MeVisLab Scripting Reference
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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 () |
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qint64 | getId () const |
qint64 | getRootId () const |
void | setRootId (qint64 id) |
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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 | |
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qint64 | id |
qint64 | rootId |
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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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virtualslot |
Copies all properties (topology information is left unchanged).
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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.
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Adds another skeleton object at the given position.
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Returns the distance to and the index of the nearest skeleton voxel at the given position.
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Returns 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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Returns a list of skeleton objects (as MLSkeletonWrapper objects) for this edge.
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Returns the starting node of this edge.
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Does this edge belong to a cycle in the graph?
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Returns the number of skeleton objects for this edge.
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Orders the skeleton objects in ascending order (from start node to end node).
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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.
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Changes direction of the edge by exchanging starting and end node.