static public List<Point3f> createTube(final double[] x, final double[] y, final double[] z, final double[] r, final int parallels, final boolean do_resample) { return Pipe.generateTriangles(Pipe.makeTube(x, y, z, r, 1, parallels, do_resample, null, null, null), 1, null, null); }
getPointColors(px, py, pz, flatColor, colorImage); final int a = (q + offset) % parallels; circle[q] = rotate_v_around_axis(intersection, tangent1, sinn[a], cosn[a]);
static public List<Point3f> generateTriangles(final double[][][] all_points, final double scale) { return generateTriangles(all_points, scale, null, null); }
public Content addDiscsTo3DViewer(final Image3DUniverse univ, final Color3f c, final ImagePlus colorImage) { if (!hasCircles()) return null; final Color3f[] originalColors = Pipe.getPointColors(precise_x_positions, precise_y_positions, precise_z_positions, c, colorImage); final List<Color3f> meshColors = new ArrayList<>(); final int edges = 8; final List<Point3f> allTriangles = new ArrayList<>(edges * points); for (int i = 0; i < points; ++i) { final List<Point3f> discMesh = customnode.MeshMaker.createDisc(precise_x_positions[i], precise_y_positions[i], precise_z_positions[i], tangents_x[i], tangents_y[i], tangents_z[i], radiuses[i], 8); final int pointsInDiscMesh = discMesh.size(); for (int j = 0; j < pointsInDiscMesh; ++j) meshColors.add(originalColors[i]); allTriangles.addAll(discMesh); } return univ.addTriangleMesh(allTriangles, meshColors, univ.getSafeContentName("Discs for path " + getName())); }
final int s = sp.getPixel(x, y); final int v = enrangeInteger((s - sp.getMin()) * 255.0f / (sp.getMax() - sp.getMin()), 0, 255); result[i] = final float f = fp.getf(x, y); final int v = enrangeInteger((f - fp.getMin()) * 255 / (fp.getMax() - fp.getMin()), 0, 255); result[i] =
final double[][][] allPoints = Pipe.makeTube(x_points_d_trimmed, y_points_d_trimmed, z_points_d_trimmed, radiuses_d_trimmed, resample ? 2 : 1, // resample - 1 means just final List<Point3f> triangles = Pipe.generateTriangles(allPoints, 1, // scale tubeColors, vertexColorList);