MeVisLab Toolbox Reference
View2DSliceList Class Reference

a list that holds all View2DSlice objects (lazily created) of a SoView2D More...

#include <View2DSliceList.h>

Public Member Functions

 View2DSliceList ()
 create empty list More...
 
 ~View2DSliceList ()
 destructor More...
 
void setInputImage (SoSFMLImage *img)
 set the input image. More...
 
SoSFMLImagegetInputImage ()
 get the input image. More...
 
void setSliceRange (int start, int num, int step=1)
 set the slice range. More...
 
void getSliceRange (int &start, int &num, int &step)
 get the slice range. More...
 
void setFilter (View2DTextureFilter filter=FILTER_LINEAR)
 set filter More...
 
View2DTextureFilter getFilter ()
 get filter More...
 
void setSliceAlignment (View2DAlignXMode x, View2DAlignYMode y)
 set slice alignment More...
 
void setAspectRatio (float ratio)
 set the aspect ratio More...
 
float getAspectRatio ()
 get the aspect ratio More...
 
void setFixedInnerZoom (bool flag, float fixedZoom)
 set the fixed innerzoom More...
 
void setBlendMode (int blendMode=0, float *_blendColor=nullptr)
 set blendmode More...
 
int getBlendMode ()
 get blendmode More...
 
float * getBlendColor ()
 get the color for blending (4 floats) More...
 
void setDrawsData (bool flag)
 enable/disable data loading More...
 
void setUseShaders (bool flag)
 sets if the tries to use shaders for hardware lut More...
 
void initGL ()
 initialize internals that require a valid GL state More...
 
View2DShadercreateShader ()
 returns a new shader, owned by the caller. More...
 
void setLut (View2DLut *lut)
 set lut More...
 
View2DLutgetLut ()
 get lut More...
 
void setSliceSize (float sizeX, float sizeY)
 Set the size of the slice to be drawn. More...
 
void getSliceSize (float &sizeX, float &sizeY)
 Get the size of the slice to be drawn. More...
 
void setSliceSpacing (float dx, float dy)
 Set the spacing between slices. More...
 
void getSliceSpacing (float &dx, float &dy)
 Get the spacing between slices. More...
 
void setSliceOrigin (float x, float y)
 Set the inner slice origin. More...
 
void getSliceOrigin (float &x, float &y)
 Get the inner slice origin. More...
 
void setDrawOffset (float x, float y)
 Set slice list draw offset. More...
 
void getDrawOffset (float &x, float &y)
 Get slice list draw offset. More...
 
void setTimePoint (int timepoint)
 Set the time point. More...
 
int getTimePoint ()
 Get the time point. More...
 
void setSliceZoom (float zoom)
 Set the inner slice zoom. More...
 
float getSliceZoom ()
 Get the inner slice zoom. More...
 
void setOwner (SoView2D *view)
 Set the owning SoView2D. More...
 
SoView2DgetOwner ()
 Get the owning SoView2D. More...
 
void setNumXSlices (int num)
 set number of slices in a row. More...
 
int getNumXSlices ()
 get number of slices in a row. More...
 
void setSlab (int slab)
 set number of slab slices (1 means no slab, one slice) More...
 
int getSlab ()
 get number of slab slices More...
 
void setCachingMode (View2DSliceCachingMode mode)
 set data caching mode. More...
 
View2DSliceCachingMode getCachingMode ()
 get data caching mode. More...
 
void setBackgroundColor (float *color)
 set the background color (rgba) More...
 
void setClipBackgroundToImage (bool value)
 set if background should be clipped to image rect More...
 
bool drawSlices (int originX, int originY, int width, int height, bool updateLayoutOnly, SoNodeList *extensions=nullptr, int sharedCacheContext=-1, bool is3D=false, bool reverse=false)
 Draw the slices (originX, originY, width and height are the current viewport position/size) Returns FALSE on any error. More...
 
bool mapVoxelToDevice (float voxelX, float voxelY, float voxelZ, float &rx, float &ry)
 Determine a device pixel coordinate from the voxel coordinate in any slice. More...
 
