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Struct_biz.cxx
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Struct_biz.cxx
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#include "Struct.h"
#include <iostream>
//#include <string.h>
_CameraT camera;
float rotx, roty, rotz, rotx2, roty2, rotz2,tx,ty,tz, tx2, ty2, tz2;
float g_zoom;
int dispmode;
float g_mean[3];
int g_nmean;
int Disp_Vertices_Ids;
int Disp_Triangle_Ids;
int Disp_Scalars_Mode;
int Disp_Tags_Mode;
float Min_Color;
float Max_Color;
float g_landmark_size;
int g_display_all;
int g_grid_plane;
int g_landmark_type;
int g_tag_extraction_criterion_all;
int g_move_cm;
int g_sc_show_below_min;
int g_sc_show_above_max;
int g_enable_2sides;
int g_tag_mode;
int g_pencil_extension;
int g_tag_tool;
int g_magic_wand_extension;
double g_magic_wand_extension_min_cos;
int g_magic_wand_over;
int g_mode_tool;
int g_auto_zoom;
int g_color_scale_id;
int g_auto_delete;
std::vector<std::string> g_scalar_list;
int g_active_scalar;
std::vector<std::string> g_scalar_list_selected;
std::vector<std::string> g_selected_names;
std::vector<std::string> g_distinct_selected_names;
char Version[50];
std::string g_tag_labels[25];
//int landmark_mode=0;
float g_lambda;
POLYGON_LIST poly;
GLfloat color_obj[4];
GLfloat g_tag_colors[25][4];
int g_active_tag;
char* ftoa( double f, double sigfigs )
{
char a[81];
int prec, width, front;
front = (f==0)? 1 : (int)log10(fabs(f))+1;
if ( sigfigs < 1.0 && sigfigs >= 0.0 ) // fit number to tolerance
{
double rem = fabs(f) - int(f);
prec=0;
int num = (int)rem;
while ( rem*pow((float)10,prec) - num > sigfigs )
num = int(rem*pow((float)10,++prec));
width = front;
sprintf_s(a, "%#*.*f", width, prec, f );
}
else
{
if ( sigfigs < 2.0 ) sigfigs = 2.0;
if ( front > (int)sigfigs )
{
sprintf_s( a, "%#.*e", (int)sigfigs-1, f );
}
else
{
prec = (int)sigfigs - front;
if ( f==0.0 ) width = 2;
else width = front + prec + 1;
sprintf_s( a, "%#*.*f", width, prec, f );
}
}
return strdup(a);
}
char* itoa(int val, int base){
static char buf[32] = {0};
int i = 30;
for(; val && i ; --i, val /= base)
buf[i] = "0123456789abcdef"[val % base];
return &buf[i+1];
}
int landmark_list_compare (const void* v1, const void* v2)
{
int ind1=landmark_listptr(v1)->obj_p; // points to first coordinate of vertex v1
int ind2=landmark_listptr(v2)->obj_p; // points to first coordinate of vertex v1
//ind1 = ind2;
return ind1 -ind2;
}
int tri_depth_compare(const void* v1, const void* v2)
{
float v = tri_vptr(v1)->d;
float w = tri_vptr(v2)-> d;
if (v>w)
return 1;
else if (w>v)
return -1;
else return 0;
}
int scalar_compare(const void* v1, const void* v2)
{
float v = sc_vptr(v1)->v;
float w = sc_vptr(v2)-> v;
if (v>w)
return 1;
else if (w>v)
return -1;
else return 0;
}
void ConvertScalarToColor(float value, GLfloat color[4], float alpha)
{
float valcol;
if (g_color_scale_id ==0)
{
// Five color scale
float Min1, Min2, Min3;
Min2 = (Min_Color + Max_Color)/2;
Min1 = (Min_Color + Min2)/2;
Min3 = (Max_Color + Min2 )/2;
//Blue is below
if (value < Min_Color)
{color[0] = 0; color[1] = 0; color[2] = 1;
if (g_sc_show_below_min == 1)
{
color[3] = alpha;
}
else
{
color[3] = 0.0;
}
}
// Beween blue and cyan
else if (value <Min1)
{valcol = (value -Min_Color)/(Min1 - Min_Color);
color[0] = 0; color[1] = valcol; color[2] = 1; color[3] = alpha;
}
// Between cyan and green
else if (value <Min2)
{valcol = (value -Min1)/(Min2 - Min1);
color[0] = 0; color[1] = 1; color[2] = 1-valcol; color[3] = alpha;
}
//between green and yellow
else if (value <Min3)
{valcol = (value -Min2)/(Min3 - Min2);
color[0] = valcol; color[1] = 1; color[2] = 0; color[3] = alpha;
}
//between yellow and red
else if (value <Max_Color)
{valcol = (value -Min3)/(Max_Color - Min3);
color[0] = 1; color[1] = 1-valcol; color[2] = 0; color[3] = alpha;
}
//red
else //if (value > Max_Color)
{color[0] = 1; color[1] = 0; color[2] = 0;
if (g_sc_show_above_max == 1)
{
color[3] = alpha;
}
else
{
color[3] = 0.0;
}
}
//color[
}
else if (g_color_scale_id==-1)
{ // tags color scale id!
