Fovia C++ In-Process API
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Public Member Functions | |
virtual signed int | AskInterface (const BGUID *piid, IRoot **ppr)=0 |
virtual signed int | CleanMesh (MESH_PROPS *pMeshProps)=0 |
virtual signed int | ColorizeFromVolumeData (IRenderEngine *pEngine, double offset, signed int bVRColor=true)=0 |
virtual signed int | ConvertToIndexBuffer ()=0 |
virtual signed int | DecRef ()=0 |
virtual signed int | GetChangedFlag (signed int *pbChanged)=0 |
virtual signed int | GetColors (COLOR_RGBA **arrColors)=0 |
virtual signed int | GetCullMode (ENUM_CULL_MODE *pCullMode)=0 |
virtual signed int | GetFlags (ENUM_VERTEX_CALL_LIST_FLAGS *flags)=0 |
virtual signed int | GetIndices (unsigned int **arrIndices)=0 |
virtual signed int | GetLineWidth (float *width)=0 |
virtual signed int | GetNormals (VECTOR3D **arrNormals)=0 |
virtual signed int | GetNumIndices (unsigned int *numIndices)=0 |
virtual signed int | GetNumVertices (unsigned int *num)=0 |
virtual signed int | GetShadingEnabled (unsigned char **arrShadingEnabled)=0 |
virtual signed int | GetTextureCoords (VECTOR2F **arrTextureCoords)=0 |
virtual signed int | GetTextureLighting (signed int *pbLighting)=0 |
virtual signed int | GetTextureMap (ITextureMap **pTextureMap)=0 |
virtual signed int | GetTextureMap (IRenderEngine **pEngineMap)=0 |
virtual signed int | GetTransform (MATRIX44D *transform)=0 |
virtual signed int | GetType (ENUM_VCL_TYPE *type)=0 |
virtual signed int | GetVertices (VECTOR3D **arrVertices)=0 |
virtual signed int | IncRef ()=0 |
virtual signed int | Optimize (signed int bCleanIslands, double islandPercentage, signed int bDecimate, double decimatePercentage, signed int bSmoothBefore, signed int bSmoothAfter, double smoothParam, signed int bFlip)=0 |
virtual signed int | SetChangedFlag (signed int bChanged)=0 |
virtual signed int | SetCullMode (ENUM_CULL_MODE cullMode)=0 |
virtual signed int | SetFlags (ENUM_VERTEX_CALL_LIST_FLAGS flags)=0 |
virtual signed int | SetLineWidth (float width)=0 |
virtual signed int | SetNumIndices (unsigned int numIndices)=0 |
virtual signed int | SetNumVertices (unsigned int num)=0 |
virtual signed int | SetTextureLighting (signed int bLighting)=0 |
virtual signed int | SetTextureMap (ITextureMap *pTextureMap)=0 |
virtual signed int | SetTextureMap (IRenderEngine *pEngineMap)=0 |
virtual signed int | SetTransform (MATRIX44D *transform)=0 |
virtual signed int | SetType (ENUM_VCL_TYPE type)=0 |
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template<class T > | |
signed int | AskInterface (T **pp) |
The IVertexCallList represents a polygonal object in memory. One or more of these may be applied to a render engine to display polygons interfacing with the volume.
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pure virtual |
Converts a mesh to a manifold representation for compatibility with a 3D printer. A manifold mesh has no holes, border edges, inverted triangles, or intersecting and interior polygons. Not all meshes can be cleaned in a single operation. Prior application of parameters in the Optimize function may be necessary to successfully clean a mesh.
pMeshProps | The address of a MESH_PROPS structure that returns the number of mesh flaws after the cleanup operation is run. All fields in the MESH_PROPS structure should be zero after a successful cleanup pass. |
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Colorizes a mesh by performing a volume rendering operation at each vertex in the mesh.
pEngine | The rendering engine that will perform the rendering operation. |
offset | This paramater is not currently supported. |
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Converts a mesh from an vertex buffer represtentation to an index buffer representation. This operation can result in a large reduction in the number of vertices needed to define the mesh. This will also reduce the amount of memory required to store the mesh data.
