeletons (relative to minimal voxel extension), smoothingLimit = 0.0 means no limit.

◆ switchDirection

void MLVesselEdgeWrapper::switchDirection ( )
slot

Change direction of the edge by exchanging starting and end node.