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#include <i3d/image3d.h>
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#include <i3d/transform.h>
#include <stdlib.h> //for rnd generator seeding
#include <time.h>
#include <unistd.h>
#include "params.h"
#include "graphics.h"
#include "../cmath3d/TriangleMesh.h"
//create some shared objects...
ParamsClass params;
void ParamsSetup(void);
//
ActiveMesh mesh;
int LoadNewMesh(int fileNo);
int RenderMesh(int fileNo);
int main(void)
{
ParamsSetup();
//ISBI:
//for (int i=0; i < 50; ++i)
for (int i=10; i < 11; ++i)
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std::cout << "mesh: #" << i << "\n";
std::cout << "vertices #: " << mesh.Pos.size() << "\n";
std::cout << "triangles #: " << mesh.ID.size()/3 << "\n";
std::cout << "normals #: " << mesh.norm.size() << "\n";
//RenderMesh(i+1);
//RenderMesh(i+2);
initializeGL();
loopGL();
closeGL();
return(0);
}
void ParamsSetup(void)
{
//set up the environment
params.sceneOffset=Vector3d<float>(0.f);
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params.sceneSize=Vector3d<float>(27.5f,27.5f,22.0f); //for sample cell
params.sceneCentre=params.sceneSize;
params.sceneCentre/=2.0f;
params.sceneCentre+=params.sceneOffset;
params.sceneOuterBorder=Vector3d<float>(2.f);
params.sceneBorderColour.r=0.7f;
params.sceneBorderColour.g=0.7f;
params.sceneBorderColour.b=0.0f;
params.inputCellsFilename="cells/cell%d.txt";
params.numberOfAgents=2;
params.friendshipDuration=10.f;
params.maxCellSpeed=0.20f;
//adapted for cell cycle length of 24 hours
params.cellCycleLength=14.5*60; //[min]
params.currTime=0.0f; //all three are in units of minutes
params.incrTime=1.0f;
params.stopTime=50.0f;
params.imgSizeX=500; //pixels
params.imgSizeY=500;
params.imgResX=1.0f; //pixels per micrometer
params.imgResY=1.0f;
params.imgOutlineFilename="Outline%05d.tif";
params.imgPhantomFilename="Phantom%05d.tif";
params.imgMaskFilename="Mask%05d.tif";
params.imgFluoFilename="FluoImg%05d.tif";
params.imgPhCFilename="PhCImg%05d.tif";
params.tracksFilename="tracks.txt";
//re-seed the standard rnd generator
//(which is used for Perlin texture)
unsigned int seed=-1 * (int)time(NULL) * (int)getpid();
srand(seed);
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int LoadNewMesh(int fileNo)
{
char VTK_nucleusSurf[1024];
char VTK_nucleus[1024];
char VTK_fTreeA[1024];
char VTK_fTreeB[1024];
sprintf(VTK_nucleusSurf,"../sample_sequence/ID05_t%03d_nucleusSurf.vtk",fileNo);
sprintf(VTK_nucleus, "../sample_sequence/ID05_t%03d_nucleus.vtk",fileNo);
sprintf(VTK_fTreeA, "../sample_sequence/ID05_t%03d_fTree01.vtk",fileNo);
sprintf(VTK_fTreeB, "../sample_sequence/ID05_t%03d_fTree02.vtk",fileNo);
int retval=mesh.ImportVTK(VTK_nucleusSurf);
//int retval=mesh.ImportVTK_Volumetric(VTK_nucleus);
if (retval)
{
std::cout << "some error reading nucleus: " << retval << "\n";
return(1);
}
retval=mesh.ImportVTK_Ftree(VTK_fTreeA);
if (retval)
{
std::cout << "some error reading f-tree: " << retval << "\n";
return(2);
}
retval=mesh.ImportVTK_Ftree(VTK_fTreeB);
if (retval)
{
std::cout << "some error reading f-tree: " << retval << "\n";
return(2);
}
std::cout << "loaded mesh #" << fileNo << "\n";
//position the mesh somewhat inside the scene
mesh.ScaleMesh(Vector3F(1.6f,1.6f,2.0f));
//mesh.TranslateMesh(Vector3F(-8.0f,-8.0f,-4.f));
mesh.TranslateMesh(params.sceneCentre);
return(0);
}
int RenderMesh(int fileNo)
{
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//setup isotropic(!) image for sample cell
i3d::Image3d<i3d::GRAY16> mask;
mask.SetOffset(i3d::Offset(0.0,0.0,0.0));
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mask.SetResolution(i3d::Resolution(8.0,8.0,8.0));
mask.GetVoxelData()=0;
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//renders the isotropic mask
std::cout << "rendering mask #" << fileNo << "\n";
mesh.RenderMask(mask);
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//renders and resamples the texture
i3d::Image3d<i3d::GRAY16> texture;
mesh.RenderOneTimeTexture(mask,texture);
/*
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if (mesh.DotsFirstRun())
{
std::cout << "rendering texture first run\n";
mesh.InitDots(mask);
}
else
{
std::cout << "rendering texture iteration\n";
//mesh.BrownDots(mask);
}
std::cout << "rendering texture #" << fileNo << "\n";
mesh.RenderDots(mask,texture);
*/
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std::cout << "exporting texture #" << fileNo << "\n";
char fileName[1024];
sprintf(fileName,"text_t%03d.tif",fileNo);
texture.SaveImage(fileName);
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//resample also the mask before exporting
std::cout << "exporting mask #" << fileNo << "\n";
i3d::Resample(mask,texture,
mask.GetSizeX(),mask.GetSizeY(),mask.GetSizeZ()/8);
sprintf(fileName,"mask_t%03d.tif",fileNo);
texture.SaveImage(fileName);
return(0);
}