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Example 1 with Circle

use of geometry.Circle 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;
}
Also used : BasicStroke(java.awt.BasicStroke) SectionVector(facetmodeller.sections.SectionVector) Group(facetmodeller.groups.Group) GeneralPath(java.awt.geom.GeneralPath) FacetVector(facetmodeller.plc.FacetVector) Node(facetmodeller.plc.Node) MyPoint3D(geometry.MyPoint3D) BufferedImage(java.awt.image.BufferedImage) NodeVector(facetmodeller.plc.NodeVector) ZBuffer3D(facetmodeller.gui.ZBuffer3D) Facet(facetmodeller.plc.Facet) Circle(geometry.Circle) AlphaComposite(java.awt.AlphaComposite) Composite(java.awt.Composite) AlphaComposite(java.awt.AlphaComposite) Color(java.awt.Color) ModelManager(facetmodeller.ModelManager) Section(facetmodeller.sections.Section) MyPoint2D(geometry.MyPoint2D) Graphics2D(java.awt.Graphics2D) GroupVector(facetmodeller.groups.GroupVector) Region(facetmodeller.plc.Region) SceneInfo(facetmodeller.gui.SceneInfo)

Example 2 with Circle

use of geometry.Circle in project facetmodeller by pglelievre.

the class ZBuffer3D method putNode.

// -------------------- Public methods -------------------
/**
 * Processes a node.
 * @param p3
 * @param col
 * @param d
 */
public void putNode(MyPoint3D p3, Color col, double d) {
    // Create a circle object:
    double r = d / 2.0;
    Circle circle = new Circle(p3.getX(), p3.getY(), r);
    // Get the bounding box:
    BBox box = getBBox(p3, r);
    // Loop over each pixel in the bounding box:
    for (int i = box.i1; i < box.i2; i++) {
        for (int j = box.j1; j < box.j2; j++) {
            MyPoint2D p = new MyPoint2D(i, j);
            // Check if the pixel is inside the projected sphere:
            if (!circle.inside(p)) {
                continue;
            }
            // Calculate the height of the pixel projected onto the sphere's surface:
            // addition means closer to viewer
            double z = p3.getZ() + circle.interpolate(p);
            // Compare against the z value in the ZBuffer:
            // the checking is done inside this method
            setPixel(i, j, z, col);
        }
    }
}
Also used : Circle(geometry.Circle) MyPoint2D(geometry.MyPoint2D)

Aggregations

Circle (geometry.Circle)2 MyPoint2D (geometry.MyPoint2D)2 ModelManager (facetmodeller.ModelManager)1 Group (facetmodeller.groups.Group)1 GroupVector (facetmodeller.groups.GroupVector)1 SceneInfo (facetmodeller.gui.SceneInfo)1 ZBuffer3D (facetmodeller.gui.ZBuffer3D)1 Facet (facetmodeller.plc.Facet)1 FacetVector (facetmodeller.plc.FacetVector)1 Node (facetmodeller.plc.Node)1 NodeVector (facetmodeller.plc.NodeVector)1 Region (facetmodeller.plc.Region)1 Section (facetmodeller.sections.Section)1 SectionVector (facetmodeller.sections.SectionVector)1 MyPoint3D (geometry.MyPoint3D)1 AlphaComposite (java.awt.AlphaComposite)1 BasicStroke (java.awt.BasicStroke)1 Color (java.awt.Color)1 Composite (java.awt.Composite)1 Graphics2D (java.awt.Graphics2D)1