Esempio n. 1
0
    public static Slice[] ProcessSlices(string dicomfilepath)
    {
        string[] dicomfilenames = Directory.GetFiles(dicomfilepath, "*.IMA");

        int numSlices = dicomfilenames.Length;

        Slice[] slices = new Slice[numSlices];

        float max = -1;
        float min = 99999;

        for (int i = 0; i < numSlices; i++)
        {
            string filename = dicomfilenames[i];
            slices[i] = new Slice(filename);
            SliceInfo info = slices[i].sliceInfo;
            if (info.LargestImagePixelValue > max)
            {
                max = info.LargestImagePixelValue;
            }
            if (info.SmallestImagePixelValue < min)
            {
                min = info.SmallestImagePixelValue;
            }
            // Del dataen på max før den settes inn i tekstur
            // alternativet er å dele på 2^dicombitdepth,  men det ville blitt 4096 i dette tilfelle
        }
        Array.Sort(slices);

        return(slices);
    }
Esempio n. 2
0
    private void HandleSlice(List <BoxCollider> colliders, int targetCount)
    {
        if (colliders.Count <= 0 || colliders.Count / 2 < targetCount)
        {
            sliceInfo = SliceInfo.Miss;
            return;
        }

        Debug.Log(colliders.Count / 2 + " Objects cut");

        sliceInfo = SliceInfo.Geki;
        for (int i = 0; i < colliders.Count; i += 2)
        {
            var volume1 = colliders[i].bounds.size.x * colliders[i].bounds.size.y * colliders[i].bounds.size.z;
            var volume2 = colliders[i + 1].bounds.size.x * colliders[i + 1].bounds.size.y * colliders[i + 1].bounds.size.z;

            var result = volume1 > volume2 ? volume1 / volume2 : volume2 / volume1;

            if (result > 1.0f + CleanCutThreshold)
            {
                Debug.Log("Bad cut, result difference: " + result);
                sliceInfo = SliceInfo.Katsu;
            }
            else
            {
                Debug.Log("Clean cut, result difference: " + result);
                //sliceInfo = SliceInfo.Geki;
            }
        }
    }
Esempio n. 3
0
    private IEnumerator CompleteAnimationAndChangeZoneAndScene(Animator anim, SliceInfo sliceInfo)
    {
        yield return(new WaitForSeconds(anim.GetCurrentAnimatorStateInfo(0).length));

        UpdateScoreText();
        ChangeZoneAndScene(sliceInfo);
    }
Esempio n. 4
0
    public static void getSlices(string dicomfilepath, int _numSlices, out Slice[] _slices, out float min, out float max)
    {
        string[] dicomfilenames;
        dicomfilenames = Directory.GetFiles(dicomfilepath, "*.IMA");
        if (dicomfilenames.Length < 1)
        {
            dicomfilenames = Directory.GetFiles(dicomfilepath, "*.ima");
        }

        _numSlices = dicomfilenames.Length;

        _slices = new Slice[_numSlices];

        max = -1;
        min = 99999;
        for (int i = 0; i < _numSlices; i++)
        {
            string filename = dicomfilenames[i];
            _slices[i] = new Slice(filename);
            _slices[i].getPixels();

            SliceInfo sinfo = _slices[i].sliceInfo;
            if (sinfo.LargestImagePixelValue > max)
            {
                max = sinfo.LargestImagePixelValue;
            }
            if (sinfo.SmallestImagePixelValue < min)
            {
                min = sinfo.SmallestImagePixelValue;
            }
            // Hvis largest og smallest ikke fins i dicomfilen så bruk 0 og 2^BitsStored istedet som konservative grenser
        }
        Array.Sort(_slices);
        SliceInfo info = _slices[0].sliceInfo;
    }
Esempio n. 5
0
        private void AddStripe(int left, int right)
        {
            SliceInfo a    = Slices[left];
            SliceInfo b    = Slices[right % TotalSlices];
            int       lenA = a.VerticesCount;
            int       lenB = b.VerticesCount;

