use of facetmodeller.plc.FacetVector in project facetmodeller by pglelievre.
the class FlipEdgeClickTask method mouseClick.
@Override
public void mouseClick(MyPoint2D p) {
// Check for the required information:
if (!check()) {
return;
}
if (p == null) {
return;
}
// Calculate the closest node to the clicked point:
if (!controller.calculateClosestNode(p)) {
return;
}
Node node2 = controller.getClosestNode();
// Check if we need to start, continue or stop the edge flipping operation:
Node currentNode = controller.getCurrentNode();
if (currentNode == null) {
// need to start fresh
controller.setCurrentNode(node2);
} else {
// first node was already selected
// Find the triangular facets containing the edge (triangular facets that contain the two selected nodes):
// will hold the triangular facets containing the edge
FacetVector edgeFacets = new FacetVector();
// will hold the 4 nodes
NodeVector nodes = new NodeVector();
nodes.add(currentNode);
nodes.add(node2);
// the facets for the first node
FacetVector facets1 = currentNode.getFacets();
for (int i1 = 0; i1 < facets1.size(); i1++) {
// loop over each facet for the first node
Facet f1 = facets1.get(i1);
// Skip non-triangular facets:
if (f1.size() != 3) {
continue;
}
// Check if the facet contains the second node:
if (f1.containsNode(node2)) {
// Add the facet to the list:
edgeFacets.add(f1);
}
}
// Nullify the temporary object before any dialogs can launch:
controller.clearCurrentNode();
// Check that the two nodes define an edge:
if (edgeFacets.isEmpty()) {
Dialogs.error(controller, "Those nodes don't define an edge.", title());
return;
}
// Check for a boundary edge:
if (edgeFacets.size() == 1) {
Dialogs.error(controller, "Boundary edges can not be flipped.", title());
return;
}
// Check for a triple point:
if (edgeFacets.size() != 2) {
Dialogs.error(controller, "Triple point edges can not be flipped.", title());
return;
}
// TODO: check for a convex situation
// Determine the two other nodes to use:
// duplicates are not added in this call
nodes.addAll(edgeFacets.get(0).getNodes());
// duplicates are not added in this call
nodes.addAll(edgeFacets.get(1).getNodes());
// Check I did it correctly:
if (nodes.size() != 4) {
Dialogs.error(controller, "That edge can not be flipped.", title());
return;
}
// Figure out which group to use:
Group group = edgeFacets.get(0).getGroup();
if (edgeFacets.get(1).getGroup() != group) {
// the two facets belong to different groups
group = controller.getSelectedCurrentGroup();
}
// Define two new facets:
Facet newFacet1 = new Facet(group);
newFacet1.addNode(nodes.get(0));
newFacet1.addNode(nodes.get(2));
newFacet1.addNode(nodes.get(3));
Facet newFacet2 = new Facet(group);
newFacet2.addNode(nodes.get(1));
newFacet2.addNode(nodes.get(2));
newFacet2.addNode(nodes.get(3));
FacetVector newFacets = new FacetVector();
newFacets.add(newFacet1);
newFacets.add(newFacet2);
// Perform the edge flip (add the new facets, delete the existing facets):
FlipEdgeCommand com = new FlipEdgeCommand(controller.getModelManager(), edgeFacets, newFacets);
com.execute();
controller.undoVectorAdd(com);
}
// Repaint:
controller.redraw();
}
use of facetmodeller.plc.FacetVector in project facetmodeller by pglelievre.
the class View3DPanel method paintComponent.
// -------------------- Overridden Methods --------------------
/**
* Paints graphics on the panel.
* @param g Graphics context in which to draw.
*/
@Override
public void paintComponent(Graphics g) {
// Only draw 3D if panel is open and ndim==3:
if (!controller.is3D() || !controller.getShowView3DPanel()) {
return;
}
// Remove image from the panel:
// removeAll();
// updateUI();
// Make sure the drawn flag is false:
drawn = false;
// Paint background:
super.paintComponent(g);
// Clear the list of projected nodes:
projectedPoints = null;
// Calculate the properties required for projection:
SceneInfo info = controller.getSceneInfo3D();
// no voi or no nodes in plc
if (info == null) {
return;
}
if (info.getScaling() == 0.0) {
return;
}
MyPoint3D spaceOrigin = info.getOrigin();
projector.setSpaceOrigin(spaceOrigin);
if (spaceOrigin == null) {
return;
}
// panel width
int w = getWidth();
// panel height
int h = getHeight();
double x = w;
double y = h;
// smallest panel dimension
double imageSizeScaling = Math.min(x, y);
// half panel width
x /= 2.0;
// half panel height
y /= 2.0;
// radius of circle surrounding the panel
double r = Math.sqrt(x * x + y * y);
MyPoint3D imageOrigin = new MyPoint3D(x, y, 0.0);
// imageOrigin.plus(controller.getPanX3D(),controller.getPanY3D(),0); // this does the panning via pan buttons
// this does the panning via dragging
imageOrigin.plus(getPanX(), getPanY(), 0);
projector.setImageOrigin(imageOrigin);
double sceneAndZoomScaling = info.getScaling() * zoomer.getScaling();
if (sceneAndZoomScaling == 0.0) {
return;
}
if (imageSizeScaling == 0.0) {
return;
}
projector.setSceneAndZoomScaling(sceneAndZoomScaling);
projector.setImageSizeScaling(imageSizeScaling);
dragSphere = new Circle(0, 0, r);
// Project all the nodes and reset the node IDs:
ModelManager model = controller.getModelManager();
int n = model.numberOfNodes();
projectedPoints = new MyPoint3D[n];
for (int i = 0; i < n; i++) {
// loop over each node
Node node = model.getNode(i);
// Set the node ID equal to i so I can use the ID's as indices into the projectedPoints array:
node.setID(i);
// Transform the point to image coordinates:
