/usr/include/mia-2.4/mia/3d/imagedraw.cc is in libmia-2.4-dev 2.4.6-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 | /* -*- mia-c++ -*-
*
* This file is part of MIA - a toolbox for medical image analysis
* Copyright (c) Leipzig, Madrid 1999-2017 Gert Wollny
*
* MIA is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with MIA; if not, see <http://www.gnu.org/licenses/>.
*
*/
#include <mia/3d/imagedraw.hh>
#include <mia/3d/imagedraw.cxx>
#include <cstdlib>
#include <cmath>
NS_MIA_BEGIN
using std::max;
using std::min;
using std::swap;
using std::fabs;
C3DDrawBox::C3DDrawBox(const C3DBounds& size, const C3DFVector& origin, const C3DFVector& spacing):
m_size(size),
m_fsize(size),
m_origin(origin)
{
assert(spacing > C3DFVector::_0);
m_stepping = C3DFVector::_1 / spacing;
}
void C3DDrawBox::draw_point(const C3DFVector& p)
{
C3DBounds ip(static_cast<short>(roundf(p.x)),
static_cast<short>(roundf(p.y)),
static_cast<short>(roundf(p.z)));
cvdebug() << "about to draw " << ip << " from " << p << "\n";
if (ip < m_size)
do_draw_point(ip);
}
bool C3DDrawBox::is_inside(const C3DFVector& p) const
{
return p >= C3DFVector::_0 && p < m_fsize;
}
//
// This code follows zacharmarz answer in
//
// http://gamedev.stackexchange.com/questions/18436/most-efficient-aabb-vs-ray-collision-algorithms
// our AABB is [(0,0,0), box_size )
//
inline bool evaluate_t(float& _min, float& _max, float size, float p, float dir, bool t_initialized)
{
if (dir != 0.0f) {
float invx = 1.0f / dir;
float p0 = - p * invx;
float p1 = (size - p) * invx;
if (!t_initialized) {
_min = min(p0, p1);
_max = max(p0, p1);
}else{
_min = max(min(p0, p1), _min);
_max = min(max(p0, p1), _max);
}
return true;
}else{
return false;
}
}
bool C3DDrawBox::make_inside(C3DFVector& p, const C3DFVector& searchdir) const
{
if (is_inside(p))
return true;
// find intersection of the ray with the box
float tmin = 0;
float tmax = 0;
// check if we move parallel to the box and are outside
if (searchdir.x == 0.0) {
if (p.x < 0 || p.x > m_size.x)
return false;
}
if (searchdir.y == 0.0) {
if (p.y < 0 || p.y > m_size.y)
return false;
}
if (searchdir.z == 0.0) {
if (p.z < 0 || p.z > m_size.z)
return false;
}
bool t_initialized = evaluate_t(tmin, tmax, m_fsize.x, p.x, searchdir.x, false);
t_initialized = evaluate_t(tmin, tmax, m_fsize.y, p.y, searchdir.y, t_initialized);
t_initialized = evaluate_t(tmin, tmax, m_fsize.z, p.z, searchdir.z, t_initialized);
cvdebug() << "search = " << p << " -> " << searchdir
<< "; tmin = " << tmin << ", tmax= "<< tmax
<< "\n";
// the ray would hit, but the box is behind us
if (tmax < 0)
return false;
// ray doesn't intersect
if (tmin > tmax)
return false;
// ray intersects, adjust point
p += tmin * searchdir;
cvdebug() << "boundary point = " << p << "\n";
return true;
}
void C3DDrawBox::draw_line_pivot_x(C3DFVector& x, C3DFVector& y, C3DFVector& v)
{
if (v.x < 0) {
swap(x,y);
v *= -1.0f;
}
v /= 2.0 * v.x;
while (x.x <= y.x) {
draw_point(x);
x += v;
}
}
void C3DDrawBox::draw_line_pivot_y(C3DFVector& x, C3DFVector& y, C3DFVector& v)
{
cvdebug() << "C3DDrawBox::draw_line_pivot_y: " << x << " - " << y << " > " << v << "\n";
if (v.y < 0) {
swap(x,y);
v *= -1.0f;
}
v /= 2.0 * v.y;
while (x.y <= y.y) {
draw_point(x);
x += v;
}
}
void C3DDrawBox::draw_line_pivot_z(C3DFVector& x, C3DFVector& y, C3DFVector& v)
{
if (v.z < 0) {
swap(x,y);
v *= -1.0f;
}
v /= 2.0 * v.z;
while (x.z <= y.z) {
draw_point(x);
x += v;
}
}
void C3DDrawBox::draw_line(const C3DFVector& a, const C3DFVector& b)
{
C3DFVector x = (a - m_origin ) * m_stepping;
C3DFVector y = (b - m_origin ) * m_stepping;
draw_line_internal(x, y);
}
void C3DDrawBox::draw_line_internal(const C3DFVector& _x, const C3DFVector& _y)
{
cvdebug() << "C3DDrawBox::draw_line_internal: " << _x << " - " << _y << "\n";
C3DFVector x = _x;
C3DFVector y = _y;
C3DFVector v = y - x;
float vn2 = v.norm2();