            int aVerticesOffset = a.FirstVertex;
            int bVerticesOffset = b.FirstVertex;
            int aTextureOffset  = AddTextureVertices(left, lenA);
            int bTextureOffset  = AddTextureVertices(right, lenB);

            float max = Math.Max(lenA, lenB);
            float accA = 0, accB = 0;
            float stepA = lenA / max, stepB = lenB / max;
            int   indA = 0, indB = 0;
            int   vertexA = aVerticesOffset, vertexB = bVerticesOffset;
            int   textureA = aTextureOffset, textureB = bTextureOffset;

            List <FaceInfo> faces = new List <FaceInfo>();

            while (indA + 1 < lenA || indB + 1 < lenB)
            {
                accA += stepA; accB += stepB;
                if (indA + 1 < lenA && accA >= 1)
                {
                    accA--;
                    indA++;
                    int newVertex  = aVerticesOffset + indA;
                    int newTexture = aTextureOffset + indA;
                    faces.Add(new FaceInfo(new []
                    {
                        new VertexInfo(vertexA, textureA),
                        new VertexInfo(vertexB, textureB),
                        new VertexInfo(newVertex, newTexture)
                    }));
                    vertexA  = newVertex;
                    textureA = newTexture;
                }
                if (indB + 1 < lenB && accB >= 1)
                {
                    accB--;
                    indB++;
                    int newVertex  = bVerticesOffset + indB;
                    int newTexture = bTextureOffset + indB;
                    faces.Add(new FaceInfo(new[]
                    {
                        new VertexInfo(vertexA, textureA),
                        new VertexInfo(vertexB, textureB),
                        new VertexInfo(newVertex, newTexture)
                    }));
                    vertexB  = newVertex;
                    textureB = newTexture;
                }
            }

            Stripes.Add(faces.ToArray());
        }
Esempio n. 6
0
    public static void Slice(SliceInfo sliceInfo, Vector3 start, Vector3 direction, float punch = 1.0f)
    {
        SpriteSlicer slicer = sliceInfo.gameObject.AddComponent <SpriteSlicer>();

        slicer.sliceInfo = sliceInfo;

        Transform t = sliceInfo.transform;

        slicer.start     = t.InverseTransformPoint(start);
        slicer.direction = t.InverseTransformDirection(direction);
        slicer.punch     = punch;
    }
Esempio n. 7
0
        public async Task <Download <SliceInfo> > DownloadBlockStorageSliceInfo(ChainType chainType, int chainId, uint chainIndex)
        {
            try
            {
                var data = await DownloadBinary($"dynamic/{GetChainTypeName(chainType)}/{chainId}/{chainIndex}/block/slice/info/result.data");

                using (var unpacker = new Unpacker(data))
                {
                    var sliceInfo = new SliceInfo(unpacker);
                    return(new Download <SliceInfo>(sliceInfo));
                }
            }
            catch (Exception exception)
            {
                return(Download <SliceInfo> .HandleException(exception));
            }
        }
Esempio n. 8
0
    private void ChangeZoneAndScene(SliceInfo sliceInfo)
    {
        if (sliceInfo == SliceInfo.Miss)
        {
            gameOverPanel.SetActive(true);
            finalScoreText.text      = "Final score: " + data.Score.ToString();
            Time.timeScale           = 0.0f;
            data.CurrentLevel        = 0;
            data.Timer               = 0.0f;
            data.Score               = 0;
            Settings.GlobalTimeScale = 1.0f;
            waitingForContinue       = true;
            return;
        }

        currentZone++;
        if (currentZone >= PlayerSpawnPositions.Count)
        {
            //Go to next scene or loop back to first and increase global timescale
            var nLevels = Settings.nScenes;

            //+1 since menu is 0
            data.CurrentLevel++;

