Fovia C++ In-Process API
Public Member Functions | List of all members
IVertexCallList Struct Referenceabstract
Inheritance diagram for IVertexCallList:
IRoot

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
 
- Public Member Functions inherited from IRoot
template<class T >
signed int AskInterface (T **pp)
 

Detailed Description

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.

Member Function Documentation

virtual signed int IVertexCallList::AskInterface ( const BGUID piid,
IRoot **  ppr 
)
pure virtual

Queries this object to see if the interface piid is supported and returns the result in ppr.

Parameters
piidThe BGUID of the requested interface.
pprThe address of an IRoot pointer which will receive the new interface.
Returns
S_OK if the interface is supported. E_FAIL if it is not.

Implements IRoot.

virtual signed int IVertexCallList::CleanMesh ( MESH_PROPS pMeshProps)
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.

Parameters
pMeshPropsThe 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.
virtual signed int IVertexCallList::ColorizeFromVolumeData ( IRenderEngine pEngine,
double  offset,
signed int  bVRColor = true 
)
pure virtual

Colorizes a mesh by performing a volume rendering operation at each vertex in the mesh.

Parameters
pEngineThe rendering engine that will perform the rendering operation.
offsetThis paramater is not currently supported.
virtual signed int IVertexCallList::ConvertToIndexBuffer ( )
pure virtual

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.

Returns
S_OK if the conversion was successfull, E_UNEXPECTED if the mesh is already in index buffer format.
virtual signed int IVertexCallList::DecRef ( )
pure virtual

Decreases the reference count on this object by 1. If the reference count reaches 0, the object is deallocated.

Implements IRoot.

virtual signed int IVertexCallList::GetColors ( COLOR_RGBA **  arrColors)
pure virtual

Supplies the location in memory of the colors for this list. If the number of vertices is 0, *arrColors will be set to NULL.

virtual signed int IVertexCallList::GetCullMode ( ENUM_CULL_MODE pCullMode)
pure virtual

Gets the backface culling mode.

virtual signed int IVertexCallList::GetFlags ( ENUM_VERTEX_CALL_LIST_FLAGS flags)
pure virtual

Gets the flags for this call list.

virtual signed int IVertexCallList::GetIndices ( unsigned int **  arrIndices)
pure virtual

Gets the index buffer for this call list. If the number of indices is set to 0, *arrIndices will be set to NULL.

virtual signed int IVertexCallList::GetLineWidth ( float *  width)
pure virtual

Gets the line width

virtual signed int IVertexCallList::GetNormals ( VECTOR3D **  arrNormals)
pure virtual

Supplies the location in memory of the normals for this list. If the number of vertices is 0, *arrNormals will be set to NULL.

virtual signed int IVertexCallList::GetNumIndices ( unsigned int *  numIndices)
pure virtual

Gets the number of vertices in this call list. If this is 0, then every three vertices will constitute a triangle.

virtual signed int IVertexCallList::GetNumVertices ( unsigned int *  num)
pure virtual

Gets the number of vertices in this call list.

virtual signed int IVertexCallList::GetShadingEnabled ( unsigned char **  arrShadingEnabled)
pure virtual

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.

virtual signed int IVertexCallList::GetTextureCoords ( VECTOR2F **  arrTextureCoords)
pure virtual

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.

virtual signed int IVertexCallList::GetTextureLighting ( signed int *  pbLighting)
pure virtual

Gets the texture lighting state for this call list.

virtual signed int IVertexCallList::GetTextureMap ( ITextureMap **  pTextureMap)
pure virtual

Gets the ITextureMap object associated with this IVertexCallList

virtual signed int IVertexCallList::GetTextureMap ( IRenderEngine **  pEngineMap)
pure virtual

Gets the IRenderEngine texture mapping object associated with this IVertexCallList

virtual signed int IVertexCallList::GetTransform ( MATRIX44D transform)
pure virtual

Gets the transformation matrix.

virtual signed int IVertexCallList::GetType ( ENUM_VCL_TYPE type)
pure virtual

Gets the type of this call list.

virtual signed int IVertexCallList::GetVertices ( VECTOR3D **  arrVertices)
pure virtual

Supplies the location in memory of the vertices for this list. If the number of vertices is 0, *arrVertices will be set to NULL.

virtual signed int IVertexCallList::IncRef ( )
pure virtual

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.

virtual signed int IVertexCallList::Optimize ( signed int  bCleanIslands,
double  islandPercentage,
signed int  bDecimate,
double  decimatePercentage,
signed int  bSmoothBefore,
signed int  bSmoothAfter,
double  smoothParam,
signed int  bFlip 
)
pure virtual

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.

Parameters
bCleanIslandsBoolean value that determings if the connected set reduction operation is run.
islandPercentageA 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.
bDecimateBoolean value that determings if the decimate operation is run.
decimatePercentageA 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.
bSmoothBeforeBoolean value that determines if the smoothing operation is run before the decimate operation.
bSmoothAfterBoolean value that determines if the smoothing operation is run after the decimate operation.
smoothParamA value between 0 and 1 that determines how aggressively the mesh is smoothed. Higher values equate to more smoothing.
bFlipBoolean value that determines if the polygon flip operation is applied.
virtual signed int IVertexCallList::SetCullMode ( ENUM_CULL_MODE  cullMode)
pure virtual

Sets the backface culling mode.

virtual signed int IVertexCallList::SetFlags ( ENUM_VERTEX_CALL_LIST_FLAGS  flags)
pure virtual

Sets the flags for this call list.

virtual signed int IVertexCallList::SetLineWidth ( float  width)
pure virtual

If the type of this call list is VCL_TYPE_LINES, then this will set the width of those lines in patient coordinates.

virtual signed int IVertexCallList::SetNumIndices ( unsigned int  numIndices)
pure virtual

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.

virtual signed int IVertexCallList::SetNumVertices ( unsigned int  num)
pure virtual

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.

virtual signed int IVertexCallList::SetTextureLighting ( signed int  bLighting)
pure virtual

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.

virtual signed int IVertexCallList::SetTextureMap ( ITextureMap pTextureMap)
pure virtual

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.

virtual signed int IVertexCallList::SetTextureMap ( IRenderEngine pEngineMap)
pure virtual

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.

virtual signed int IVertexCallList::SetTransform ( MATRIX44D transform)
pure virtual

Sets a 4x4 matrix for each of the vertices to be multiplied by before being displayed.

virtual signed int IVertexCallList::SetType ( ENUM_VCL_TYPE  type)
pure virtual

Sets the type of this call list (polygons, lines...etc).