bool mapWorldToDevice (float worldX, float worldY, float worldZ, float &rx, float &ry)
 Determine a device pixel coordinate from the world coordinate in any slice. More...
 
void mapWorldToVoxel (float worldX, float worldY, float worldZ, float &voxelX, float &voxelY, float &voxelZ)
 maps the world coordinate to local voxel coordinates More...
 
void mapWorldToVoxel (double worldX, double worldY, double worldZ, double &voxelX, double &voxelY, double &voxelZ)
 maps the world coordinate to local voxel coordinates (double version) More...
 
void mapVoxelToWorld (float voxelX, float voxelY, float voxelZ, float &worldX, float &worldY, float &worldZ)
 maps the voxel coordinate to world coordinates More...
 
void mapVoxelToWorld (double voxelX, double voxelY, double voxelZ, double &worldX, double &worldY, double &worldZ)
 maps the voxel coordinate to world coordinates (double version) More...
 
bool isSliceHit (int x, int y)
 Returns if a slice's visible rect is hit at the given device coordinate, if a device rect of a slice was hit returns TRUE,. More...
 
int getSliceAtDevicePosition (int x, int y) const
 Returns z index of slice whose visible rect is hit, return -1 if no slice is hit. More...
 
bool isVoxelInsideImage (float voxelX, float voxelY, float voxelZ)
 Returns if the given voxel is inside the image extends. More...
 
bool is3D ()
 is current rendering in 3D? More...
 
void set3DPixelSize (float devicePixelMM)
 set the device coordinate scale when slices are rendered in 3d More...
 
SbVec3f getSliceTranslation (int z)
 get translation vector of the slice in world coordinates (to voxel 0,0,z+0.5) More...
 
SbVec3f getSliceNormal ()
 get normal of slices in world coordinates (all slices have the same normal) The slice normal is orthogonal to the slice's x/y axes and can be seen as the normal of the plane that the slice lies in. More...
 
bool castRayOnSlides (const SbVec3f &p1, const SbVec3f &p2, const SbVec3f &viewpoint, SbVec3f &worldHit, SbVec3f &voxelHit, int *sliceID=nullptr)
 Do a 3d collision with the slices, returns first hit of given line with the first slice plane from given viewpoint. More...
 
bool mapVoxelToDevice (const SbVec3f &voxelCoord, float &rx, float &ry)
 Determine a device pixel coordinate from the voxel coordinate in any slice. More...
 
bool mapVoxelToDevice (const SbVec3f &voxelCoord, SbVec2f &r)
 same as above More...
 
bool mapWorldToDevice (const SbVec3f &worldCoord, float &rx, float &ry)
 Determine a device pixel coordinate from the world coordinate in any slice. More...
 
bool mapWorldToDevice (const SbVec3f &worldCoord, SbVec2f &r)
 same as above More...
 
void mapWorldToVoxel (const SbVec3f &worldCoord, SbVec3f &voxelCoord)
 maps the world coordinate to local voxel coordinates (float version) More...
 
void mapWorldToVoxel (const SbVec3d &worldCoord, SbVec3d &voxelCoord)
 maps the world coordinate to local voxel coordinates (double version) More...
 
void mapVoxelToWorld (const SbVec3f &voxelCoord, SbVec3f &worldCoord)
 maps the voxel coordinate to world coordinates (float version) More...
 
void mapVoxelToWorld (const SbVec3d &voxelCoord, SbVec3d &worldCoord)
 maps the voxel coordinate to world coordinates (double version) More...
 
bool mapEventToWorld (View2DEvent *ec, float &worldX, float &worldY, float &worldZ)
 maps the given device event to world coords and returns if a slice was hit More...
 
bool mapEventToWorld (View2DEvent *ec, SbVec3f &world)
 maps the given device event to world coords and returns if a slice was hit More...
 
bool mapEventToVoxel (View2DEvent *ec, float &vx, float &vy, float &vz)
 maps the given device event to voxel coords and returns if a slice was hit More...
 
bool mapEventToVoxel (View2DEvent *ec, SbVec3f &voxel)
 maps the given device event to voxel coords and returns if a slice was hit More...
 
bool mapDeviceToNormalizedCoordinateSystem (int x, int y, SbVec2f &normalizedCoordinate) const
 Maps the given device coordinates to normalized View2D coordinates (as used by sliceOrigin and zoomCenter) and returns if a slice was hit. More...
 