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Decreases the reference count on this object by 1. If the reference count reaches 0, the object is deallocated.
Implements IRoot.
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Supplies the location in memory of the colors for this list. If the number of vertices is 0, *arrColors will be set to NULL.
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Gets the backface culling mode.
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Gets the flags for this call list.
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Gets the index buffer for this call list. If the number of indices is set to 0, *arrIndices will be set to NULL.
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Gets the line width
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Supplies the location in memory of the normals for this list. If the number of vertices is 0, *arrNormals will be set to NULL.
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Gets the number of vertices in this call list. If this is 0, then every three vertices will constitute a triangle.
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Gets the number of vertices in this call list.
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Supplies the location in memory of the shading state for this list. If the number of vertices is 0, *arrShadingEnabled will be set to NULL.
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Supplies the location in memory of the texture coordinates for this list. If the number of vertices is 0, *arrTextureCoords will be set to NULL.
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Gets the texture lighting state for this call list.
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Gets the ITextureMap object associated with this IVertexCallList
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Gets the IRenderEngine texture mapping object associated with this IVertexCallList
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Gets the transformation matrix.
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Gets the type of this call list.
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Supplies the location in memory of the vertices for this list. If the number of vertices is 0, *arrVertices will be set to NULL.
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Increases the reference count on this object by 1. You do not need to call this after an object is first created. It is 1 by default.
Implements IRoot.
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Performs various cleanup operations on a mesh. These are the available cleanup operations. Remove islands: removed disconneted sets of trianges, preserving only the largest sets. Decimate: reduces the number of polygons in a mesh. Smoothen: smooths a mesh by softening edges between polygons. Flip orientation: flips the orientation of polygons in the mesh by reversing the vertex winding order.
bCleanIslands | Boolean value that determings if the connected set reduction operation is run. |
islandPercentage | A value between 0 and 100 that sets the connected set size threshold. For example, if a mesh has 100 polygons and islandPercentage is set to 10, then all sets containing 10 or fewer polygons are deleted. |
bDecimate | Boolean value that determings if the decimate operation is run. |
decimatePercentage | A value between 0 and 100 that determines the percentage of polygons that will be removed. For example, if set to 75, then 75 percent of the polygons will be removed. |
bSmoothBefore | Boolean value that determines if the smoothing operation is run before the decimate operation. |
bSmoothAfter | Boolean value that determines if the smoothing operation is run after the decimate operation. |
smoothParam | A value between 0 and 1 that determines how aggressively the mesh is smoothed. Higher values equate to more smoothing. |
bFlip | Boolean value that determines if the polygon flip operation is applied. |
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Sets the backface culling mode.
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Sets the flags for this call list.
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If the type of this call list is VCL_TYPE_LINES, then this will set the width of those lines in patient coordinates.
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Sets the number of indices to be used for this call list. These indices may be used to define triangles in the vertex list. For example, if the number of indices was 6 and the list contained { 0, 3, 2, 5, 3, 0 } then the call list would have two triangles. The first would be connecting vertices 0,3, and 2. The second would connect verties 5, 3, and 0.
If the number of indices is 0, then the vertices are interpreted as being a triangle for every three points. In other words, 0, 1, and 2 would be the first triangle and 3,4,5 would be the second and so on.
If numIndices is greater than 0, the memory for the index buffer is allocated at this time. If numIndices is 0, then any memory used for any previous index buffer is freed.
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Sets the number of vertices this call list contains. This function will allocate all the memory necessary to hold these vertices, their normals, colors, and shading state.
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Turns lighting on/off for texture mapped objects. Default is off. Generally, lighting should be on for mesh objects like implants and surgical guides. Lighting should be off for render-to-texture objects like VOI slices.
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Attaches a texture map object to an IVertexCallList for rendering. Texture map coordinates must be assigned to the IVertexCallList object for the texture to render correctly.
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Attaches a render engine object to an IVertexCallList for texture map rendering. Texture map coordinates must be assigned to the IVertexCallList object for the texture to render correctly.
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Sets a 4x4 matrix for each of the vertices to be multiplied by before being displayed.
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Sets the type of this call list (polygons, lines...etc).