            //Loop levels and speedup on loop
            if (data.CurrentLevel >= nLevels)
            {
                //Speedup
                Settings.GlobalTimeScale += LevelLoopTimeSpeedupFactor;
                //Go back to first level (scene)
                data.CurrentLevel = 0;
                Time.timeScale    = 1.0f + Settings.GlobalTimeScale;
            }
            SceneManager.LoadScene(data.CurrentLevel + 1);
        }
        else
        {
            //TODO better transition
            SliceHandlerZones[currentZone - 1].SetActive(false);
            SliceHandlerZones[currentZone].SetActive(true);
            PlayerRef.transform.position = PlayerSpawnPositions[currentZone].transform.position;
        }
    }
Esempio n. 9
0
    private void SliceInHalf(SliceInfo slice)
    {
        float           diffX      = slice.End.x - slice.Start.x;
        float           slope      = (slice.End.y - slice.Start.y) / (diffX == 0.0f ? 0.001f : diffX);
        SliceableObject half       = Instantiate(this.gameObject).GetComponent <SliceableObject>();
        Sprite          halfSprite = half.GetComponent <SpriteRenderer>().sprite;
        Sprite          thisSprite = this.GetComponent <SpriteRenderer>().sprite;
        Texture2D       halfTex    = (Texture2D)Instantiate(halfSprite.texture);
        Texture2D       thisTex    = (Texture2D)Instantiate(thisSprite.texture);
        int             w          = halfTex.width;
        int             h          = halfTex.height;

        Color[] halfPixels = halfTex.GetPixels();
        Color[] thisPixels = thisTex.GetPixels();

        for (int x = 0; x < w; x++)
        {
            for (int y = 0; y < h; y++)
            {
                if (y - (h / 2) > slope * (x - (w / 2)))
                {
                    halfPixels[x + y * w] = new Color(0, 0, 0, 0);
                }
                else
                {
                    thisPixels[x + y * w] = new Color(0, 0, 0, 0);
                }
            }
        }

        halfTex.SetPixels(halfPixels);
        thisTex.SetPixels(thisPixels);

        thisTex.Apply();
        halfTex.Apply();

        half.GetComponent <SpriteRenderer>().sprite = Sprite.Create(halfTex, halfSprite.rect, new Vector2(0.5f, 0.5f));
        this.GetComponent <SpriteRenderer>().sprite = Sprite.Create(thisTex, thisSprite.rect, new Vector2(0.5f, 0.5f));

        half.GetComponent <Rigidbody2D>().gravityScale = 1.0f;
        this.GetComponent <Rigidbody2D>().gravityScale = 1.0f;
    }
Esempio n. 10
0
    public static List <SliceInfo> SliceAll(Vector3 from, Vector3 to, float punch = 1.0f)
    {
        List <SliceInfo> hits = new List <SliceInfo>();

        Vector3 direction = to - from;

        foreach (RaycastHit2D hit in Physics2D.LinecastAll(from, to, ~0))
        {
            SliceInfo info = hit.collider.GetComponent <SliceInfo>();

            if (info && info.enabled)
            {
                hits.Add(info);
                Slice(info, from, direction, punch);

                info.DoSlice();
            }
        }

        return(hits);
    }
Esempio n. 11
0
    Slice[] processSlices(string dicomfilepath)
    {
        string[] dicomfilenames = Directory.GetFiles(dicomfilepath, "*.IMA");


        _numSlices = dicomfilenames.Length;

        Slice[] slices = new Slice[_numSlices];

        float max = -1;
        float min = 99999;

        for (int i = 0; i < _numSlices; i++)
        {
            string filename = dicomfilenames[i];
            slices[i] = new Slice(filename);
            SliceInfo info = slices[i].sliceInfo;
            if (info.LargestImagePixelValue > max)
            {
                max = info.LargestImagePixelValue;
            }
            if (info.SmallestImagePixelValue < min)
            {
                min = info.SmallestImagePixelValue;
            }
            // Del dataen på max før den settes inn i tekstur
            // alternativet er å dele på 2^dicombitdepth,  men det ville blitt 4096 i dette tilfelle
        }
        print("Number of slices read:" + _numSlices);
        print("Max intensity in all slices:" + max);
        print("Min intensity in all slices:" + min);

