#include <mlVesselEdgeWrapper.h>
Inherits MLBaseGraphItemWrapper.
A class that wraps VesselEdge objects for use in scripting.
◆ clearSkeletons
| void MLVesselEdgeWrapper::clearSkeletons |
( |
| ) |
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slot |
Clears all skeletons for this edge.
◆ copyProperties
Copies all properties (topology information is left unchanged).
◆ createLineSkeletons
| void MLVesselEdgeWrapper::createLineSkeletons |
( |
| ) |
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slot |
Creates a 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
Adds another skeleton object at the given position.
◆ getDistanceAndNearestSkeletonIndex
| QVariantList MLVesselEdgeWrapper::getDistanceAndNearestSkeletonIndex |
( |
QVariantList |
pos | ) |
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slot |
Returns the distance to and the index of the nearest skeleton voxel at the given position.
◆ getEndNode
Returns the end node of this edge.
◆ getSiblings
| QVariantList MLVesselEdgeWrapper::getSiblings |
( |
| ) |
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slot |
Returns all the edges that originate at the same node as this edge (not including this edge) as MLVesselEdgeWrapper.
◆ getSkeletons
| QVariantList MLVesselEdgeWrapper::getSkeletons |
( |
| ) |
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slot |
◆ getStartNode
Returns the starting node of this edge.
◆ isCycle
| bool MLVesselEdgeWrapper::isCycle |
( |
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slot |
Does this edge belong to a cycle in the graph?
◆ numSkeletons
| size_t MLVesselEdgeWrapper::numSkeletons |
( |
| ) |
const |
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slot |
Returns the number of skeleton objects for this edge.
◆ orderSkeletonsAscending
| void MLVesselEdgeWrapper::orderSkeletonsAscending |
( |
| ) |
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slot |
Orders the skeleton objects in ascending order (from start node to end node).
◆ smooth
| void MLVesselEdgeWrapper::smooth |
( |
unsigned int |
numSmoothingPasses, |
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|
float |
smoothingLimit = 0.0f |
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) |
| |
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slot |
Smoothes 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 |
( |
| ) |
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slot |
Changes direction of the edge by exchanging starting and end node.