SbVec3f getWorldAxis (int a)
 returns the indicated axis (0/1/2) of the slices in world space More...
 
SbVec3d getWorldAxisDouble (int a)
 returns the indicated axis (0/1/2) of the slices in world space More...
 
void getImageSize (int &x, int &y, int &z)
 returns the image size in pixels More...
 
void updateSliceList (int sharedContextId=-1, bool layoutOnly=false)
 Make the slice list up to date to the current settings. More...
 
View2DSlicegetSlice (int z) const
 get slice with slice pos z More...
 
void getCurrentInnerZoom (float &x, float &y)
 get the inner x/y zoom More...
 
int getCurrentCacheContext ()
 get current cache context (-1 if none, can only be called while drawing) More...
 
void getWindowSize (int &x, int &y)
 get the window size that is currently rendered on More...
 
void cleanup ()
 Remove all current slice objects. More...
 
bool shouldRenderReverse (const SbVec3f &viewdir)
 returns if the 3d rendering should be done in reverse order dependent on view direction (in world coordinates) More...
 
bool mapDeviceToWorld (int x, int y, SbVec3f &worldCoord)
 Maps device coordinates to world coordinates, returns TRUE if successful, otherwise return FALSE. More...
 
bool mapDeviceToVoxel (int x, int y, SbVec3f &voxelCoord, int *sliceID=nullptr)
 Maps device coordinates to local voxel coordinates, returns TRUE if successful, otherwise return FALSE. More...
 
bool mapDeviceToWorld (int x, int y, float &worldX, float &worldY, float &worldZ)
 Maps device coordinates to world coordinates, returns TRUE if successful, otherwise return FALSE. More...
 
bool mapDeviceToVoxel (int x, int y, float &voxelX, float &voxelY, float &voxelZ, int *sliceID=nullptr)
 Maps device coordinates to local voxel coordinates, returns TRUE if successful, otherwise return FALSE. More...
 
void grabSlice ()
 Switch on or off slice grabbing, i.e. More...
 
void ungrabSlice ()
 

Detailed Description

a list that holds all View2DSlice objects (lazily created) of a SoView2D

Definition at line 28 of file View2DSliceList.h.

Constructor & Destructor Documentation

◆ View2DSliceList()

View2DSliceList::View2DSliceList ( )

create empty list

◆ ~View2DSliceList()

View2DSliceList::~View2DSliceList ( )

destructor

Member Function Documentation

◆ castRayOnSlides()

bool View2DSliceList::castRayOnSlides ( const SbVec3f &  p1,
const SbVec3f &  p2,
const SbVec3f &  viewpoint,
SbVec3f &  worldHit,
SbVec3f &  voxelHit,
int *  sliceID = nullptr 
)

Do a 3d collision with the slices, returns first hit of given line with the first slice plane from given viewpoint.

If a pointer to a "sliceID" parameter is given, the check is only done on the slice indicated. If this slice is NO_SLICE_ID, the check is done as if the pointer were NULL, but the value is afterwards changed to the resulting slice.

◆ cleanup()

void View2DSliceList::cleanup ( )

Remove all current slice objects.

◆ createShader()

View2DShader* View2DSliceList::createShader ( )

returns a new shader, owned by the caller.

(it will return NULL if no shaders are allowed on the platform)

◆ drawSlices()

bool View2DSliceList::drawSlices ( int  originX,
int  originY,
int  width,
int  height,
bool  updateLayoutOnly,
SoNodeList *  extensions = nullptr,
int  sharedCacheContext = -1,
bool  is3D = false,
bool  reverse = false 
)

Draw the slices (originX, originY, width and height are the current viewport position/size) Returns FALSE on any error.