        _minIntensity = (int)min;
        _maxIntensity = (int)max;
        //_iso = 0;

        Array.Sort(slices);

        return(slices);
    }
Esempio n. 12
0
        private void LoadDicomData()
        {
            if (!_dicomSetLoaded)
            {
                Slice.initDicom();

                //relative path :
                string dicomfilepath = Application.dataPath +
                                       @"/../dicomdata/"; // Application.dataPath is in the assets folder, but these files are "managed", so we go one level up

                if (AddPaddingToDicom)
                {
                    _numSlices = _numSlices = Slice.getnumslices(dicomfilepath) + 2;
                }
                else
                {
                    _numSlices = _numSlices = Slice.getnumslices(dicomfilepath);
                }

                _slices = new Slice[_numSlices];
                float min = 0;
                float max = 0;
                Slice.getSlices(dicomfilepath, _numSlices, out _slices, out min, out max);

                _info = _slices[0].sliceInfo;

                _minIntensity = (int)min;
                _maxIntensity = (int)max;

                _xdim = _info.Rows;
                _ydim = _info.Columns;
                _zdim = _numSlices;
                print("Number of slices read:" + _numSlices);
            }
            else
            {
                print("Dicom set already loaded.");
            }
        }
Esempio n. 13
0
    public GameObject[] SplitBlock(GameObject blockObject, float offset, bool isHorizontal, Vector3 center)
    {
        Block originalBlock = blockObject.GetComponent <Block>();
        float slicedSide    = isHorizontal ? originalBlock.SideA : originalBlock.SideB;
        //slice axis of block center, need for correct new blocks position
        float centerAxis = isHorizontal ? center.x : center.z;

        SliceInfo sliceInfo    = CalculaterNewSlicedParams(offset, slicedSide, centerAxis);
        Vector3   oldBlockPos  = blockObject.transform.position;
        Vector3   newBlockPos  = blockObject.transform.position;
        Vector3   newBlockSize = new Vector3(originalBlock.SideA, originalBlock.Height, originalBlock.SideB);

        if (isHorizontal)
        {
            originalBlock.SideA = sliceInfo.leftPartLength;
            oldBlockPos.x       = sliceInfo.rightPartPos;
            newBlockPos.x       = sliceInfo.leftPartPos;
            newBlockSize.x      = sliceInfo.rightPartLength;
        }
        else
        {
            originalBlock.SideB = sliceInfo.leftPartLength;
            oldBlockPos.z       = sliceInfo.rightPartPos;
            newBlockPos.z       = sliceInfo.leftPartPos;
            newBlockSize.z      = sliceInfo.rightPartLength;
        }
        //create new block
        GameObject newBlockObject = CreateBlock(newBlockSize, originalBlock.Color);

        newBlockObject.name = blockObject.name + "_part";
        //set positions
        blockObject.transform.position    = oldBlockPos;
        newBlockObject.transform.position = newBlockPos;

        return(new GameObject[] { blockObject, newBlockObject });
    }
Esempio n. 14
0
 public SlicedData(SliceInfo[] slices)
 {
     this.slices = slices;
 }
Esempio n. 15
0
 public void copyFrom(SliceInfo info)
 {
     this.slicePrefab  = info.slicePrefab;
     this.insideSprite = info.insideSprite;
 }
Esempio n. 16
0
 public Slice(string filename)
 {
     dicomFile   = DicomFile.Open(filename);
     sliceInfo   = new SliceInfo(dicomFile);
     slicePixels = null; // slicePixels remains empty until loadPixels() is called
 }