if (vn2 < 0.5f) { // the line is only one point
// testing if it is inside is done
// within the method
draw_point(x);
return;
}
// clip the line with the box boundaries
// early return if the ray does not hit the box in the search direction
if (!make_inside(x,v))
return;
if (!make_inside(y,-1.0f*v))
return;
C3DFVector av(fabs(v.x), fabs(v.y), fabs(v.z));
// draw along the fastest changing coordinate
if (av.x > av.y) {
if (av.x > av.z) {
draw_line_pivot_x(x, y, v);
}else{
draw_line_pivot_z(x, y, v);
}
} else {
if (av.y > av.z) {
draw_line_pivot_y(x, y, v);
}else{
draw_line_pivot_z(x, y, v);
}
}
}
bool C3DDrawBox::has_overlap(const C3DFVector& x, const C3DFVector& y, const C3DFVector& z)
{
// check if at least one corner is inside
//
if (x >= C3DFVector::_0 && x <= m_fsize)
return true;
if (y >= C3DFVector::_0 && y <= m_fsize)
return true;
if (z >= C3DFVector::_0 && z <= m_fsize)
return true;
C3DFVector c0(x);
C3DFVector c1(x);
if (y.x < c0.x) c0.x = y.x;
if (y.y < c0.y) c0.y = y.y;
if (y.z < c0.z) c0.z = y.z;
if (y.x > c1.x) c1.x = y.x;
if (y.y > c1.y) c1.y = y.y;
if (y.z > c1.z) c1.z = y.z;
if (z.x < c0.x) c0.x = z.x;
if (z.y < c0.y) c0.y = z.y;
if (z.z < c0.z) c0.z = z.z;
if (z.x > c1.x) c1.x = z.x;
if (z.y > c1.y) c1.y = z.y;
if (z.z > c1.z) c1.z = z.z;
if (c1.x < 0.0 || c0.x > m_fsize.x)
return false;
if (c1.y < 0.0 || c1.y > m_fsize.y)
return false;
if (c1.z < 0.0 || c1.z > m_fsize.z)
return false;
return true;
}
void C3DDrawBox::draw_triangle(const C3DFVector& a, const C3DFVector& b, const C3DFVector& c)
{
cvdebug() << "C3DDrawBox::draw_triangle: [" << a << "],[" << b << "],[" << c << "]\n";
C3DFVector x = (a - m_origin ) * m_stepping;
C3DFVector y = (b - m_origin ) * m_stepping;
C3DFVector z = (c - m_origin ) * m_stepping;
if (!has_overlap(x,y,z)) {
cvdebug() << "skip triangle (["<< a <<"]["<< b <<"]["<< c <<"]) since it it doesn't overlap \n";
return;
}
C3DFVector e1 = x - y;
C3DFVector e2 = y - z;
C3DFVector e3 = z - x;
auto e1n = e1.norm2();
auto e2n = e2.norm2();
auto e3n = e3.norm2();
enum pivot_edge { pe_xy, pe_yz, pe_zx};
pivot_edge pe = pe_xy;
if (e1n < e2n) {
swap(e1,e2);
swap(e1n,e2n);
pe = pe_yz;
}
if (e1n < e3n) {
pe = pe_zx;
}
switch (pe) {
case pe_xy: draw_triangle_internal(a, b, c); break;
case pe_yz: draw_triangle_internal(b, c, a); break;
case pe_zx: draw_triangle_internal(c, a, b); break;
}
}
static float distance_point_infinite_line(const C3DFVector& point,
const C3DFVector& a,
const C3DFVector& b)
{
if (point == a || point == b)
return 0.0;
const C3DFVector line = a - b;
const C3DFVector p_end = point - b;
const float nline = line.norm2();
const float npoint = p_end.norm2();
if (nline > 0.0 ) {
const float dotlplt = dot(line, p_end) / nline;
const C3DFVector proj = b + dotlplt * line;
return (point - proj).norm();
}else // special case: line segment is actually a point
return sqrt(npoint);
}
void C3DDrawBox::draw_triangle_internal(const C3DFVector& a, const C3DFVector& b, const C3DFVector& c)
{
// a-b is the longest edge and we draw all lines parallel to it
float dist = distance_point_infinite_line(c, a, b);
draw_line_internal(a, b);
if (dist > 0.5f) {
C3DFVector e1 = (c - a) / dist;
C3DFVector e2 = (c - b) / dist;
for (float d = 0; d < dist; d += 0.5) {
draw_line_internal(a + d * e1, b + d * e2);
}
}
}
template class EXPORT_3D T3DImageDrawTarget<bool>;
template class EXPORT_3D T3DImageDrawTarget<unsigned char>;
template class EXPORT_3D T3DImageDrawTarget<signed char>;
template class EXPORT_3D T3DImageDrawTarget<unsigned short>;
template class EXPORT_3D T3DImageDrawTarget<signed short>;
template class EXPORT_3D T3DImageDrawTarget<unsigned int>;
template class EXPORT_3D T3DImageDrawTarget<signed int>;
template class EXPORT_3D T3DImageDrawTarget<float>;
template class EXPORT_3D T3DImageDrawTarget<double>;
NS_MIA_END
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