◆ getAspectRatio()

float View2DSliceList::getAspectRatio ( )
inline

get the aspect ratio

Definition at line 58 of file View2DSliceList.h.

◆ getBlendColor()

float* View2DSliceList::getBlendColor ( )

get the color for blending (4 floats)

◆ getBlendMode()

int View2DSliceList::getBlendMode ( )

get blendmode

◆ getCachingMode()

View2DSliceCachingMode View2DSliceList::getCachingMode ( )

get data caching mode.

◆ getCurrentCacheContext()

int View2DSliceList::getCurrentCacheContext ( )
inline

get current cache context (-1 if none, can only be called while drawing)

Definition at line 284 of file View2DSliceList.h.

◆ getCurrentInnerZoom()

void View2DSliceList::getCurrentInnerZoom ( float &  x,
float &  y 
)

get the inner x/y zoom

◆ getDrawOffset()

void View2DSliceList::getDrawOffset ( float &  x,
float &  y 
)

Get slice list draw offset.

◆ getFilter()

View2DTextureFilter View2DSliceList::getFilter ( )

get filter

◆ getImageSize()

void View2DSliceList::getImageSize ( int &  x,
int &  y,
int &  z 
)

returns the image size in pixels

◆ getInputImage()

SoSFMLImage* View2DSliceList::getInputImage ( )

get the input image.

◆ getLut()

View2DLut* View2DSliceList::getLut ( )

get lut

◆ getNumXSlices()

int View2DSliceList::getNumXSlices ( )

get number of slices in a row.

◆ getOwner()

SoView2D* View2DSliceList::getOwner ( )
inline

Get the owning SoView2D.

Definition at line 122 of file View2DSliceList.h.

Referenced by CSODrawView2DInfos::getViewerId().

◆ getSlab()

int View2DSliceList::getSlab ( )

get number of slab slices

◆ getSlice()

View2DSlice* View2DSliceList::getSlice ( int  z) const

get slice with slice pos z

◆ getSliceAtDevicePosition()

int View2DSliceList::getSliceAtDevicePosition ( int  x,
int  y 
) const

Returns z index of slice whose visible rect is hit, return -1 if no slice is hit.

◆ getSliceNormal()

SbVec3f View2DSliceList::getSliceNormal ( )

get normal of slices in world coordinates (all slices have the same normal) The slice normal is orthogonal to the slice's x/y axes and can be seen as the normal of the plane that the slice lies in.

In case of a sheared/gantry-tilted world matrix, the slice normal is not the same as the normalized world z direction vector, since the slice normal should be orthogonal on the slice's plane, which the world z vector is not in the sheared case.

◆ getSliceOrigin()

void View2DSliceList::getSliceOrigin ( float &  x,
float &  y 
)

Get the inner slice origin.

◆ getSliceRange()

void View2DSliceList::getSliceRange ( int &  start,
int &  num,
int &  step 
)

get the slice range.

◆ getSliceSize()

void View2DSliceList::getSliceSize ( float &  sizeX,
float &  sizeY 
)

Get the size of the slice to be drawn.

◆ getSliceSpacing()

void View2DSliceList::getSliceSpacing ( float &  dx,
float &  dy 
)

Get the spacing between slices.

◆ getSliceTranslation()

SbVec3f View2DSliceList::getSliceTranslation ( int  z)

get translation vector of the slice in world coordinates (to voxel 0,0,z+0.5)

◆ getSliceZoom()

float View2DSliceList::getSliceZoom ( )

Get the inner slice zoom.

◆ getTimePoint()

int View2DSliceList::getTimePoint ( )

Get the time point.

◆ getWindowSize()

void View2DSliceList::getWindowSize ( int &  x,
int &  y 
)
inline

get the window size that is currently rendered on

Definition at line 287 of file View2DSliceList.h.

