public SectionToVolumeMapping(Section section, string name, FixedTileCountMapping sourceMapping, TriangulationTransform volumeTransform) : base(section, name, sourceMapping.TilePrefix, sourceMapping.TilePostfix) { HasBeenWarped = false; SourceMapping = sourceMapping; VolumeTransform = volumeTransform; }
public TileGridToVolumeMapping(Section section, string name, TileGridMapping ToWarp, TriangulationTransform Transform) : base(ToWarp, section, name) { this.VolumeTransform = Transform; /* //Create a single grid transform for all tiles GridToVolumeTransform = new GridTransform(); GridInfo gridInfo = LevelToGridInfo[this.MinDownsample]; MappingGridVector2[] mappingPoints = new MappingGridVector2[(gridInfo.GridYDim+1) * (gridInfo.GridXDim+1)]; int[] TriangleIndicies = new int[gridInfo.GridYDim * gridInfo.GridXDim * 6]; int iPoint = 0; int iTriangle = 0; for(int iX = 0; iX <= gridInfo.GridXDim; iX++) { for(int iY = 0; iY <= gridInfo.GridYDim; iY++, iPoint++) { GridVector2 controlPoint = new GridVector2(iX * this.TileSizeX, iY * this.TileSizeY); GridVector2 mappedPoint = controlPoint; //This will get warped later when we add to volume transform MappingGridVector2 PointPair = new MappingGridVector2(controlPoint, mappedPoint); mappingPoints[iPoint] = PointPair; if(iY < gridInfo.GridYDim && iX < gridInfo.GridXDim) { TriangleIndicies[iTriangle++] = iPoint; TriangleIndicies[iTriangle++] = iPoint + 1; TriangleIndicies[iTriangle++] = iPoint + gridInfo.GridYDim + 1; TriangleIndicies[iTriangle++] = iPoint + 1; TriangleIndicies[iTriangle++] = iPoint + gridInfo.GridYDim + 1; TriangleIndicies[iTriangle++] = iPoint + gridInfo.GridYDim + 2; } } } //Todo: If we add the mapping points from the volume transform here they can be included in the output verticies GridToVolumeTransform.SetPointsAndTriangles(mappingPoints, TriangleIndicies); // GridToVolumeTransform.Add(VolumeTransform); */ }
public TileServerToVolumeMapping(Section section, string name, TileServerMapping ToWarp, TriangulationTransform Transform) : base(ToWarp, section, name) { this.VolumeTransform = Transform; }
public AddTransformThreadObj(int[] iMapPoints, TriangulationTransform warpingT, TriangulationTransform fixedT) { this.iPoints = iMapPoints; this.warpingTransform = warpingT; this.fixedTransform = fixedT; }
public TriangulationViewModel(TriangulationTransform Mapping) { this.MapPoints = Mapping.MapPoints; this.TriangleIndicies = Mapping.TriangleIndicies; }