A point cloud is graph that has the same functionality as Graph but is built using a visual effects graph. This because it can handle more points and animations used in slicing, spreading and streaming to reference organ. Positions and colors for the points are stored in textures.
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void | Initialize (int id) |
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void | ToggleInfoText () |
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void | SetCollider (bool offset=false) |
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void | SetCollider (Vector3 mid, Vector3 size) |
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void | SetTargetTexture (Color[] newCols) |
| The target texture is used when morphing the graph to animate the point positions. More...
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void | Morph (float animationTime=1f) |
| Morph between the current position map and the target position map. More...
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void | SetAlphaClipThreshold (float val) |
| The alpha clip threshold is used to determine what points to hide. The points under the threshold are hidden. More...
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void | SetAlphaClipThreshold (bool toggle) |
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IEnumerator | CreatePositionTextureMap (List< Point > points, PointCloud parentPC) |
| Creates the point cloud position map that determines the position of each point. More...
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void | CreatePositionTextureMap (List< float3 > pointPositions, List< string > names) |
| Creates a position texture map based on the given positions. More...
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void | CreatePositionTextureMap (List< float3 > pointPositions, List< string > names, ref List< Point > slicePoints) |
| Creates a position texture map based on the given positions. More...
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void | BlendToGlassOrgan () |
| Animate between the current position and the position in the reference glass organ. More...
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void | SpreadOutPoints (bool doSpread=true) |
| Spread out the points from the center of the graph. Places every point on an equal distance from the center. More...
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void | SliceSpread (NativeArray< float3 > dirs) |
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void | SpreadOutClusters () |
| Spread out the points from the center. The spreading is based on the center of the cluster each point belongs to. More...
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GameObject | sliceImage |
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VisualEffectAsset | pointCloudHighCap |
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VisualEffectAsset | pointCloudQuad |
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Texture2D | positionTextureMap |
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Texture2D | orgPositionTextureMap |
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Texture2D | colorTextureMap |
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Texture2D | alphaTextureMap |
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Texture2D | targetPositionTextureMap |
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Texture2D | morphTexture |
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Texture2D | clusterSpreadTexture |
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Texture2D | pointSpreadTexture |
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float3 | minCoordValues |
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float3 | maxCoordValues |
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float3 | longestAxis |
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float3 | scaledOffset |
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float3 | diffCoordValues |
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Dictionary< string, float3 > | points = new Dictionary<string, float3>() |
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int | pcID |
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Entity | parent |
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List< float > | zPositions = new List<float>() |
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GraphSlice | graphSlice |
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GameObject | infoParent |
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TextMeshPro | graphNameText |
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TextMeshPro | graphInfoText |
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string | otherName |
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string | originalName |
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string | GraphName [get, set] |
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A point cloud is graph that has the same functionality as Graph but is built using a visual effects graph. This because it can handle more points and animations used in slicing, spreading and streaming to reference organ. Positions and colors for the points are stored in textures.
◆ BlendToGlassOrgan()
void CellexalVR.AnalysisLogic.PointCloud.BlendToGlassOrgan |
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Animate between the current position and the position in the reference glass organ.
◆ CreatePositionTextureMap() [1/3]
void CellexalVR.AnalysisLogic.PointCloud.CreatePositionTextureMap |
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List< float3 > |
pointPositions, |
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List< string > |
names |
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) |
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Creates a position texture map based on the given positions.
- Parameters
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pointPositions | The positions to store in the texture. |
names | The cell names. |
◆ CreatePositionTextureMap() [2/3]
void CellexalVR.AnalysisLogic.PointCloud.CreatePositionTextureMap |
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List< float3 > |
pointPositions, |
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List< string > |
names, |
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ref List< Point > |
slicePoints |
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) |
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Creates a position texture map based on the given positions.
- Parameters
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pointPositions | The positions to store in the texture. |
names | The cell names. |
slicePoints | A reference to the list of points in the slice the points should belong to. |
◆ CreatePositionTextureMap() [3/3]
IEnumerator CellexalVR.AnalysisLogic.PointCloud.CreatePositionTextureMap |
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List< Point > |
points, |
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PointCloud |
parentPC |
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) |
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Creates the point cloud position map that determines the position of each point.
- Parameters
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points | The points to create from. |
parentPC | The parent points cloud. Means that the new point cloud is a subset (slice) of the parent. |
- Returns
◆ Morph()
void CellexalVR.AnalysisLogic.PointCloud.Morph |
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float |
animationTime = 1f | ) |
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Morph between the current position map and the target position map.
- Parameters
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◆ SetAlphaClipThreshold()
void CellexalVR.AnalysisLogic.PointCloud.SetAlphaClipThreshold |
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float |
val | ) |
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The alpha clip threshold is used to determine what points to hide. The points under the threshold are hidden.
- Parameters
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◆ SetTargetTexture()
void CellexalVR.AnalysisLogic.PointCloud.SetTargetTexture |
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Color[] |
newCols | ) |
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The target texture is used when morphing the graph to animate the point positions.
- Parameters
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newCols | New colors in the position map essentially means new positions. |
◆ SpreadOutClusters()
void CellexalVR.AnalysisLogic.PointCloud.SpreadOutClusters |
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Spread out the points from the center. The spreading is based on the center of the cluster each point belongs to.
◆ SpreadOutPoints()
void CellexalVR.AnalysisLogic.PointCloud.SpreadOutPoints |
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bool |
doSpread = true | ) |
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Spread out the points from the center of the graph. Places every point on an equal distance from the center.
- Parameters
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The documentation for this class was generated from the following file:
- cellexalvr_cloudxr/Assets/Scripts/AnalysisLogic/PointCloud.cs