MeVisLab Scripting Reference
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#include <mlVesselEdgeWrapper.h>
Inherits MLBaseGraphItemWrapper.
Public Slots | |
virtual void | copyProperties (MLVesselEdgeWrapper *edge) |
size_t | numSkeletons () const |
QVariantList | getSkeletons () |
MLSkeletonWrapper * | createSkeleton (QList< double > pos) |
void | clearSkeletons () |
void | orderSkeletonsAscending () |
QVariantList | getDistanceAndNearestSkeletonIndex (QVariantList pos) |
QVariantList | getSiblings () |
MLVesselNodeWrapper * | getStartNode () |
MLVesselNodeWrapper * | getEndNode () |
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 |
A class that wraps VesselEdge objects for use in Scripting.
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Clears all skeletons for this edge.
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Copy all properties (topology information is left unchanged).
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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.
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Add another skeleton object at the given position.
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Get the distance to and the index of the nearest skeleton voxel at the given position.
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Get the end node of this edge.
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Returns all the edges that originate at the same node as this edge (not including this edge) as MLVesselEdgeWrapper.
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Get list of skeleton objects (as MLSkeletonWrapper objects) for this edge.
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Get the starting node of this edge.
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Does this edge belong to a cycle in the graph?
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Get number of skeleton objects for this edge.
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Order skeleton objects in ascending order (from start node to end node)
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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.
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Change direction of the edge by exchanging starting and end node.