MyPoint3D p3 = node.getPoint3D();
MyPoint3D p;
if (p3 == null) {
// section not calibrated
p = null;
} else {
// p is a deep copy of node.getPoint3D()
p = spaceToImage(p3);
}
// Save the transformed point in the list:
projectedPoints[i] = p;
}
// If rotating then I'll only draw minimal information using 2D graphics,
// otherwise I'll draw everything using a zbuffer. I'll deal with this below
// by checking the status of the pt1 variable. I'll need some common information first:
// boolean showOther = controller.getShowOther(); // if true then draws outlines around other sections
// if true then draws outlines around other sections
boolean showOutlines = controller.getShowSectionOutlines();
// if false then only show nodes/facets associated with selected section(s)
boolean showAll = controller.getShowAllSections();
// Get drawing styles for overlays:
final int edgeWidth = controller.getLineWidth();
final int nodeWidth = controller.getPointWidth();
// final int centroidWidth = (int)Math.ceil(nodeWidth/2.0); // centroids drawn half the node width
final double normalLength = controller.getNormalLength();
final Color normalCol = controller.getNormalColor();
boolean normalThick = controller.getNormalThick();
boolean edgeThick = controller.getEdgeThick();
final int normalWidth;
if (normalThick) {
normalWidth = 8;
} else {
normalWidth = 4;
}
// Initialize the zbuffer or Graphics2D object:
Graphics2D g2 = (Graphics2D) g;
MyPoint3D pt1 = getPt1();
if (pt1 == null) {
zbuf = new ZBuffer3D(w, h, -Double.MAX_VALUE, getBackground());
} else {
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// g2.setStroke(new BasicStroke(edgeWidth)); // line style for facet edges
w = nodeWidth;
}
// Get the other section(s) being displayed (if any exist):
Section currentSection = controller.getSelectedCurrentSection();
SectionVector otherSections;
// if ( showOther || showAll ) {
if (showOutlines || showAll) {
otherSections = controller.getSelectedOtherSections();
} else {
otherSections = null;
}
// Get the drawing options for colouring the nodes and facets:
int nodeColorBy = controller.getNodeColorBy();
int facetColorBy = controller.getFacetColorBy();
// Add facets to the scene: (this should be done first so that
// z-buffering can't draw a facet edge over a node)
boolean showFaces = controller.getShowFaces();
boolean showNormals = controller.getShowNormals();
boolean showNormalTails = controller.getShowNormalTails();
boolean showNormalHeads = controller.getShowNormalHeads();
if (pt1 == null) {
GroupVector facetGroups = controller.getSelectedFacetGroups();
if (facetGroups != null) {
for (int i = 0; i < facetGroups.size(); i++) {
// loop over each group of facets to display
Group group = facetGroups.get(i);
FacetVector facets = group.getFacets();
for (int j = 0; j < facets.size(); j++) {
// loop over each facet in the group
Facet facet = facets.get(j);
// Make sure that all the nodes in the facet are calibrated:
NodeVector nodes = facet.getNodes();
int nn = nodes.size();
// only 3D facets are drawn
if (nn < 3) {
continue;
}
boolean ok = true;
for (int k = 0; k < nn; k++) {
// loop over each node in the facet
Node node = nodes.get(k);
MyPoint3D p = node.getPoint3D();
// if the node's section is not calibrated
if (p == null) {
ok = false;
break;
}
if (!showAll) {
// Make sure the facet belongs to no other sections than those selected:
Section s = node.getSection();
// shouldn't be possible
if (s == null) {
ok = false;
break;
}
if (!s.equals(currentSection) && otherSections != null && !otherSections.contains(s)) {
ok = false;
break;
}
}
}
if (!ok) {
continue;
}
// Place the required transformed points into a new object:
n = facet.size();
MyPoint3D[] pts = new MyPoint3D[n];
for (int k = 0; k < n; k++) {
// loop over each node in the facet
// index into projectedPoints
int id = facet.getNode(k).getID();
pts[k] = projectedPoints[id];
if (pts[k] == null) {
// node is behind camera, or its section is not calibrated, so don't paint the facet
ok = false;
break;
}
}
if (!ok) {
continue;
}
// Calculate the shading:
MyPoint3D v = facet.getNormal();
if (v == null) {
continue;
}
// normalized
v = v.deepCopy();
if (v == null) {
continue;
}
// rotated into projected coordinates
v.rotate(projector.getRotationMatrix());
// dotted with the z axis (direction not important)
double d = Math.abs(v.getZ());
// too dark otherwise
d = 1.0 - (1.0 - d) * 0.8;
// Determine the painting colour for the facet:
Color col = getFacetPaintingColor(facetColorBy, facet);
// Apply the shading to the painting colour:
float[] hsb = new float[3];
Color.RGBtoHSB(col.getRed(), col.getGreen(), col.getBlue(), hsb);
// d is on [0,1]
hsb[2] *= (float) d;
col = Color.getHSBColor(hsb[0], hsb[1], hsb[2]);
// Process the facet through the zbuffer:
Color faceCol = null;
Color edgeCol;
if (showFaces) {
// Paint facet face as a coloured patch and paint edges as user requests:
faceCol = col;
edgeCol = controller.getEdgeColor();
} else {
// Paint edges of facet only, using facet colour:
// faceColor = null;
edgeCol = col;
}
zbuf.putFacet(pts, faceCol, edgeCol, edgeThick);
// Draw the facet normals:
if (showNormals) {
// Set up the points on either end of the normal vector line:
// facet centroid (point at start of normal vector line)
MyPoint3D p0 = facet.getCentroid().deepCopy();
if (p0 == null) {
continue;
}
// normalized normal vector (length of one)
MyPoint3D p1 = facet.getNormal().deepCopy();