// Min is 0.0
// Max is 24.0
float Min =0;
float Max =24;
int act_color=0;
if (value>Max)
{
value = (float) ((int)value%25);
}
if (value < Min)
{
color[0] = g_tag_colors[0][0];
color[1] = g_tag_colors[0][1];
color[2] = g_tag_colors[0][2];
color[3] = g_tag_colors[0][3];
}
else if (value>Max)
{
color[0] = g_tag_colors[24][0];
color[1] = g_tag_colors[24][1];
color[2] = g_tag_colors[24][2];
color[3] = g_tag_colors[24][3];
}
else
{
// dans ce cas on est bien entre min et max : on
// cherche où value se place dans l'échelle des
// tags.
act_color = (int)(24*value/(Max-Min));
if (act_color>=0 && act_color<25)
{
color[0] = g_tag_colors[act_color][0];
color[1] = g_tag_colors[act_color][1];
color[2] = g_tag_colors[act_color][2];
color[3] = g_tag_colors[act_color][3];;
}
else
{
color[0] = 0.5;
color[1] = 0.5;
color[2] = 0.5;
color[3] = 0.5;
}
}
}
else if (g_color_scale_id ==1)
{
// Four color scale
float Min2;
float Min1;
Min1 = Min_Color + (Max_Color-Min_Color)/3;
Min2 = Min_Color + 2*(Max_Color - Min_Color)/3;
if (value < Min_Color)
{color[0] = 0.5; color[1] = 0; color[2] = 0; color[3] = 0.0;}
else if (value <Min1)
{valcol = (value -Min_Color)/(Min1 - Min_Color);
color[0] = 0.5 +0.5*valcol; color[1] = 0; color[2] = 0; color[3] = valcol/3;
}
else if (value <Min2)
{valcol = (value -Min1)/(Min2 - Min1);
color[0] = 1; color[1] = valcol; color[2] = 0; color[3] = 0.33 + valcol/3;
}
else if (value <Max_Color)
{valcol = (value -Min2)/(Max_Color - Min2);
color[0] = 1; color[1] = 1; color[2] = 0.66*valcol; color[3] = 0.66+ valcol/3;
}
else //if (value > Max_Color)
{color[0] = 1; color[1] = 1; color[2] = 0.66;
color[3] = 1.0;
}
//color[
}
else
{
color[0] = 0.5;
color[1] = 0.5;
color[2] = 0.5;
color[3] = 0.5;
}
}
int vertex_compare (const void* v1, const void* v2)
{
float x1,y1,z1;
float x2,y2,z2;
x1 = vertexpointer(v1)->x;
y1 = vertexpointer(v1)->y;
z1 = vertexpointer(v1)->z;
x2 = vertexpointer(v2)->x;
y2 = vertexpointer(v2)->y;
z2 = vertexpointer(v2)->z;
if (z1>z2)
{ return 1;}
else if (z1<z2)
{return -1;}
else
{
if (y1>y2)
{return 1;}
else if (y1<y2)
{return -1;}
else
{
if (x1>x2)
{return 1;}
else if (x1<x2)
{return -1;}
else{ return 0;}
}
}
}
void readstr(FILE *f,char *string) // Reads A String From File (f)
{
do // Do This
{
fgets(string, 255, f); // Gets A String Of 255 Chars Max From f (File)
} while ((string[0] == '/') || (string[0] == '\n'));// Until End Of Line Is Reached
return; // Return
}
void ApplyTransformation(float input[3],float result[3], glMatrix mat)
{ //Apply transformation matrix (Rotation + Translation) to input.
result[0] = input[0]*mat[0][0] + input[1]*mat[1][0] + input[2]*mat[2][0] + mat[3][0];
result[1] = input[0]*mat[0][1] + input[1]*mat[1][1] + input[2]*mat[2][1] + mat[3][1];
result[2] = input[0]*mat[0][2] + input[1]*mat[1][2] + input[2]*mat[2][2] + mat[3][2];
}
void ApplyInverseTransformation(float input[3],float result[3], glMatrix mat)
{ //Apply transformation matrix (Rotation + Translation) to input.
float m0, m1, m2;
m0 = -(mat[3][0]*mat[0][0]
+mat[3][1]*mat[0][1]
+mat[3][2]*mat[0][2]);
m1 = -(mat[3][0]*mat[1][0]+
mat[3][1]*mat[1][1]
+mat[3][2]*mat[1][2]);
m2 = -(mat[3][0]*mat[2][0]
+mat[3][1]*mat[2][1]
+mat[3][2]*mat[2][2]);
result[0] = input[0]*mat[0][0] + input[1]*mat[0][1] + input[2]*mat[0][2] + m0;
result[1] = input[0]*mat[1][0] + input[1]*mat[1][1] + input[2]*mat[1][2] + m1;
result[2] = input[0]*mat[2][0] + input[1]*mat[2][1] + input[2]*mat[2][2] + m2;
}
void ApplyRotation(float input[3],float result[3], glMatrix mat)
{
//Apply rotation of a transformation matrix to input.
