Loading src/main_Generator.cpp +11 −11 Original line number Diff line number Diff line Loading @@ -22,7 +22,7 @@ ActiveMesh mesh; std::vector< std::vector<int> > tipOffsets; bool LoadNewMesh(const char* path,const int ID,const int fileNo); int RenderMesh(const char* path,int fileNo); int RenderMesh(const char* path,const int ID,int fileNo); int main(int argc,char **argv) { Loading @@ -42,7 +42,7 @@ int main(int argc,char **argv) //determine the first time point to start with int i=0; if (argc == 5) i=atoi(argv[4]); if (argc >= 5) i=atoi(argv[4]); int framesToGoHome=999999999; if (argc == 6) framesToGoHome=atoi(argv[5]); Loading Loading @@ -79,7 +79,7 @@ int main(int argc,char **argv) std::cout << f << ": normals #: " << mesh.Ftree[f].norm.size() << "\n"; } RenderMesh(argv[2],i); RenderMesh(argv[2],ID,i); ++i; --framesToGoHome; } Loading Loading @@ -209,7 +209,7 @@ bool LoadNewMesh(const char* path,const int ID,const int fileNo) #define DO_PHASE_II_AND_III #define DO_ANISOTROPIC_OUTPUT int RenderMesh(const char* path,int fileNo) int RenderMesh(const char* path,const int ID,int fileNo) { //setup isotropic(!) image for mask-output of the simulated cell i3d::Image3d<i3d::GRAY16> mask; Loading @@ -231,7 +231,7 @@ int RenderMesh(const char* path,int fileNo) std::cout << "exporting isotropic mask #" << fileNo << "\n"; char fileName[1024]; sprintf(fileName,"%s/ISOmask_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/ISOmask_t%03d.tif",path,ID,fileNo); mask.SaveImage(fileName); //updates the texture fl. points Loading Loading @@ -284,11 +284,11 @@ int RenderMesh(const char* path,int fileNo) /* //uncomment if you want to see the FF for the cell body char n[1024]; sprintf(n,"%s/new_vx_%03d.ics",path,fileNo); sprintf(n,"%s/ID%d_afterTM/new_vx_%03d.ics",path,ID,fileNo); FF.x->SaveImage(n); sprintf(n,"%s/new_vy_%03d.ics",path,fileNo); sprintf(n,"%s/ID%d_afterTM/new_vy_%03d.ics",path,ID,fileNo); FF.y->SaveImage(n); sprintf(n,"%s/new_vz_%03d.ics",path,fileNo); sprintf(n,"%s/ID%d_afterTM/new_vz_%03d.ics",path,ID,fileNo); FF.z->SaveImage(n); */ Loading Loading @@ -316,7 +316,7 @@ int RenderMesh(const char* path,int fileNo) //i3d::Image3d<i3d::GRAY16> texture; //mesh.RenderOneTimeTexture(mask,texture); sprintf(fileName,"%s/phantom_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/phantom_t%03d.tif",path,ID,fileNo); texture.SaveImage(fileName); #ifdef DO_PHASE_II_AND_III Loading @@ -341,12 +341,12 @@ int RenderMesh(const char* path,int fileNo) //save the texture and that's it for texture image std::cout << "exporting texture #" << fileNo << "\n"; sprintf(fileName,"%s/texture_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/texture_t%03d.tif",path,ID,fileNo); texture.SaveImage(fileName); std::cout << "exporting mask #" << fileNo << "\n"; sprintf(fileName,"%s/mask_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/mask_t%03d.tif",path,ID,fileNo); #ifdef DO_PHASE_II_AND_III #ifdef DO_ANISOTROPIC_OUTPUT //re-render (!, instead of resampling) also the mask before exporting Loading Loading
src/main_Generator.cpp +11 −11 Original line number Diff line number Diff line Loading @@ -22,7 +22,7 @@ ActiveMesh mesh; std::vector< std::vector<int> > tipOffsets; bool LoadNewMesh(const char* path,const int ID,const int fileNo); int RenderMesh(const char* path,int fileNo); int RenderMesh(const char* path,const int ID,int fileNo); int main(int argc,char **argv) { Loading @@ -42,7 +42,7 @@ int main(int argc,char **argv) //determine the first time point to start with int i=0; if (argc == 5) i=atoi(argv[4]); if (argc >= 5) i=atoi(argv[4]); int framesToGoHome=999999999; if (argc == 6) framesToGoHome=atoi(argv[5]); Loading Loading @@ -79,7 +79,7 @@ int main(int argc,char **argv) std::cout << f << ": normals #: " << mesh.Ftree[f].norm.size() << "\n"; } RenderMesh(argv[2],i); RenderMesh(argv[2],ID,i); ++i; --framesToGoHome; } Loading Loading @@ -209,7 +209,7 @@ bool LoadNewMesh(const char* path,const int ID,const int fileNo) #define DO_PHASE_II_AND_III #define DO_ANISOTROPIC_OUTPUT int RenderMesh(const char* path,int fileNo) int RenderMesh(const char* path,const int ID,int fileNo) { //setup isotropic(!) image for mask-output of the simulated cell i3d::Image3d<i3d::GRAY16> mask; Loading @@ -231,7 +231,7 @@ int RenderMesh(const char* path,int fileNo) std::cout << "exporting isotropic mask #" << fileNo << "\n"; char fileName[1024]; sprintf(fileName,"%s/ISOmask_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/ISOmask_t%03d.tif",path,ID,fileNo); mask.SaveImage(fileName); //updates the texture fl. points Loading Loading @@ -284,11 +284,11 @@ int RenderMesh(const char* path,int fileNo) /* //uncomment if you want to see the FF for the cell body char n[1024]; sprintf(n,"%s/new_vx_%03d.ics",path,fileNo); sprintf(n,"%s/ID%d_afterTM/new_vx_%03d.ics",path,ID,fileNo); FF.x->SaveImage(n); sprintf(n,"%s/new_vy_%03d.ics",path,fileNo); sprintf(n,"%s/ID%d_afterTM/new_vy_%03d.ics",path,ID,fileNo); FF.y->SaveImage(n); sprintf(n,"%s/new_vz_%03d.ics",path,fileNo); sprintf(n,"%s/ID%d_afterTM/new_vz_%03d.ics",path,ID,fileNo); FF.z->SaveImage(n); */ Loading Loading @@ -316,7 +316,7 @@ int RenderMesh(const char* path,int fileNo) //i3d::Image3d<i3d::GRAY16> texture; //mesh.RenderOneTimeTexture(mask,texture); sprintf(fileName,"%s/phantom_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/phantom_t%03d.tif",path,ID,fileNo); texture.SaveImage(fileName); #ifdef DO_PHASE_II_AND_III Loading @@ -341,12 +341,12 @@ int RenderMesh(const char* path,int fileNo) //save the texture and that's it for texture image std::cout << "exporting texture #" << fileNo << "\n"; sprintf(fileName,"%s/texture_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/texture_t%03d.tif",path,ID,fileNo); texture.SaveImage(fileName); std::cout << "exporting mask #" << fileNo << "\n"; sprintf(fileName,"%s/mask_t%03d.tif",path,fileNo); sprintf(fileName,"%s/ID%d_afterTM/mask_t%03d.tif",path,ID,fileNo); #ifdef DO_PHASE_II_AND_III #ifdef DO_ANISOTROPIC_OUTPUT //re-render (!, instead of resampling) also the mask before exporting Loading