if (p1 == null) {
continue;
}
// normal vector of spatial length normalLength
p1.times(normalLength);
// point at end of normal vector line
p1.plus(p0);
// Transform the points to image coordinates:
p0 = spaceToImage(p0);
p1 = spaceToImage(p1);
if (p0 == null) {
continue;
}
if (p1 == null) {
continue;
}
// Draw normal vectors as line objects:
if (pt1 == null) {
zbuf.putEdge(p0, p1, normalCol, normalThick);
// point at normal tail
if (showNormalTails) {
zbuf.putNode(p0, normalCol, normalWidth);
}
// point at normal head
if (showNormalHeads) {
zbuf.putNode(p1, normalCol, normalWidth);
}
} else {
g2.setPaint(normalCol);
g2.drawLine((int) p0.getX(), (int) p0.getY(), (int) p1.getX(), (int) p1.getY());
// circle at normal tail
if (showNormalTails) {
g2.fillOval((int) p0.getX() - normalWidth / 2, (int) p0.getY() - normalWidth / 2, normalWidth, normalWidth);
}
// circle at normal head
if (showNormalHeads) {
g2.fillOval((int) p1.getX() - normalWidth / 2, (int) p1.getY() - normalWidth / 2, normalWidth, normalWidth);
}
}
}
}
// for j
}
// for i
}
// if (facetGroups!=null)
}
// if (pt1==null) // not rotating
// Add nodes to the scene:
Composite defaultComposite = g2.getComposite();
if (pt1 != null) {
float alpha = (float) 0.5;
int type = AlphaComposite.SRC_OVER;
AlphaComposite composite = AlphaComposite.getInstance(type, alpha);
g2.setComposite(composite);
}
GroupVector nodeGroups = controller.getSelectedNodeGroups();
if (nodeGroups != null) {
for (int i = 0; i < nodeGroups.size(); i++) {
// loop over each group of nodes to display
Group group = nodeGroups.get(i);
NodeVector nodes = group.getNodes();
for (int j = 0; j < nodes.size(); j++) {
// loop over each node in the group
Node node = nodes.get(j);
Section s = node.getSection();
// shouldn't be possible
if (s == null) {
continue;
}
// not possible but I check for it anyway
if (!s.isCalibrated()) {
continue;
}
if (!showAll && !s.equals(currentSection) && otherSections != null && !otherSections.contains(s)) {
continue;
}
// index into projectedPoints
int id = node.getID();
// Determine the painting colour for the node:
Color col = getNodePaintingColor(nodeColorBy, node);
// Paint the node:
if (pt1 == null) {
if (projectedPoints[id] != null) {
// only paint if node is in front of the camera, and if its section is calibrated
zbuf.putNode(projectedPoints[id], col, controller.getPointWidth());
}
} else {
MyPoint3D p = spaceToImage(node.getPoint3D());
// to next iteration of for j
if (p == null) {
continue;
}
g2.setPaint(col);
g2.fillOval((int) p.getX() - w / 2, (int) p.getY() - w / 2, w, w);
}
}
// for j
}
// for i
}
// Add regions to the scene:
if (pt1 == null) {
if (controller.getShowRegions()) {
for (int i = 0; i < model.numberOfRegions(); i++) {
Region region = model.getRegion(i);
Section s = region.getSection();
// shouldn't be possible
if (s == null) {
continue;
}
// not possible but I check for it anyway
if (!s.isCalibrated()) {
continue;
}
if (!showAll && !s.equals(currentSection) && otherSections != null && !otherSections.contains(s)) {
continue;
}
// Project the region point:
MyPoint3D p = spaceToImage(region.getPoint3D());
// region is behind camera
if (p == null) {
continue;
}
// Process the region through the zbuffer:
zbuf.putNode(p, region.getColor(), controller.getPointWidth());
}
}
}
// Draw the outlines of the selected sections:
if (pt1 == null) {
SectionVector sections = controller.getSelectedOtherSections();
// if ( showOther && sections!=null ) {
if (showOutlines && sections != null) {
for (int i = 0; i < sections.size(); i++) {
// loop over each section to display
Section section = sections.get(i);
// Construct the section outline in section image pixel coordinates:
// 4 corners
n = 4;
MyPoint2D[] pts2D = new MyPoint2D[n];
w = section.getWidth();
h = section.getHeight();
if (w <= 0 || h <= 0) {
continue;
}
w--;
h--;
pts2D[0] = new MyPoint2D(0, 0);
pts2D[1] = new MyPoint2D(w, 0);
pts2D[2] = new MyPoint2D(w, h);
pts2D[3] = new MyPoint2D(0, h);
// Transform the outline from 2D image pixels to space coordinates:
MyPoint3D[] pts3D = new MyPoint3D[n];
boolean ok = true;
for (int j = 0; j < n; j++) {
MyPoint3D p = section.imageCornerToSpace(pts2D[j]);
// null if section not calibrated
if (p == null) {
ok = false;
break;
}
pts3D[j] = p;
}
if (!ok) {
continue;
}
// Project the outline (from space to plotting pixel coordinates):
for (int j = 0; j < n; j++) {
MyPoint3D p = spaceToImage(pts3D[j]);
// point is behind camera
if (p == null) {
ok = false;
break;
}
pts3D[j] = p;
}
// for j
if (!ok) {
continue;
}
// Draw as black line objects:
for (int j = 0; j < n; j++) {
int j2 = j + 1;
if (j2 == n) {
j2 = 0;
}
zbuf.putEdge(pts3D[j], pts3D[j2], Color.BLACK);
}
}
// for i
}
}
// Draw the VOI:
if (pt1 != null) {
g2.setPaint(Color.BLACK);
g2.setComposite(defaultComposite);
}
if (controller.getShowVOI()) {
if (controller.hasVOI()) {
MyPoint3D[][] edges = controller.getVOIEdges();
for (int i = 0; i < VOI.N_EDGES; i++) {
MyPoint3D p1 = spaceToImage(edges[i][0]);
MyPoint3D p2 = spaceToImage(edges[i][1]);
// point(s) behind camera
if (p1 == null || p2 == null) {
continue;
}
if (pt1 == null) {
zbuf.putEdge(p1, p2, Color.BLACK);
} else {
g2.drawLine((int) p1.getX(), (int) p1.getY(), (int) p2.getX(), (int) p2.getY());
}
}
// for i
}
}
// Draw the axes:
if (showAxes) {
// Set up axis points:
// origin
MyPoint3D po = spaceOrigin.deepCopy();
// x axis
