#include <i3d/image3d.h> #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 < 20; ++i) { LoadNewMesh(i); 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); } /* initializeGL(); loopGL(); closeGL(); */ return(0); } void ParamsSetup(void) { //set up the environment params.sceneOffset=Vector3d<float>(0.f); 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); } 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); //first, obtain a fresh volumetric mesh (before it gets overwritten in the following code) int retval=mesh.ImportVTK_Volumetric(VTK_nucleus); if (retval) { std::cout << "some error reading nucleus: " << retval << "\n"; return(1); } //position the mesh somewhat inside the scene mesh.ScaleMesh(Vector3F(1.6f,1.6f,2.0f)); mesh.TranslateMesh(params.sceneCentre); //and rotate both arrays mesh.RotateVolPos(); //continue reading surface meshes and filopodia retval=mesh.ImportVTK(VTK_nucleusSurf); 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(params.sceneCentre); return(0); } int RenderMesh(int fileNo) { //setup isotropic(!) image for sample cell i3d::Image3d<i3d::GRAY16> mask; mask.SetOffset(i3d::Offset(0.0,0.0,0.0)); mask.SetResolution(i3d::Resolution(8.0,8.0,8.0)); mask.MakeRoom(220,220,176); mask.GetVoxelData()=0; //renders the isotropic mask std::cout << "rendering mask #" << fileNo << "\n"; mesh.RenderMask(mask); //renders and resamples the texture i3d::Image3d<i3d::GRAY16> texture; //mesh.RenderOneTimeTexture(mask,texture); if (mesh.DotsFirstRun()) { std::cout << "rendering texture first run\n"; mesh.InitDots(mask); } else { std::cout << "rendering texture iteration\n"; //mesh.BrownDots(mask); //obtain fresh flow field, so that point positions can be updated std::cout << "oldVol.size=" << mesh.oldVolPos.size() << ", newVol.size=" << mesh.newVolPos.size() << "\n"; FlowField<float> FF; FF.x=new i3d::Image3d<float>; FF.y=new i3d::Image3d<float>; FF.z=new i3d::Image3d<float>; FF.x->CopyMetaData(mask); FF.y->CopyMetaData(mask); FF.z->CopyMetaData(mask); //create a FF by "rendering displacement triangles" mesh.ConstructFF(FF); char n[1024]; sprintf(n,"vx_%03d.ics",fileNo); FF.x->SaveImage(n); sprintf(n,"vy_%03d.ics",fileNo); FF.y->SaveImage(n); sprintf(n,"vz_%03d.ics",fileNo); FF.z->SaveImage(n); //apply the FF on the fl. dots mesh.FFDots(mask,FF); //FF destructor will delete dyn. allocated images... } std::cout << "rendering texture #" << fileNo << "\n"; mesh.RenderDots(mask,texture); std::cout << "exporting texture #" << fileNo << "\n"; char fileName[1024]; sprintf(fileName,"text_t%03d.tif",fileNo); texture.SaveImage(fileName); //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); }