result[0] = input[0]*mat[0][0] + input[1]*mat[1][0] + input[2]*mat[2][0];
result[1] = input[0]*mat[0][1] + input[1]*mat[1][1] + input[2]*mat[2][1];
result[2] = input[0]*mat[0][2] + input[1]*mat[1][2] + input[2]*mat[2][2];
}
void get_projection_matrix(glMatrix mat)
{
float m[16];
glGetFloatv(GL_PROJECTION_MATRIX, m);
//glPopMatrix();
//screenproj[0][0]= 1;
mat[0][0]= (GLfloat)m[0];
mat[0][1]= (GLfloat)m[1];
mat[0][2]= (GLfloat)m[2];
mat[0][3]= (GLfloat)m[3];
mat[1][0]= (GLfloat)m[4];
mat[1][1]= (GLfloat)m[5];
mat[1][2]= (GLfloat)m[6];
mat[1][3]= (GLfloat)m[7];
mat[2][0]= (GLfloat)m[8];
mat[2][1]= (GLfloat)m[9];
mat[2][2]= (GLfloat)m[10];
mat[2][3]= (GLfloat)m[11];
mat[3][0]= (GLfloat)m[12];
mat[3][1]= (GLfloat)m[13];
mat[3][2]= (GLfloat)m[14];
mat[3][3]= (GLfloat)m[15];
}
void getmatrix(glMatrix mat)
{ float m[16];
glGetFloatv(GL_MODELVIEW_MATRIX, m);
//glPopMatrix();
//screenproj[0][0]= 1;
mat[0][0]= (GLfloat)m[0];
mat[0][1]= (GLfloat)m[1];
mat[0][2]= (GLfloat)m[2];
mat[0][3]= (GLfloat)m[3];
mat[1][0]= (GLfloat)m[4];
mat[1][1]= (GLfloat)m[5];
mat[1][2]= (GLfloat)m[6];
mat[1][3]= (GLfloat)m[7];
mat[2][0]= (GLfloat)m[8];
mat[2][1]= (GLfloat)m[9];
mat[2][2]= (GLfloat)m[10];
mat[2][3]= (GLfloat)m[11];
mat[3][0]= (GLfloat)m[12];
mat[3][1]= (GLfloat)m[13];
mat[3][2]= (GLfloat)m[14];
mat[3][3]= (GLfloat)m[15];
}
void readInt4bs(long *my_int, FILE* filein)
{
char vc[4], *c;
union{long ii; char c[4];}u;
fread(vc,1,4,filein);
c=&vc[0];
for(int k=3;k>-1;k--)
{u.c[k]=*c++;}
*my_int = u.ii;
}
void readFloat4b(float *my_float, FILE* filein)
{
char vc[4], *c;
union{float f; char c[4];}u;
fread(vc,1,4,filein);
c=&vc[0];
for(int k=3;k>=0;k--)
{u.c[k]=*c++;}
*my_float = u.f;
}
void get_camera_transform_matrix (glMatrix cam)
{
glPushMatrix();
glLoadIdentity();
glTranslated(tx, ty, tz); //M2
glTranslated(camera.tx, camera.ty, camera.tz); //M2
glTranslated(camera.atx, camera.aty, camera.atz); //M1
glRotated(-90, 0.0, 0.0, 1.0);
glRotated(-90, 0.0, 1.0, 0.0);
//glRotated(roty, 0.0, 1.0, 0.0);
//glRotated(rotz, 0.0, 0.0, 1.0);
glRotated(rotx, 1.0, 0.0, 0.0);
glRotated(roty, 0.0, 1.0, 0.0);
glRotated(camera.tw, 1.0, 0.0, 0.0);
glRotated(camera.el, 0.0, 1.0, 0.0);
glRotated(-camera.az, 0.0, 0.0, 1.0);
glRotated(rotz, 0.0, 0.0, 1.0);
glTranslated(-camera.atx, -camera.aty, -camera.atz);
glScaled(camera.zoom, camera.zoom, camera.zoom);
getmatrix(cam);
glPopMatrix();
}
/*void VL2::get_camera_transform_matrix2 (glMatrix cam)
{
glPushMatrix();
glLoadIdentity();
glTranslated(tx, ty, tz); //M2
glTranslated(camera.tx, camera.ty, camera.tz); //M2
glTranslated(camera.atx, camera.aty, camera.atz); //M1
glRotated(-90, 0.0, 0.0, 1.0);
glRotated(-90, 0.0, 1.0, 0.0);
glRotated(rotx, 1.0, 0.0, 0.0);
glRotated(roty, 0.0, 1.0, 0.0);
glRotated(rotz, 0.0, 0.0, 1.0);
glRotated(camera.tw, 1.0, 0.0, 0.0);
glRotated(camera.el, 0.0, 1.0, 0.0);
glRotated(-camera.az, 0.0, 0.0, 1.0);
glTranslated(-camera.atx, -camera.aty, -camera.atz);
glScaled(camera.zoom, camera.zoom, camera.zoom);
getmatrix(cam);
glPopMatrix();
}
*/