Пример #1
0
        void Start()
        {
            //Parse the VTK object
            m_parser = new VTKParser($"{Application.streamingAssetsPath}/{FilePath}");
            if (!m_parser.Parse())
            {
                Debug.Log("Error at parsing the ocean dataset");
                return;
            }

            //Check if the type is structured points
            //If so, create the structured points !
            if (m_parser.GetDatasetType() == VTKDatasetType.VTK_STRUCTURED_POINTS)
            {
                m_oceanGrid = GameObject.Instantiate(StructuredGrid);
                unsafe
                {
                    //Check if the first attribute is a char. If so, used these as a mask
                    byte *mask = null;
                    List <VTKFieldValue> fieldDesc = m_parser.GetPointFieldValueDescriptors();

                    foreach (var f in fieldDesc)
                    {
                        //TODO use Unity to give that value name (this is the mask value name)
                        if (f.Name == "vtkValidPointMask" && f.Format == VTKValueFormat.VTK_CHAR)
                        {
                            VTKValue val = m_parser.ParseAllFieldValues(f);
                            m_maskValue = val;
                            mask        = (byte *)(val.Value);
                        }
                    }
                    if (!m_oceanGrid.Init(m_parser, mask))
                    {
                        return;
                    }
                }

                Vector3 size = m_oceanGrid.MaxMeshPos - m_oceanGrid.MinMeshPos;

                //Generate the small multiples
                m_smallMultiples = new List <VTKUnitySmallMultiple>();
                m_textSMMeshes   = new List <TextMesh>();

                m_smallMultiples.Add(m_oceanGrid.CreatePointFieldSmallMultiple(2));
                m_smallMultiples.Add(m_oceanGrid.CreatePointFieldSmallMultiple(3));
                m_smallMultiples.Add(m_oceanGrid.CreatePointFieldSmallMultiple(4));

                //Place them correctly and associate the text
                for (int i = 0; i < m_smallMultiples.Count; i++)
                {
                    //Small multiple
                    var c = m_smallMultiples[i];
                    c.transform.parent        = this.transform;
                    c.transform.localPosition = new Vector3(2.5f * i, 0, 0);
                    c.transform.localScale    = new Vector3(1.0f, 1.0f, 1.0f);
                    //c.SphereEnabled = true;
                    //c.PlaneEnabled  = true;
                    c.transform.localRotation = Quaternion.Euler(0.0f, 180.0f, 0.0f);

                    //Text
                    TextMesh smText = Instantiate(SmallMultipleTextProperty);
                    m_textSMMeshes.Add(smText);
                    smText.text                    = m_oceanGrid.GetPointFieldName((UInt32)i + 2);
                    smText.transform.parent        = c.transform;
                    smText.transform.localPosition = new Vector3(0.0f, size.y + 0.1f, 0.0f);
                    smText.transform.localScale    = new Vector3(0.1f, 0.1f, 0.1f);
                    smText.transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
                }
            }
        }
Пример #2
0
        /// <summary>
        /// Initialize the small multiple from point field data
        /// </summary>
        /// <param name="parser">The VTK Parser</param>
        /// <param name="mesh">The mesh to display</param>
        /// <param name="uvID">The ID where to put the color data</param>
        /// <param name="valueID">The ID of the VTKFieldPointValue</param>
        /// <param name="offset">The offset along each axis to apply : pos = x*offset.x + y*offset.y + z*offset.z</param>
        /// <param name="density">The density in use</param>
        /// <param name="mask">The mask to apply along each point</param>
        /// <returns></returns>
        public unsafe bool InitFromPointField(VTKParser parser, Mesh mesh, Int32 uvID, Int32 valueID, Vector3Int offset, Vector3Int density, byte *mask)
        {
            m_material = new Material(ColorMaterial);
            m_values   = new float[density.x * density.y * density.z];

            //Check the ID
            if (uvID > 7)
            {
                Debug.Log("The uvID must be between 0 to 7. This is a limitation of Unity for working within a common mesh...");
                return(false);
            }
            m_mesh = mesh;

            VTKStructuredPoints descPts = parser.GetStructuredPointsDescriptor();

            //Determine the maximum and minimum positions
            Vector3 minModelPos = new Vector3((float)(-descPts.Size[0] / 2.0 * descPts.Spacing[0]),
                                              (float)(-descPts.Size[1] / 2.0 * descPts.Spacing[1]),
                                              (float)(-descPts.Size[2] / 2.0 * descPts.Spacing[2]));
            Vector3 maxModelPos = -minModelPos;