◆ getWorldAxis()

SbVec3f View2DSliceList::getWorldAxis ( int  a)

returns the indicated axis (0/1/2) of the slices in world space

◆ getWorldAxisDouble()

SbVec3d View2DSliceList::getWorldAxisDouble ( int  a)

returns the indicated axis (0/1/2) of the slices in world space

◆ grabSlice()

void View2DSliceList::grabSlice ( )

Switch on or off slice grabbing, i.e.

if mapping from device to voxel coordinates should always refer to the same (initial) slice, even if this slice isn't hit anymore. This is used for mouse dragging, so when dragging starts call grabSlice() and when dragging ends call ungrabSlice(). Note: This will not actually store the slice but the index in the slice layout, so changing the start slice (slicing) will still change the grabbed slice.

◆ initGL()

void View2DSliceList::initGL ( )

initialize internals that require a valid GL state

◆ is3D()

bool View2DSliceList::is3D ( )
inline

is current rendering in 3D?

Definition at line 188 of file View2DSliceList.h.

◆ isSliceHit()

bool View2DSliceList::isSliceHit ( int  x,
int  y 
)

Returns if a slice's visible rect is hit at the given device coordinate, if a device rect of a slice was hit returns TRUE,.

◆ isVoxelInsideImage()

bool View2DSliceList::isVoxelInsideImage ( float  voxelX,
float  voxelY,
float  voxelZ 
)

Returns if the given voxel is inside the image extends.

◆ mapDeviceToNormalizedCoordinateSystem()

bool View2DSliceList::mapDeviceToNormalizedCoordinateSystem ( int  x,
int  y,
SbVec2f &  normalizedCoordinate 
) const

Maps the given device coordinates to normalized View2D coordinates (as used by sliceOrigin and zoomCenter) and returns if a slice was hit.

◆ mapDeviceToVoxel() [1/2]

bool View2DSliceList::mapDeviceToVoxel ( int  x,
int  y,
float &  voxelX,
float &  voxelY,
float &  voxelZ,
int *  sliceID = nullptr 
)

Maps device coordinates to local voxel coordinates, returns TRUE if successful, otherwise return FALSE.

DEPRECATED, you should use mapEventToVoxel, so that your extension also works in 3D. If a pointer to a "sliceID" parameter is given, the check is only done on the slice indicated. If this slice is NO_SLICE_ID, the check is done as if the pointer were NULL, but the value is afterwards changed to the resulting slice.

◆ mapDeviceToVoxel() [2/2]

bool View2DSliceList::mapDeviceToVoxel ( int  x,
int  y,
SbVec3f &  voxelCoord,
int *  sliceID = nullptr 
)

Maps device coordinates to local voxel coordinates, returns TRUE if successful, otherwise return FALSE.

DEPRECATED, you should use mapEventToVoxel, so that your extension also works in 3D If a pointer to a "sliceID" parameter is given, the check is only done on the slice indicated. If this slice is NO_SLICE_ID, the check is done as if the pointer were NULL, but the value is afterwards changed to the resulting slice.

◆ mapDeviceToWorld() [1/2]

bool View2DSliceList::mapDeviceToWorld ( int  x,
int  y,
float &  worldX,
float &  worldY,
float &  worldZ 
)

Maps device coordinates to world coordinates, returns TRUE if successful, otherwise return FALSE.

DEPRECATED, you should use mapEventToWorld, so that your extension also works in 3D.

◆ mapDeviceToWorld() [2/2]

bool View2DSliceList::mapDeviceToWorld ( int  x,
int  y,
SbVec3f &  worldCoord 
)

Maps device coordinates to world coordinates, returns TRUE if successful, otherwise return FALSE.

DEPRECATED, you should use mapEventToWorld, so that your extension also works in 3D.

