VIS2 SS2013 CVD DVR
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Public Member Functions | Public Attributes | Protected Member Functions | Properties | List of all members
visLU.Data Class Reference

Represents volume data More...

Inheritance diagram for visLU.Data:
visLU.VisXnaConrol

Public Member Functions

 Data (string _fileName)
 Constructor More...
 
void DrawCoordinateSystem ()
 Draws a Coordinate System to ease debugging. More...
 
void setControlpoints ()
 Takes ControlPoints from Property File and interpolates between these Points. Writes interpolated Values to a Texture and passes this Transfertexture to the shader. More...
 

Public Attributes

Vector3 stepSize
 
Vector4 scaleFactor
 
int iterations
 
float scaleSteps = 1.0f
 
float slice = 0.5f
 
Texture2D transferTexture
 
Texture2D transferTextureAlpha
 
Matrix worldMatrix
 
Texture3D volumeData
 
Texture3D volumeGradients
 
Model cube
 
- Public Attributes inherited from visLU.VisXnaConrol
bool swapBuffers = true
 

Protected Member Functions

override void Initialize ()
 Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. calls LoadContent() More...
 
override void LoadContent ()
 Loads all Content needed. Creates RenderTargets and shader. Loads Cube and calls loadDatafromFile(). More...
 
override void Update ()
 Clears RenderTargets. Renders Backfaces and Frontfaces. Calls setControlPoints(). More...
 
override void Draw ()
 Sets current Rendertechnique depending on current view (3D-view or top, front, side for slicing). Calls DrawVolume() to actually draw the volume data. More...
 
- Protected Member Functions inherited from visLU.VisXnaConrol
override void OnCreateControl ()
 
override void Dispose (bool disposing)
 Disposes the control. More...
 
override void OnInvalidated (InvalidateEventArgs e)
 
override void OnPaint (PaintEventArgs e)
 Redraws the control in response to a WinForms paint message. More...
 
virtual void PaintUsingSystemDrawing (Graphics graphics, string text)
 If we do not have a valid graphics device (for instance if the device is lost, or if we are running inside the Form designer), we must use regular System.Drawing method to display a status message. More...
 
override void OnPaintBackground (PaintEventArgs pevent)
 Ignores WinForms paint-background messages. The default implementation would clear the control to the current background color, causing flickering when our OnPaint implementation then immediately draws some other color over the top using the XNA Framework GraphicsDevice. More...
 
override void OnSizeChanged (EventArgs e)
 

Properties

Camera Camera [get, set]
 
int CurrentCamera [set]
 
Texture3D VolumeData [get]
 
Vector3 DataDimensions [get]
 
- Properties inherited from visLU.VisXnaConrol
GraphicsDevice GraphicsDevice [get]
 
VisServiceContainer Services [get]
 

Detailed Description

Represents volume data

Definition at line 25 of file Data.cs.

Constructor & Destructor Documentation

visLU.Data.Data ( string  _fileName)

Constructor

Parameters
_fileNamespecifies file to load data from
game

Definition at line 107 of file Data.cs.

Member Function Documentation

override void visLU.Data.Draw ( )
protectedvirtual

Sets current Rendertechnique depending on current view (3D-view or top, front, side for slicing). Calls DrawVolume() to actually draw the volume data.

Parameters
gameTime

Implements visLU.VisXnaConrol.

Definition at line 463 of file Data.cs.

void visLU.Data.DrawCoordinateSystem ( )

Draws a Coordinate System to ease debugging.

Parameters
gameTime

Definition at line 483 of file Data.cs.

override void visLU.Data.Initialize ( )
protectedvirtual

Allows the game component to perform any initialization it needs to before starting to run. This is where it can query for any required services and load content. calls LoadContent()

Implements visLU.VisXnaConrol.

Definition at line 139 of file Data.cs.

override void visLU.Data.LoadContent ( )
protectedvirtual

Loads all Content needed. Creates RenderTargets and shader. Loads Cube and calls loadDatafromFile().

Implements visLU.VisXnaConrol.

Definition at line 153 of file Data.cs.

void visLU.Data.setControlpoints ( )

Takes ControlPoints from Property File and interpolates between these Points. Writes interpolated Values to a Texture and passes this Transfertexture to the shader.

Definition at line 561 of file Data.cs.

override void visLU.Data.Update ( )
protectedvirtual

Clears RenderTargets. Renders Backfaces and Frontfaces. Calls setControlPoints().

Parameters
gameTime

Implements visLU.VisXnaConrol.

Definition at line 423 of file Data.cs.


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