aimsalgo 6.0.0
Neuroimaging image processing
meshinterpoler_d.h
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33
34
35#ifndef AIMS_MESH_MESHINTERPOLER_D_H
36#define AIMS_MESH_MESHINTERPOLER_D_H
37
39
40namespace aims
41{
42
43 template <typename T> TimeTexture<T> *
45 InterpolationType inttype ) const
46 {
48 typename TimeTexture<T>::const_iterator it, et = stex.end();
49 for( it=stex.begin(); it!=et; ++it )
50 resampleTexture( it->second, (*tex)[ it->first ], it->first, inttype );
51
52 return tex;
53 }
54
55
56 template <typename T> void
58 Texture<T> & dest, int timestep,
59 InterpolationType inttype ) const
60 {
61 int stimestep;
62
63 if( d->sourceVert )
64 {
65 stimestep = 0;
66 }
67 else
68 {
69 // get corresponding timestep on source time mesh
70 AimsSurfaceTriangle::const_iterator its;
71 its = d->source->upper_bound( timestep );
72 --its;
73 stimestep = its->first;
74 }
75 size_t n = d->projTriangles[stimestep].data().size();
76 std::vector<T> & tx = dest.data();
77 tx.clear();
78 tx.reserve( n );
79 tx.insert( tx.end(), n, T() );
80 resampleTexture( &source.data()[0], &tx[0], timestep, inttype );
81 }
82
83
84 template <typename T> void
85 MeshInterpoler::resampleTexture( const T *source, T *dest,
86 int timestep,
87 InterpolationType inttype ) const
88 {
89 int stimestep;
90 const AimsVector<uint,3> *poly1;
91
92 if( d->sourceVert )
93 {
94 stimestep = 0;
95 poly1 = d->sourcePoly;
96 }
97 else
98 {
99 // get corresponding timestep on source time mesh
100 AimsSurfaceTriangle::const_iterator its;
101 its = d->source->upper_bound( timestep );
102 --its;
103 stimestep = its->first;
104 const AimsSurface<3,Void> & s1 = its->second;
105 poly1 = &s1.polygon()[0];
106 }
107
108 const std::vector<float> & coord1 = d->projCoord1[stimestep].data();
109 const std::vector<float> & coord2 = d->projCoord2[stimestep].data();
110 const std::vector<float> & coord3 = d->projCoord3[stimestep].data();
111 const std::vector<unsigned> & triCorresp
112 = d->projTriangles[stimestep].data();
113 size_t i, n = triCorresp.size();
114
115 switch( inttype )
116 {
117 case Linear:
118 for( i=0; i<n; ++i )
119 {
120 const AimsVector<uint,3> & tri = poly1[ triCorresp[i] ];
121 const T & v1 = source[ tri[0] ];
122 const T & v2 = source[ tri[1] ];
123 const T & v3 = source[ tri[2] ];
124 float a = coord1[i], b = coord2[i], c = coord3[i];
125 dest[i] = v1 * a + v2 * b + v3 * c;
126 }
127 break;
128 case NearestNeighbour:
129 for( i=0; i<n; ++i )
130 {
131 const AimsVector<uint,3> & tri = poly1[ triCorresp[i] ];
132 const T & v1 = source[ tri[0] ];
133 const T & v2 = source[ tri[1] ];
134 const T & v3 = source[ tri[2] ];
135 float a = fabs( coord1[i] ), b = fabs( coord2[i] ),
136 c = fabs( coord3[i] );
137 if( a >= b && a >= c )
138 dest[i] = v1;
139 else if( b >= a && b >= c )
140 dest[i] = v2;
141 else
142 dest[i] = v3;
143 }
144 break;
145 default:
146 break;
147 }
148 }
149
150
151}
152
153#endif
154
const std::vector< AimsVector< uint, D > > & polygon() const
const std::vector< T > & data() const
std::map< int, Texture< T > >::const_iterator const_iterator
TimeTexture< T > * resampleTexture(const TimeTexture< T > &, InterpolationType=Linear) const