35 #ifndef ANA_SPARSEMATRIX_CONNECTIVITYMATRIX_H 36 #define ANA_SPARSEMATRIX_CONNECTIVITYMATRIX_H 49 class ConnectivityMatrixProcessingThread;
83 void buildTexture(
int mesh_index, uint32_t vertex,
float time_pos = 0 );
91 std::vector<carto::rc_ptr<ATriangulated> >
meshes()
const;
92 std::vector<carto::rc_ptr<ATexture> >
textures()
const;
95 static bool checkObjects(
const std::set<AObject *> & objects,
97 std::list<ATriangulated *> & meshes,
98 std::list<ATexture *> & patch_textures,
99 std::list<ATexture *> & basin_textures,
100 PatchMode & pmode, std::set<int> & patches,
103 virtual bool boundingBox( std::vector<float> & bmin,
104 std::vector<float> & bmax )
const;
111 void buildPatchIndices();
112 void buildPatchTextureThread();
113 void buildPatchMeshes(
const std::vector<int16_t> & pvals,
118 void releaseAnaCursor();
virtual void update(const Observable *observable, void *arg)
This class is an Observer of each of the AObject it groups.
ViewState holds information about how a view wants to see an object.
void buildPatchTexture(int mesh_index, uint32_t vertex, float time_pos=0)
virtual int MType() const
Precise type of multi-object.
Base Anatomist object (abstract)
virtual bool render(PrimList &, const ViewState &)
rendering (generally 2D or 3D using OpenGL).
virtual bool boundingBox(std::vector< float > &bmin, std::vector< float > &bmax) const
Fills bmin and bmax with the N-D bounding box extrema in the object's referential coordinates...
std::list< carto::rc_ptr< GLItem > > PrimList
void buildColumnPatchTexture(int mesh_index, uint32_t vertex, float time_pos=0)
AConnectivityMatrix(const std::vector< AObject *> &obj)
This class can be subclassed to represent an object that the programmer wants to have observed...
void processingProgress(AConnectivityMatrix *, int current, int count)
std::vector< carto::rc_ptr< ATexture > > textures() const
void buildColumnTexture(int mesh_index, uint32_t vertex, float time_pos=0)
it's a list, in fact...
Connectivity matix object: fusions sparse matrix, white mesh, and optionally a gyrus patch texture...
friend class anatomist::ConnectivityMatrixProcessingThread
void texturesUpdated(AConnectivityMatrix *)
static bool checkObjects(const std::set< AObject *> &objects, AObject *&matrix, std::list< ATriangulated *> &meshes, std::list< ATexture *> &patch_textures, std::list< ATexture *> &basin_textures, PatchMode &pmode, std::set< int > &patches, bool &transpose)
void buildTexture(int mesh_index, uint32_t vertex, float time_pos=0)
int type() const
Object type identifier.
std::vector< carto::rc_ptr< ATriangulated > > meshes() const
const carto::rc_ptr< ATriangulated > marker() const
virtual ~AConnectivityMatrix()
AimsData< T > transpose(const AimsData< T > &thing)