◆ mapEventToVoxel() [1/2]

bool View2DSliceList::mapEventToVoxel ( View2DEvent ec,
float &  vx,
float &  vy,
float &  vz 
)

maps the given device event to voxel coords and returns if a slice was hit

◆ mapEventToVoxel() [2/2]

bool View2DSliceList::mapEventToVoxel ( View2DEvent ec,
SbVec3f &  voxel 
)

maps the given device event to voxel coords and returns if a slice was hit

◆ mapEventToWorld() [1/2]

bool View2DSliceList::mapEventToWorld ( View2DEvent ec,
float &  worldX,
float &  worldY,
float &  worldZ 
)

maps the given device event to world coords and returns if a slice was hit

◆ mapEventToWorld() [2/2]

bool View2DSliceList::mapEventToWorld ( View2DEvent ec,
SbVec3f &  world 
)

maps the given device event to world coords and returns if a slice was hit

◆ mapVoxelToDevice() [1/3]

bool View2DSliceList::mapVoxelToDevice ( const SbVec3f &  voxelCoord,
float &  rx,
float &  ry 
)

Determine a device pixel coordinate from the voxel coordinate in any slice.

◆ mapVoxelToDevice() [2/3]

bool View2DSliceList::mapVoxelToDevice ( const SbVec3f &  voxelCoord,
SbVec2f &  r 
)

same as above

◆ mapVoxelToDevice() [3/3]

bool View2DSliceList::mapVoxelToDevice ( float  voxelX,
float  voxelY,
float  voxelZ,
float &  rx,
float &  ry 
)

Determine a device pixel coordinate from the voxel coordinate in any slice.

◆ mapVoxelToWorld() [1/4]

void View2DSliceList::mapVoxelToWorld ( const SbVec3d &  voxelCoord,
SbVec3d &  worldCoord 
)

maps the voxel coordinate to world coordinates (double version)

◆ mapVoxelToWorld() [2/4]

void View2DSliceList::mapVoxelToWorld ( const SbVec3f &  voxelCoord,
SbVec3f &  worldCoord 
)

maps the voxel coordinate to world coordinates (float version)

◆ mapVoxelToWorld() [3/4]

void View2DSliceList::mapVoxelToWorld ( double  voxelX,
double  voxelY,
double  voxelZ,
double &  worldX,
double &  worldY,
double &  worldZ 
)

maps the voxel coordinate to world coordinates (double version)

◆ mapVoxelToWorld() [4/4]

void View2DSliceList::mapVoxelToWorld ( float  voxelX,
float  voxelY,
float  voxelZ,
float &  worldX,
float &  worldY,
float &  worldZ 
)

maps the voxel coordinate to world coordinates

◆ mapWorldToDevice() [1/3]

bool View2DSliceList::mapWorldToDevice ( const SbVec3f &  worldCoord,
float &  rx,
float &  ry 
)

Determine a device pixel coordinate from the world coordinate in any slice.

◆ mapWorldToDevice() [2/3]

bool View2DSliceList::mapWorldToDevice ( const SbVec3f &  worldCoord,
SbVec2f &  r 
)

same as above

◆ mapWorldToDevice() [3/3]

bool View2DSliceList::mapWorldToDevice ( float  worldX,
float  worldY,
float  worldZ,
float &  rx,
float &  ry 
)

Determine a device pixel coordinate from the world coordinate in any slice.

◆ mapWorldToVoxel() [1/4]

void View2DSliceList::mapWorldToVoxel ( const SbVec3d &  worldCoord,
SbVec3d &  voxelCoord 
)

maps the world coordinate to local voxel coordinates (double version)

◆ mapWorldToVoxel() [2/4]

void View2DSliceList::mapWorldToVoxel ( const SbVec3f &  worldCoord,
SbVec3f &  voxelCoord 
)

maps the world coordinate to local voxel coordinates (float version)

◆ mapWorldToVoxel() [3/4]

void View2DSliceList::mapWorldToVoxel ( double  worldX,
double  worldY,
double  worldZ,
double &  voxelX,
double &  voxelY,
double &  voxelZ 
)

maps the world coordinate to local voxel coordinates (double version)

◆ mapWorldToVoxel() [4/4]

void View2DSliceList::mapWorldToVoxel ( float  worldX,
float  worldY,
float  worldZ,
float &  voxelX,
float &  voxelY,
float &  voxelZ 
)

maps the world coordinate to local voxel coordinates

◆ set3DPixelSize()

void View2DSliceList::set3DPixelSize ( float  devicePixelMM)
inline

set the device coordinate scale when slices are rendered in 3d

Definition at line 191 of file View2DSliceList.h.