            //The value buffer
            List <VTKFieldValue> fieldDesc = parser.GetPointFieldValueDescriptors();

            if (fieldDesc.Count < valueID)
            {
                Debug.Log("No value to display");
                return(false);
            }
            VTKValue       val    = parser.ParseAllFieldValues(fieldDesc[valueID]);
            List <Vector4> colors = new List <Vector4>((int)(density.x * density.y * density.z));

            //Determine the minimum and maximum value and their position
            m_maxVal = float.MinValue;
            m_minVal = float.MaxValue;
            Vector3 minLoc = new Vector3();
            Vector3 maxLoc = new Vector3();

            for (UInt32 i = 0; i < val.NbValues; i++)
            {
                if (mask != null && mask[i] == 0)
                {
                    continue;
                }
                float v = (float)val.ReadAsDouble(i * fieldDesc[valueID].NbValuesPerTuple);
                if (m_maxVal < v)
                {
                    m_maxVal = v;
                    maxLoc   = new Vector3(i % descPts.Size[0], (i / descPts.Size[0]) % descPts.Size[1], i / (descPts.Size[0] * descPts.Size[1]));
                }
                if (m_minVal > v)
                {
                    m_minVal = v;
                    minLoc   = new Vector3(i % descPts.Size[0], (i / descPts.Size[0]) % descPts.Size[1], i / (descPts.Size[0] * descPts.Size[1]));
                }
            }

            //Normalize the location (between 0.0 and 1.0 for the most "long" axis)
            Vector3[] vec = new Vector3[2] {
                maxLoc, minLoc
            };
            Vector3 modelDist    = maxModelPos - minModelPos;
            float   maxModelDist = Math.Max(modelDist.x, Math.Max(modelDist.y, modelDist.z));

            for (int i = 0; i < vec.Length; i++)
            {
                Vector3 l = vec[i];
                l = (new Vector3((float)(l.x * descPts.Spacing[0]),
                                 (float)(l.y * descPts.Spacing[1]),
                                 (float)(l.z * descPts.Spacing[2])) + minModelPos) / maxModelDist;
                vec[i] = l;
            }

            Debug.Log($"Min : {m_minVal} Max : {m_maxVal}");

            //Fill the color array
            maxLoc = vec[0];
            minLoc = vec[1];
            UInt64 colorValueOff = 0;

            for (UInt32 k = 0; k < density.z; k++)
            {
                for (UInt32 j = 0; j < density.y; j++)
                {
                    for (UInt32 i = 0; i < density.x; i++, colorValueOff++)
                    {
                        UInt64 fieldOff = (UInt64)(i * offset.x + j * offset.y + k * offset.z);
                        //Check the mask
                        if (mask != null && *(mask + fieldOff) == 0)
                        {
                            colors.Add(new Vector4(0.0f, 0.0f, 0.0f, 0.0f));
                            m_values[colorValueOff] = m_minVal;
                            continue;
                        }
                        float c = val.ReadAsFloat(fieldOff * fieldDesc[valueID].NbValuesPerTuple);
                        m_values[colorValueOff] = c;
                        c = (float)((c - m_minVal) / (m_maxVal - m_minVal));

                        //LAB color space (warm - cold)
                        Color?col = null;
                        if (c < 0.5)
                        {
                            col = LABColor.Lerp(coldColor, whiteColor, 2.0f * c).ToXYZ().ToRGB();
                        }
                        else
                        {
                            col = LABColor.Lerp(whiteColor, warmColor, 2.0f * (c - 0.5f)).ToXYZ().ToRGB();
                        }
                        colors.Add(new Vector4(col.Value.r, col.Value.g, col.Value.b, 1.0f));
                    }
                }
            }

            //Update the mesh / material
            m_mesh.SetUVs(uvID, colors);
            m_mesh.UploadMeshData(false);
            m_colorID = uvID;

            for (int i = 0; i < 8; i++)
            {
                if (i != m_colorID)
                {
                    m_material.DisableKeyword($"TEXCOORD{i}_ON");
                }
            }
            m_material.EnableKeyword($"TEXCOORD{m_colorID}_ON");
            PlaneEnabled  = false;
            SphereEnabled = false;

            CreateGameObjects(vec);

            return(true);
        }