MyPoint3D px = MyPoint3D.plus(po, new MyPoint3D(AXIS_LENGTH, 0, 0));
// y axis
MyPoint3D py = MyPoint3D.plus(po, new MyPoint3D(0, AXIS_LENGTH, 0));
// z axis
MyPoint3D pz = MyPoint3D.plus(po, new MyPoint3D(0, 0, AXIS_LENGTH));
// Project with no scaling:
po = spaceToImage(po, 1.0);
px = spaceToImage(px, 1.0);
py = spaceToImage(py, 1.0);
pz = spaceToImage(pz, 1.0);
// Move to bottom left corner if desired:
if (!centreAxes) {
po.minus(imageOrigin);
px.minus(imageOrigin);
py.minus(imageOrigin);
pz.minus(imageOrigin);
MyPoint3D p = new MyPoint3D(AXIS_LENGTH + 5, getHeight() - AXIS_LENGTH - 5, 0.0);
po.plus(p);
px.plus(p);
py.plus(p);
pz.plus(p);
}
// Draw axes as coloured line objects:
if (pt1 == null) {
zbuf.putEdge(po, px, Color.RED);
zbuf.putEdge(po, py, Color.YELLOW);
zbuf.putEdge(po, pz, Color.GREEN);
} else {
g2.setPaint(Color.RED);
g2.drawLine((int) po.getX(), (int) po.getY(), (int) px.getX(), (int) px.getY());
g2.setPaint(Color.YELLOW);
g2.drawLine((int) po.getX(), (int) po.getY(), (int) py.getX(), (int) py.getY());
g2.setPaint(Color.GREEN);
g2.drawLine((int) po.getX(), (int) po.getY(), (int) pz.getX(), (int) pz.getY());
}
}
// There is nothing more to draw if rotating:
if (pt1 != null) {
drawn = true;
return;
}
// Get the zbuffer image:
BufferedImage image = zbuf.getImage();
// Return if no image exists:
if (image == null) {
return;
}
// Tightly fit the image inside the panel (a very simple fitting since they are the same size!):
tightFitImage(g, image);
// Return if no sections exist:
if (!model.hasSections()) {
drawn = true;
return;
}
// Return if no current section exists:
if (currentSection == null) {
return;
}
// Figure out where the cursor is:
boolean mouseInside2D = controller.getMouseInside2D();
// Get mouse click mode:
int mode = controller.getClickMode();
// Redefine w for use below:
w = 2 * nodeWidth;
// Set stroke for facet edge overlays:
BasicStroke dashedStroke = new BasicStroke(edgeWidth + 1, BasicStroke.CAP_SQUARE, BasicStroke.JOIN_MITER, (float) 10.0, new float[] { 2f, 16f }, (float) 0.0);
g2.setStroke(dashedStroke);
g2.setPaint(controller.getDefineFacetEdgeColor());
// Paint the edges of the current facet being defined:
Facet currentFacet = controller.getCurrentFacet();
if (currentFacet != null) {
// Create a path around the node coordinates:
if (currentFacet.size() > 1) {
GeneralPath path = addFacetToPath(currentFacet);
if (path != null) {
// May want to close the path:
if (mode == ClickModeManager.MODE_DEFINE_TRI_FACETS || mode == ClickModeManager.MODE_ADD_NODES_IN_FACETS) {
path.closePath();
}
// Draw the path:
g2.draw(path);
}
}
}
// Paint the edges of the facet closest to the cursor position:
if (mouseInside2D && currentFacet == null) {
Facet facet = controller.getClosestFacet();
if (facet != null) {
// Create a path around the node coordinates:
if (facet.size() > 1) {
GeneralPath path = addFacetToPath(facet);
if (path != null) {
// Close the path:
path.closePath();
// Draw the path:
g2.draw(path);
}
}
}
}
// Set stroke for node overlays:
g2.setStroke(new BasicStroke(edgeWidth));
// Paint circles around the nodes of the current facet being defined:
if (currentFacet != null) {
if (mode == ClickModeManager.MODE_DEFINE_TRI_FACETS) {
g2.setPaint(Color.WHITE);
} else {
g2.setPaint(Color.BLACK);
}
for (int i = 0; i < currentFacet.size(); i++) {
Node node = currentFacet.getNode(i);
// Only paint the node if it is in the current or other sections:
Section section = node.getSection();
if (section.equals(currentSection) || (otherSections != null && otherSections.contains(section))) {
MyPoint3D p = spaceToImage(node.getPoint3D());
if (p == null) {
continue;
}
g2.drawOval((int) p.getX() - w / 2, (int) p.getY() - w / 2, w, w);
}
}
// for i
}
// Paint circles around the nodes of the facet closest to the cursor position:
if (mouseInside2D && currentFacet == null) {
Facet facet = controller.getClosestFacet();
if (facet != null) {
// Paint circles around the node coordinates:
g2.setPaint(Color.WHITE);
for (int i = 0; i < facet.size(); i++) {
Node node = facet.getNode(i);
MyPoint3D p = spaceToImage(node.getPoint3D());
if (p == null) {
continue;
}
g2.drawOval((int) p.getX() - w / 2, (int) p.getY() - w / 2, w, w);
}
// for i
}
}
// Paint a white circle around the current node:
Node node = controller.getCurrentNode();
if (node != null) {
MyPoint3D p = spaceToImage(node.getPoint3D());
if (p != null) {
g2.setPaint(Color.WHITE);
g2.drawOval((int) p.getX() - w / 2, (int) p.getY() - w / 2, w, w);
}
}
// Paint a white circle around the node closest to the cursor position:
node = controller.getClosestNode();
if (mouseInside2D && node != null) {
MyPoint3D p = spaceToImage(node.getPoint3D());
if (p != null) {
g2.setPaint(Color.WHITE);
g2.drawOval((int) p.getX() - w / 2, (int) p.getY() - w / 2, w, w);
}
}
// Redefine w for use below:
w = nodeWidth;
// Paint a cursor location indicator at the position of the candidate node:
node = controller.getCandidateNode();
if (node != null) {
MyPoint3D p = spaceToImage(node.getPoint3D());
if (p != null) {
g2.setPaint(Color.WHITE);
int ix = (int) p.getX();
int iy = (int) p.getY();
g2.drawOval(ix - w / 2, iy - w / 2, w, w);
g2.drawLine(ix - w / 2, iy, ix + w / 2, iy);
g2.drawLine(ix, iy - w / 2, ix, iy + w / 2);
}
}
// Set drawn flag to true:
drawn = true;
}
use of facetmodeller.plc.FacetVector in project facetmodeller by pglelievre.
the class SectionImagePanel method paintComponent.