◆ setAspectRatio()

void View2DSliceList::setAspectRatio ( float  ratio)
inline

set the aspect ratio

Definition at line 55 of file View2DSliceList.h.

◆ setBackgroundColor()

void View2DSliceList::setBackgroundColor ( float *  color)

set the background color (rgba)

◆ setBlendMode()

void View2DSliceList::setBlendMode ( int  blendMode = 0,
float *  _blendColor = nullptr 
)

set blendmode

◆ setCachingMode()

void View2DSliceList::setCachingMode ( View2DSliceCachingMode  mode)

set data caching mode.

◆ setClipBackgroundToImage()

void View2DSliceList::setClipBackgroundToImage ( bool  value)

set if background should be clipped to image rect

◆ setDrawOffset()

void View2DSliceList::setDrawOffset ( float  x,
float  y 
)

Set slice list draw offset.

◆ setDrawsData()

void View2DSliceList::setDrawsData ( bool  flag)

enable/disable data loading

◆ setFilter()

void View2DSliceList::setFilter ( View2DTextureFilter  filter = FILTER_LINEAR)

set filter

◆ setFixedInnerZoom()

void View2DSliceList::setFixedInnerZoom ( bool  flag,
float  fixedZoom 
)

set the fixed innerzoom

◆ setInputImage()

void View2DSliceList::setInputImage ( SoSFMLImage img)

set the input image.

◆ setLut()

void View2DSliceList::setLut ( View2DLut lut)

set lut

◆ setNumXSlices()

void View2DSliceList::setNumXSlices ( int  num)

set number of slices in a row.

◆ setOwner()

void View2DSliceList::setOwner ( SoView2D view)
inline

Set the owning SoView2D.

Definition at line 120 of file View2DSliceList.h.

◆ setSlab()

void View2DSliceList::setSlab ( int  slab)

set number of slab slices (1 means no slab, one slice)

◆ setSliceAlignment()

void View2DSliceList::setSliceAlignment ( View2DAlignXMode  x,
View2DAlignYMode  y 
)

set slice alignment

◆ setSliceOrigin()

void View2DSliceList::setSliceOrigin ( float  x,
float  y 
)

Set the inner slice origin.

◆ setSliceRange()

void View2DSliceList::setSliceRange ( int  start,
int  num,
int  step = 1 
)

set the slice range.

◆ setSliceSize()

void View2DSliceList::setSliceSize ( float  sizeX,
float  sizeY 
)

Set the size of the slice to be drawn.

◆ setSliceSpacing()

void View2DSliceList::setSliceSpacing ( float  dx,
float  dy 
)

Set the spacing between slices.

◆ setSliceZoom()

void View2DSliceList::setSliceZoom ( float  zoom)

Set the inner slice zoom.

◆ setTimePoint()

void View2DSliceList::setTimePoint ( int  timepoint)

Set the time point.

◆ setUseShaders()

void View2DSliceList::setUseShaders ( bool  flag)
inline

sets if the tries to use shaders for hardware lut

Definition at line 75 of file View2DSliceList.h.

◆ shouldRenderReverse()

bool View2DSliceList::shouldRenderReverse ( const SbVec3f &  viewdir)

returns if the 3d rendering should be done in reverse order dependent on view direction (in world coordinates)

◆ ungrabSlice()

void View2DSliceList::ungrabSlice ( )

◆ updateSliceList()

void View2DSliceList::updateSliceList ( int  sharedContextId = -1,
bool  layoutOnly = false 
)

Make the slice list up to date to the current settings.

Create missing entries and remove redundant ones.


The documentation for this class was generated from the following file: