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surfaceset.cpp
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surfaceset.cpp
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#include "surfaceset.h"
#include "connection.h"
#include <qfile.h>
#include "qfileinfo.h"
#include <qtextstream.h>
#include "qdir.h"
#include <QtDebug>
#include "qmath.h"
SurfaceSet::SurfaceSet(QString filename, QString consname, QString labelname)
{
qDebug() << "loading surface set: " << filename << " connections: " << consname << " labelname: " << labelname;
QFile n(filename);
if (!n.open(QIODevice::ReadOnly)) qDebug("set file unreadable");
QTextStream ns(&n);
QString nl;
//TODO: Windows will have a problem with this
QString trunk = QFileInfo(filename).path();
while(!ns.atEnd()){
nl = ns.readLine();
if (!nl.startsWith("#")){
QStringList sl = nl.split(" ");
QString fullname = trunk+QDir::separator()+sl.at(0);
float x = 0;
float y = 0;
float z = 0;
if (sl.length()>1) x = sl.at(1).toFloat();
if (sl.length()>2) y = sl.at(2).toFloat();
if (sl.length()>3) z = sl.at(3).toFloat();
QVector3D s(x,y,z);
qDebug() << "adding Surface: " << fullname << " shift: " << s;
addSurface(fullname,labelname, s);
}
}
qDebug() << "surfaces added";
cs = 0;
colorsFrom = 0;
geo = 0;
norm = 0.5;
glyphAlpha = 1;
glyphRadius = 1;
threshold = 1;
minlength = 0;
clear_depth = false;
vectors = false;
billboarding = false;
size = 2.0;
roi = new QSet<int>;
displayList = NULL;
updateDisplayList = false;
selected = new QVector3D(0,0,0);
selectedIndex = 0;
qDebug() << "SurfaceSet done...";
}
void SurfaceSet::addSurface(QString filename, QString labelname, QVector3D shift){
//load surface data
AFNISurface* a = new AFNISurface(filename, labelname, shift);
afnis << a;
//create surfaces for display
surfs << new Surface(a->tris);
}
void SurfaceSet::createConnections(AFNISurface* a, IndexedConnections* icons, QList<QVector3D>* allNodes, int offset){
//create colored connections, and transfer normals to nodes for fast display
SConnections* scs = new SConnections(a->nodes,icons,allNodes, offset);
a->calcNodeNormals(scs->nodes);
a->putNormals(scs);
scons << scs;
qDebug() << "surface added to set";
}
void SurfaceSet::calcBoundingBox(){
piv = scons.at(cs)->piv;
max = scons.at(cs)->max;
min = scons.at(cs)->min;
}
void SurfaceSet::switchSurface(){
cs = (cs+1)%surfs.length();
qDebug() << "surface switched";
}
void SurfaceSet::switchSurface(int i){
cs = i;
qDebug() << "surface switched to: " << cs;
}
void SurfaceSet::paintGL(int ns, bool allNodes, bool connect, bool glyphsVisible){
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST); //TODO: centralize that shit somewhere...
qDebug() << "cs: " << cs << "surfs: " << surfs << "clear_depth: " << clear_depth;
surfs.at(cs)->paintGL();
if (clear_depth) {
glClear(GL_DEPTH_BUFFER_BIT);
}
if (connect) paintConnectivity(threshold);
glDisable(GL_LIGHTING);
if (glyphsVisible) paintBufferedNodes(ns);
//glClear(GL_DEPTH_BUFFER_BIT);
paintROI();
glEnable(GL_LIGHTING);
}
void SurfaceSet::paintBufferedNodes(int ns){
/*if (displayList == NULL) displayList = glGenLists(1);
if (updateDisplayList) {
glNewList(displayList,GL_COMPILE_AND_EXECUTE);
updateDisplayList = false;
paintNodes(ns);
glEndList();
} else {
glCallList(displayList);
}*/
paintNodes(ns);
}
void SurfaceSet::paintConnectivity(double threshold){
glColor3f(1,0,0);
qDebug() << "selectedIndex: " << selectedIndex;
if (conn){
qDebug() << afnis.at(0)->nodes.length();
for (int i = 0; i < afnis.at(0)->nodes.length(); i++){
float r = conn->conn[i][selectedIndex];
if ((r>threshold) && (r<1)) {
glPointSize(r*20);
//qDebug() << i << r;
glBegin(GL_POINTS);
QVector3D p = afnis.at(cs)->nodes.at(i);
glVertex3f(p.x(),p.y(),p.z());
glEnd();
}
}
} else {
qDebug() << "no connectivity information available";
}
}
void SurfaceSet::paintROI(){
glColor3f(0,0,0);
glPointSize(15);
glBegin(GL_POINTS);
for (int i = 0; i < afnis.at(0)->nodes.length(); i++){
QVector3D p = afnis.at(cs)->nodes.at(i);
if (roi->contains(i)) glVertex3f(p.x(),p.y(),p.z());
}
glEnd();
}
void SurfaceSet::paintNodes(int ns){
calcInvRot();
SConnections* ccs = scons.at(cs);
glPointSize(qMax(size,0.1)); //does not like 0 for pointsize...
glLineWidth(size);
//for all nodes in the current surface...
for (int i = 0; i < ccs->dn.length(); i++){
Node* p = (Node*)(&ccs->dn.at(i));
Node* mlp = (Node*)(&scons.at(minSpace)->dn.at(i));
QVector3D nnormal = p->normal.normalized();
QMatrix4x4* view = viewMatrix();
QVector3D mapped = view->mapVector(nnormal);
QVector3D mappedp = view->map(p->p);
bool visible = mapped.z() > 0; //normal points to camera
//TODO: poor guys clipping, should take ar into account...
double clip = 1;
visible &= (mappedp.x()>-clip)&&(mappedp.x()<clip)&&(mappedp.y()>-clip)&&(mappedp.y()<clip);
if (visible) {
//How many connections have a value above the threshold?
//TODO: Change p to whatever makes sense, make conditional on pies? move?
int cOver = 0;
for (int count = 0; count < p->ncs.length(); count++){
if ((p->ncs.at(count)->v > threshold) && (mlp->ncs.at(count)->length()>minlength)) cOver++;
}
int nth = 0; //the how-manieth drawn connection for the pie chart...
QVector3D zshift = glyphRadius*invRotZ;
if (ns==4) {
//pie charts
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(p->p.x()+zshift.x(),p->p.y()+zshift.y(),p->p.z()+zshift.z());
}
QVector3D pieClosePoint;
float cr,cg,cb;
//TODO: Wouldn't iterating through ALL nodes and indexing be easier, taking the number of nodes now into account?
for (int j=0; j<p->ncs.length();j++){
//scaled vector from current point to point on the other side: edges are now connected to the nodes with fn == n.p
Connection* diffc = ((Node*)(&scons.at(geo)->dn.at(i)))->ncs.at(j);
QVector3D diff = (diffc->tn-diffc->fn) * glyphRadius/100.0;
Node* colorNode = (Node*)(&scons.at(colorsFrom)->dn.at(i));
Connection* c = colorNode->ncs.at(j);
glColor4f(c->r,c->g,c->b,glyphAlpha);
bool draw = ((c->v > threshold) && (c->length()>minlength));//TODO: use minSpace
if (billboarding && (ns==6)) {
diff = diffc->tn;
QVector2D xy(diff.x(),diff.y());
xy /= 100;
xy.normalize();
double l = diff.z()/2.0+0.5;
xy *= l*glyphRadius/100;
diff = xy.x()*invRotX + xy.y()*invRotY;
}
Connection* pieEdge = colorNode->sncs.at(j);
if (ns==4) {
//pie charts
draw = ((pieEdge->v > threshold) && (mlp->ncs.at(pieEdge->origInd)->length()>minlength)); //my brain hurts...
if (draw) {
if (nth==1) {
cr = pieEdge->r;
cg = pieEdge->g;
cb = pieEdge->b;
}
glColor4f(pieEdge->r,pieEdge->g,pieEdge->b,glyphAlpha);
float t = (nth/(float)cOver)*2*M_PI;
nth++;
float rad = norm*glyphRadius/3 + (1-norm)*glyphRadius*qSqrt(cOver)/30.0;
diff = rad*qSin(t)*invRotX + rad*qCos(t)*invRotY;
}
}
QVector3D p_shifted = p->p + diff;
if ((nth==1) && draw && (ns==4)) pieClosePoint = QVector3D(p_shifted.x()+zshift.x(),p_shifted.y()+zshift.y(),p_shifted.z()+zshift.z());
if (!vectors){
glBegin(GL_POINTS);
} else if (ns!=4){
glBegin(GL_LINES);
if (draw) glVertex3d(p->p.x()+zshift.x(),p->p.y()+zshift.y(),p->p.z()+zshift.z());
}
if (draw) glVertex3d(p_shifted.x()+zshift.x(),p_shifted.y()+zshift.y(),p_shifted.z()+zshift.z());
if (ns!=4) glEnd();
}
//TODO: deal with two/one point issue...
if (ns==4) {
glColor4f(cr,cg,cb,glyphAlpha);
glVertex3f(pieClosePoint.x(),pieClosePoint.y(),pieClosePoint.z());
glEnd();
}
}
}
}
void SurfaceSet::setGlyphAlpha(double a){
glyphAlpha=a;
for (int i=0; i<scons.length(); i++){
scons.at(i)->glyphAlpha=a;
}
}
void SurfaceSet::setGlyphRadius(double r){
glyphRadius=r;
for (int i=0; i<scons.length(); i++){
scons.at(i)->glyphRadius=r;
}
}
QMatrix4x4* SurfaceSet::viewMatrix(){
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
QMatrix4x4* viewMat = new QMatrix4x4(mat[0],mat[4],mat[8],mat[12],mat[1],mat[5],mat[9],mat[13],mat[2],mat[6],mat[10],mat[14],mat[3],mat[7],mat[11],mat[15]);
return viewMat;
}
void SurfaceSet::calcInvRot(){
float mat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
//This one is tricky: the matrix below is the GL matrix (different row/column convention than QT) with the 3x3 part transposed.
//This inverts the rotation and does weird stuff to the scale...
QMatrix4x4* invRotMat = new QMatrix4x4(mat[0],mat[1],mat[2],mat[12],mat[4],mat[5],mat[6],mat[13],mat[8],mat[9],mat[10],mat[14],mat[3],mat[7],mat[11],mat[15]);
//QMatrix4x4* invRotMat = new QMatrix4x4(mat[0],mat[1],mat[2],mat[3],mat[4],mat[5],mat[6],mat[7],mat[8],mat[9],mat[10],mat[11],mat[12],mat[13],mat[14],mat[15]);
const QVector3D xVec(1,0,0);
const QVector3D yVec(0,1,0);
const QVector3D zVec(0,0,1);
//mapVector ignores translation and such...
invRotX = invRotMat->mapVector(xVec);
invRotY = invRotMat->mapVector(yVec);
invRotZ = invRotMat->mapVector(zVec);
//normalization ignores the scale
invRotX.normalize();
invRotY.normalize();
invRotZ.normalize();
}
void SurfaceSet::select(QVector3D v){
selected = NULL;
double mindist=10000000;
qDebug() << "select in surfset: " << v;
QList<QVector3D> *n = &(scons.at(cs)->nodes);
for (int i = 0; i<n->length(); i++){
double d = (n->at(i)-v).length();
if (i==0) mindist = d;
if (d<mindist) {
mindist = d;
qDebug() << mindist;
selected = new QVector3D(n->at(i));
selectedIndex = i;
}
}
}
void SurfaceSet::loadOverlay(QString filename){
for (int i = 0; i<afnis.length(); i++){
AFNISurface* afni = afnis.at(i);
afni->loadOverlay(filename);
}
}
void SurfaceSet::saveROI(QString filename){
QFile file(filename);
file.open(QIODevice::WriteOnly);
QTextStream out(&file);
foreach(const int &i, *roi){
out << i << endl;
}
file.close();
}
void SurfaceSet::loadROI(QString filename){
QFile file(filename);
file.open(QIODevice::ReadOnly);
QTextStream in(&file);
roi->clear();
while (!in.atEnd()){
QString nl = in.readLine();
if (!(nl.startsWith("#")) && !(nl=="")){
qDebug() << nl;
QStringList vals = nl.split(" ", QString::SkipEmptyParts);
roi->insert(vals[0].toInt());
}
}
file.close();
}