/**
* Paints graphics on the panel.
* @param g Graphics context in which to draw.
*/
@Override
public void paintComponent(Graphics g) {
// Paint background:
super.paintComponent(g);
// Clear the lists of painted nodes, node points, etc.:
paintedNodes.clear();
paintedNodePoints.clear();
paintedFacets.clear();
paintedFacetCentroids.clear();
paintedRegions.clear();
paintedRegionPoints.clear();
// Return if no sections exist:
if (!controller.hasSections()) {
return;
}
// Return if no current section exists:
Section currentSection = controller.getSelectedCurrentSection();
if (currentSection == null) {
return;
}
// Set some local variables:
int shiftX = controller.getShiftingX();
int shiftY = controller.getShiftingY();
int mode = controller.getClickMode();
boolean showImage = controller.getShowImage();
boolean showImageOutline = controller.getShowImageOutline();
// Get the other sections being displayed (if any exist):
SectionVector otherSections;
// if (controller.getShowOther()) {
otherSections = controller.getSelectedOtherSections();
// } else {
// otherSections = null;
// }
// Determine the facets to paint:
FacetVector facetsToPaint = new FacetVector();
GroupVector groups = controller.getSelectedFacetGroups();
if (groups != null) {
// for (int i=0 ; i<groups.size(); i++ ) { // loop over every selected facet group
for (int i = (groups.size() - 1); i >= 0; i--) {
// loop over every selected facet group in reverse order
FacetVector facets = groups.get(i).getFacets();
for (int j = 0; j < facets.size(); j++) {
// loop over every facet in the ith group
Facet facet = facets.get(j);
// Make sure there is more than one node in the facet:
// number of nodes in the facet
int nn = facet.size();
if (nn <= 1) {
continue;
}
// Make sure the facet belongs to no other sections than those selected:
boolean ok = true;
for (int k = 0; k < nn; k++) {
// loop over each node in the facet
// Check if the kth node in the facet should be plotted: it must be either
// 1) in the current section, which must be calibrated if its the topo section; OR
// 2) in one of the other selected sections, which must be calibrated:
// kth node in the facet
Node node = facet.getNode(k);
// section for the kth node
Section s = node.getSection();
if (s.equals(currentSection)) {
// node is in current section
if (node.getPoint2D() == null) {
// node not paintable
ok = false;
break;
}
} else {
// node not in current section
if (otherSections == null || !otherSections.contains(s) || !s.isCalibrated()) {
// (calibration required for projection)
ok = false;
break;
}
if (node.getPoint3D() == null) {
// node not paintable
ok = false;
break;
}
}
}
if (!ok) {
continue;
}
// Add the facet to the list of facets to paint:
facetsToPaint.add(facet);
}
}
}
/*
// Determine the nodes to paint in the current section:
NodeVector nodesToPaintCurrent = new NodeVector();
NodeVector nodes = currentSection.getNodes();
for (int i=0 ; i<nodes.size() ; i++ ) {
Node node = nodes.get(i);
// Make sure the node is in one of the selected groups to paint:
if (!controller.isSelectedNodeGroup(node.getGroup())) { continue; } // cycle to next node
// Make sure the node is paintable:
if (node.getPoint2D()==null) { continue; } // cycle to next node
// Add the node to the list of nodes to paint:
nodesToPaintCurrent.add(node);
}
// Determine the nodes to paint in the other sections:
NodeVector nodesToPaintOther = new NodeVector();
if (otherSections!=null) {
if (!otherSections.isEmpty()) {
for (int j=0 ; j<otherSections.size() ; j++ ) {
// Skip the section if it is the current section:
Section s = otherSections.get(j);
if (s.equals(currentSection)) { continue; }
// Skip the section if it is not calibrated (calibration is required for projection):
if (!s.isCalibrated()) { continue; }
// Loop over the nodes:
nodes = s.getNodes();
for (int i=0 ; i<nodes.size() ; i++ ) {
Node node = nodes.get(i);
// Make sure the node is in one of the selected groups to paint:
if (!controller.isSelectedNodeGroup(node.getGroup())) { continue; } // cycle to next node
// Make sure the node is paintable:
if (node.getPoint3D()==null) { continue; } // cycle to next node
// Add the node to the list of nodes to paint:
nodesToPaintOther.add(node);
}
}
}
}
*/
// Determine the nodes to paint in the current and other sections:
NodeVector nodesToPaint = new NodeVector();
groups = controller.getSelectedNodeGroups();
if (groups != null) {
for (int i = (groups.size() - 1); i >= 0; i--) {
// loop over every selected node group in reverse order
NodeVector nodes = groups.get(i).getNodes();
for (int j = 0; j < nodes.size(); j++) {
// loop over every node in the ith group
Node node = nodes.get(j);
// Check if the node is in the current section:
if (node.getSection() == currentSection) {
// cycle to next node
if (node.getPoint2D() == null) {
continue;
}
// Add the node to the list of nodes to paint and cycle to the next node:
nodesToPaint.add(node);
continue;
}
// Check if there are any other sections selected:
if (otherSections == null) {
continue;
}
if (otherSections.isEmpty()) {
continue;
}
// Check if the node is in one of the other sections selected:
Section s = node.getSection();
if (!otherSections.contains(s)) {
continue;
}
// Skip the node if it's section is not calibrated (calibration is required for projection):
if (!s.isCalibrated()) {
continue;
}
// cycle to next node
if (node.getPoint3D() == null) {
continue;
}
// Add the node to the list of nodes to paint:
nodesToPaint.add(node);
}
}
}
// Calculate the range, in image panel units, across which we'll need to plot:
// will hold minimum coordinate values
MyPoint2D p1 = MyPoint2D.zero();
// will hold maximum coordinate values
MyPoint2D p2 = new MyPoint2D(currentSection.getWidth(), currentSection.getHeight());
RegionVector regions = currentSection.getRegions();
if (!(currentSection instanceof SnapshotSection)) {
for (int i = 0; i < facetsToPaint.size(); i++) {
// loop over facets
Facet facet = facetsToPaint.get(i);
for (int j = 0; j < facet.size(); j++) {
Node node = facet.getNode(j);
MyPoint2D p = shiftNode(node, currentSection, shiftX, shiftY);
if (p == null) {
// shouldn't happen, but I'll check for it anyway
facetsToPaint.remove(facet);
continue;
}
p1.min(p);
p2.max(p);
}
}
/*
for (int i=0 ; i<nodesToPaintCurrent.size() ; i++ ) { // loop over nodes for current section
Node node = nodesToPaintCurrent.get(i);
MyPoint2D p = shiftNode(node,currentSection,shiftX,shiftY);
if (p==null) { // shouldn't happen, but I'll check for it anyway
nodesToPaintCurrent.remove(node);
continue;
}
p1.min(p);
p2.max(p);
}
for (int i=0 ; i<nodesToPaintOther.size() ; i++ ) { // loop over nodes for other section
Node node = nodesToPaintOther.get(i);
MyPoint2D p = shiftNode(node,currentSection,shiftX,shiftY);
if (p==null) { // shouldn't happen, but I'll check for it anyway
nodesToPaintOther.remove(node);
continue;
}
p1.min(p);
p2.max(p);
}
*/
for (int i = 0; i < nodesToPaint.size(); i++) {
// loop over nodes for other section
Node node = nodesToPaint.get(i);
MyPoint2D p = shiftNode(node, currentSection, shiftX, shiftY);
if (p == null) {
// shouldn't happen, but I'll check for it anyway
nodesToPaint.remove(node);
continue;
}
p1.min(p);
p2.max(p);
}
if (controller.getShowRegions()) {
for (int i = 0; i < regions.size(); i++) {
// loop over regions
Region region = regions.get(i);
MyPoint2D p = region.getPoint2D();
p1.min(p);
p2.max(p);
}
}
}
// coordinate ranges
MyPoint2D dp = MyPoint2D.minus(p2, p1);
if (dp.min() <= 0.0) {
return;
}
// Tightly fit the plot inside the panel but maintain aspect ratio:
calculateTightFitTransform(p1, dp);
boolean hasImage = currentSection.hasImage();
if (hasImage && showImage) {
// Get the current section image:
BufferedImage image = currentSection.getImage();
// Check the image exists:
if (image != null) {
// this may happen if the image file specified in a session file is not found
// Calculate the tight fit transform:
tightFitImage(g, image);
}
}
// Get drawing styles for overlays:
final int nodeWidth = controller.getPointWidth();
final int edgeWidth = controller.getLineWidth();
// centroids drawn half the node width
final int centroidWidth = (int) Math.ceil(nodeWidth / 2.0);
final float transparency = (float) controller.getTransparency();
// transparency factor
AlphaComposite composite = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, transparency);
// final boolean showPickingRadius = controller.getShowPickingRadius();
// final int pickingRadius = (int)( controller.getPickingRadius() * scaling ); // panel pixel width
// The space-to-image transform may not be equidistance (may have different scalings for horizontal and vertical panel directions)
// so, without knowing how best to show a picking radius in spatial units (it used to be in image pixel units but that caused some issues)
// I have just gotten rid of the plotting of the picking radius.
// Use Java2D graphics for overlays:
Graphics2D g2 = (Graphics2D) g;
g2.setComposite(composite);
if (!hasImage || !showImage) {
// section does not have an image or user does not want image shown
double imageWidth = currentSection.getWidth();
double imageHeight = currentSection.getHeight();
double scaledWidth = scaling * imageWidth;
double scaledHeight = scaling * imageHeight;
Color col = currentSection.getColor();
boolean ok = false;
if (col == null) {
col = getBackground();
}
// Plot a coloured rectangle:
if (!hasImage && showImage) {
// section does not have an image and user wants image shown
g2.setColor(col);
g2.fillRect((int) translation.getX(), (int) translation.getY(), (int) scaledWidth, (int) scaledHeight);
ok = true;
}
// Plot outline of image:
if (showImageOutline) {
g2.setColor(Color.black);
g2.drawRect((int) translation.getX(), (int) translation.getY(), (int) scaledWidth, (int) scaledHeight);
ok = true;
}
// Make sure something is plotted:
if (!ok) {
col = getBackground();
g2.setColor(col);
g2.drawRect((int) translation.getX(), (int) translation.getY(), (int) scaledWidth, (int) scaledHeight);
}
}
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
// line style
g2.setStroke(new BasicStroke(edgeWidth));
// Get number of dimensions:
int ndim = controller.numberOfDimensions();
// Get the drawing options for colouring the nodes and facets:
int nodeColorBy = controller.getNodeColorBy();
int facetColorBy = controller.getFacetColorBy();
// Paint the patches, edges and centroids of the facets:
for (int i = 0; i < facetsToPaint.size(); i++) {
// loop over every facet that needs to be painted
Facet facet = facetsToPaint.get(i);
// Create a path around possibly shifted node coordinates:
HasPathAndCentroid tmp = addFacetToPath(facet, currentSection, shiftX, shiftY);
// shouldn't happen, but I'll check for it anyway
if (tmp == null) {
continue;
}
// Close the path:
tmp.path.closePath();
// Transform the path from section to panel coordinates:
tmp.path.transform(imageToPanel);
// Determine the painting colour for the facet:
Color col = getFacetPaintingColor(facetColorBy, facet);
// Greate a filled, semi-transparent polygonal patch:
if (facet.size() > 2) {
// (no patch exists for edge-element facets)
g2.setPaint(col);
g2.fill(tmp.path);
}
// Draw the path (i.e. the facet edges):
if (ndim == 3) {
col = controller.getEdgeColor();
}
// else {
// color = facet.getColor();
// }
g2.setPaint(col);
g2.draw(tmp.path);
// Draw a small point at the facet centroid:
if (ndim == 2) {
col = controller.getEdgeColor();
}
g2.setPaint(col);
// filled
PaintingUtils.paintPoint(g2, imageToPanel, tmp.centroid, centroidWidth, true);
// Add to the list of painted facets and centroids:
paintedFacets.add(facet);
paintedFacetCentroids.add(tmp.centroid);
}
// Paint the edges of the current facet being defined:
BasicStroke dashedStroke = new BasicStroke(edgeWidth + 1, BasicStroke.CAP_SQUARE, BasicStroke.JOIN_MITER, (float) 10.0, new float[] { 2f, 16f }, (float) 0.0);
Facet currentFacet = controller.getCurrentFacet();
if (currentFacet != null) {
// Create a path around the node coordinates:
if (currentFacet.size() > 1) {
HasPathAndCentroid tmp = addFacetToPath(currentFacet, currentSection, shiftX, shiftY);
if (tmp != null) {
// May want to close the path:
if (mode == ClickModeManager.MODE_DEFINE_TRI_FACETS || mode == ClickModeManager.MODE_ADD_NODES_IN_FACETS) {
tmp.path.closePath();
}
// Transform the path from section to panel coordinates:
tmp.path.transform(imageToPanel);
// Draw the path:
// line style changed
g2.setStroke(dashedStroke);
g2.setPaint(controller.getDefineFacetEdgeColor());
g2.draw(tmp.path);
// line style reset
g2.setStroke(new BasicStroke(edgeWidth));
}
}
}
// Paint the edges of the facet closest to the cursor position:
if (mouseInside && currentFacet == null) {
Facet facet = controller.getClosestFacet();
if (facet != null) {
// Create a path around the node coordinates:
if (facet.size() > 1) {
HasPathAndCentroid tmp = addFacetToPath(facet, currentSection, shiftX, shiftY);
if (tmp != null) {
// null shouldn't happen, but I'll check for it anyway
// Close the path:
tmp.path.closePath();
// Transform the path from section to panel coordinates:
tmp.path.transform(imageToPanel);
// Draw the path:
// line style changed
g2.setStroke(dashedStroke);
g2.setPaint(controller.getDefineFacetEdgeColor());
g2.draw(tmp.path);
// line style reset
g2.setStroke(new BasicStroke(edgeWidth));
}
}
}
}
// Paint the nodes for the current and other sections:
for (int i = 0; i < nodesToPaint.size(); i++) {
Node node = nodesToPaint.get(i);
// Check if the node is on the current section:
MyPoint2D p;
boolean filled;
if (node.getSection() == currentSection) {
// node on current section
p = node.getPoint2D();
// nodes on current section are painted filled
filled = true;
} else {
// node is on another section so it may be shifted
p = shiftNode(node, currentSection, shiftX, shiftY);
// nodes on other sections are painted unfilled
filled = false;
}
// shouldn't happen, but I'll check for it anyway
if (p == null) {
continue;
}
// Determine the painting colour for the node:
Color col = getNodePaintingColor(nodeColorBy, node);
// Paint the node:
g2.setPaint(col);
PaintingUtils.paintPoint(g2, imageToPanel, p, nodeWidth, filled);
// Add to the list of painted nodes and node points:
paintedNodes.add(node);
paintedNodePoints.add(p);
}
// Paint the region points for the current section:
if (controller.getShowRegions()) {
for (int i = 0; i < regions.size(); i++) {
Region region = regions.get(i);
MyPoint2D p = region.getPoint2D();
// shouldn't happen, but I'll check for it anyway
if (p == null) {
continue;
}
g2.setPaint(region.getColor());
PaintingUtils.paintPoint(g2, imageToPanel, p, nodeWidth, true);
// Add to the list of painted regions and region points:
paintedRegions.add(region);
paintedRegionPoints.add(p);
}
}
// Paint circles around the nodes of the current facet being defined:
if (currentFacet != null) {
if (mode == ClickModeManager.MODE_DEFINE_TRI_FACETS) {
g2.setPaint(Color.WHITE);
} else {
g2.setPaint(Color.BLACK);
}
for (int i = 0; i < currentFacet.size(); i++) {
Node node = currentFacet.getNode(i);
// Only paint the node if it is in the current or other sections:
Section s = node.getSection();
if (s.equals(currentSection) || (otherSections != null && otherSections.contains(s))) {
MyPoint2D p = shiftNode(node, currentSection, shiftX, shiftY);
if (p == null) {
continue;
}
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
}
}
}
// Paint circles around the nodes of the facet closest to the cursor position:
if (mouseInside && currentFacet == null) {
Facet facet = controller.getClosestFacet();
if (facet != null) {
// Paint circles around the node coordinates:
g2.setPaint(Color.WHITE);
for (int i = 0; i < facet.size(); i++) {
Node node = facet.getNode(i);
MyPoint2D p = shiftNode(node, currentSection, shiftX, shiftY);
if (p == null) {
continue;
}
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
}
// If in MODE_INFO or MODE_REVERSE_FACETS then paint a thicker circle around the first and possibly second node:
if (mode == ClickModeManager.MODE_INFO || mode == ClickModeManager.MODE_REVERSE_FACETS) {
Node node = facet.getNode(0);
MyPoint2D p = shiftNode(node, currentSection, shiftX, shiftY);
if (p != null) {
g2.setStroke(new BasicStroke(ndim * edgeWidth));
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
// line style reset
g2.setStroke(new BasicStroke(edgeWidth));
}
if (ndim == 3) {
node = facet.getNode(1);
p = shiftNode(node, currentSection, shiftX, shiftY);
if (p != null) {
g2.setStroke(new BasicStroke(2 * edgeWidth));
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
// line style reset
g2.setStroke(new BasicStroke(edgeWidth));
}
}
}
// // Paint a white circle around the centroid:
// if (showPickingRadius) {
// HasPathAndCentroid tmp = addFacetToPath(facet,currentSection,shiftX,shiftY);
// if (tmp!=null) { // shouldn't happen, but I'll check for it anyway
// tmp.path.closePath();
// tmp.path.transform(imageToPanel);
// PaintingUtils.paintPoint(g2,imageToPanel,tmp.centroid,2*centroidWidth,false); // not filled
// g2.setPaint(Color.BLACK);
// PaintingUtils.paintPoint(g2,imageToPanel,tmp.centroid,2*pickingRadius,false); // not filled
// }
// }
}
}
// boolean isTopo = currentSection.isTopo();
if (hasImage && currentSection.isCalibrated()) {
g2.setPaint(controller.getCalibrationColor());
PaintingUtils.paintPoint(g2, imageToPanel, currentSection.getClicked1(), nodeWidth, false);
PaintingUtils.paintPoint(g2, imageToPanel, currentSection.getClicked2(), nodeWidth, false);
}
// // If calibrating then draw large cross-hairs across the image:
// if ( controller.getMode() == FacetModeller.MODE_CALIBRATE ) {
// p = new MyPoint2D(getMousePosition());
// g2.setColor(Color.white);
// g2.setStroke(new BasicStroke(1)); // line style reset
// double x = p.getX();
// double y = p.getY();
// double w = getWidth()/2.0;
// g2.drawLine((int)(x-w),(int)y,(int)(x+w),(int)y);
// g2.drawLine((int)x,(int)(y-w),(int)x,(int)(y+w));
// }
// Paint a large circle around the origin node of the same colour as the node if it is present in those painted:
Node originNode = controller.getOriginNode3D();
if (originNode != null) {
int i = paintedNodes.indexOf(originNode);
if (i >= 0) {
MyPoint2D p = shiftNode(originNode, currentSection, shiftX, shiftY);
if (p != null) {
// shouldn't happen, but I'll check for it anyway
// Determine the painting colour for the origin node:
Color col = getNodePaintingColor(nodeColorBy, originNode);
// Paint the origin node:
g2.setPaint(col);
// g2.setStroke(new BasicStroke(2*edgeWidth));
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
// g2.setStroke(new BasicStroke(edgeWidth)); // line style reset
}
}
}
// Paint a white circle around the current node (e.g. being moved or first in an edge being flipped):
Node currentNode = controller.getCurrentNode();
if (currentNode != null) {
MyPoint2D p = shiftNode(currentNode, currentSection, shiftX, shiftY);
if (p != null) {
g2.setPaint(Color.WHITE);
// not filled
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
}
}
// Paint a white circle around the node closest to the cursor position (e.g. or that being moved):
MyPoint2D p = controller.getClosestNodePoint();
if (mouseInside && p != null) {
g2.setPaint(Color.WHITE);
// not filled
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
// if (showPickingRadius) {
// g2.setPaint(Color.BLACK);
// PaintingUtils.paintPoint(g2,imageToPanel,p,2*pickingRadius,false); // not filled
// }
}
// Paint a white circle around the region closest to the cursor position:
p = controller.getClosestRegionPoint();
if (mouseInside && p != null) {
g2.setPaint(Color.WHITE);
// not filled
PaintingUtils.paintPoint(g2, imageToPanel, p, 2 * nodeWidth, false);
// if (showPickingRadius) {
// g2.setPaint(Color.BLACK);
// PaintingUtils.paintPoint(g2,imageToPanel,p,2*pickingRadius,false); // not filled
// }
}
}
use of facetmodeller.plc.FacetVector in project facetmodeller by pglelievre.
the class FindFacetsIndexMenuTask method execute.
@Override
public void execute() {
// Check for the required information:
if (!check()) {
return;
}
// Ask for the facet index to find:
String response = Dialogs.input(controller, "Enter the indices of the facets to find:", title());
if (response == null) {
return;
}
response = response.trim();
String[] ss = response.split("[ ]+");
FacetVector facetsFound = new FacetVector();
int nfacets = controller.numberOfFacets();
try {
ModelManager model = controller.getModelManager();
// int ind = Integer.parseInt(ss[i].trim());
for (String s : ss) {
int ind = Integer.parseInt(s.trim());
if (ind < 1 || ind > nfacets) {
throw new NumberFormatException();
}
// -1 because Java starts numbering from 0 but poly files from 1
facetsFound.add(model.getFacet(ind - 1));
}
} catch (NumberFormatException e) {
Dialogs.error(controller, "You must enter integer values on [1," + nfacets + "]. Please try again.", "Error");
return;
}
// Move the facets to the current group:
ChangeFacetGroupCommandVector com = new ChangeFacetGroupCommandVector(facetsFound, controller.getSelectedCurrentGroup(), title());
com.execute();
controller.undoVectorAdd(com);
// Enable or disable menu items:
controller.checkItemsEnabled();
// Repaint:
controller.redraw();
}
use of facetmodeller.plc.FacetVector in project facetmodeller by pglelievre.
the class FindHolesMenuTask method execute.
@Override
public void execute() {
// Check for the required information:
if (!check()) {
return;
}
// Find them:
FacetVector facets = controller.findHoles();
if (facets == null) {
Dialogs.inform(controller, "You can't currently search for holes when non-triangular facets exist.", title());
return;
}
// Check facets were found:
if (facets.size() == 0) {
Dialogs.inform(controller, "No holes found.", title());
return;
}
// Change the group membership of those facets:
ChangeFacetGroupCommandVector com = new ChangeFacetGroupCommandVector(facets, controller.getSelectedCurrentGroup(), title());
com.execute();
controller.undoVectorAdd(com);
// Enable or disable menu items:
controller.checkItemsEnabled();
// Repaint:
controller.redraw();
// Inform user:
String s = facets.size() + " facets found around holes and moved to current group.";
Dialogs.inform(controller, s, title());
}
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