diff OrthancStone/Sources/Scene2DViewport/MeasureToolsToolbox.cpp @ 1512:244ad1e4e76a

reorganization of folders
author Sebastien Jodogne <s.jodogne@gmail.com>
date Tue, 07 Jul 2020 16:21:02 +0200
parents Framework/Scene2DViewport/MeasureToolsToolbox.cpp@7ec8fea061b9
children 8563ea5d8ae4
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/OrthancStone/Sources/Scene2DViewport/MeasureToolsToolbox.cpp	Tue Jul 07 16:21:02 2020 +0200
@@ -0,0 +1,366 @@
+/**
+ * Stone of Orthanc
+ * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
+ * Department, University Hospital of Liege, Belgium
+ * Copyright (C) 2017-2020 Osimis S.A., Belgium
+ *
+ * This program is free software: you can redistribute it and/or
+ * modify it under the terms of the GNU Affero General Public License
+ * as published by the Free Software Foundation, either version 3 of
+ * the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Affero General Public License for more details.
+ *
+ * You should have received a copy of the GNU Affero General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ **/
+
+#include "MeasureToolsToolbox.h"
+#include "PredeclaredTypes.h"
+#include "LayerHolder.h"
+#include "ViewportController.h"
+
+#include "../Scene2D/TextSceneLayer.h"
+#include "../Scene2D/Scene2D.h"
+#include "../StoneException.h"
+
+#include <boost/math/constants/constants.hpp>
+
+namespace
+{
+  double g_pi = boost::math::constants::pi<double>();
+}
+
+namespace OrthancStone
+{
+  void GetPositionOnBisectingLine(
+    ScenePoint2D& result
+    , const ScenePoint2D& p1
+    , const ScenePoint2D& c
+    , const ScenePoint2D& p2
+    , const double d)
+  {
+    // TODO: fix correct half-plane
+    double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX());
+    double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX());
+    double angle = 0.5 * (p1cAngle + p2cAngle);
+    double unitVectorX = cos(angle);
+    double unitVectorY = sin(angle);
+    double posX = c.GetX() + d * unitVectorX;
+    double posY = c.GetX() + d * unitVectorY;
+    result = ScenePoint2D(posX, posY);
+  }
+
+  double RadiansToDegrees(double angleRad)
+  {
+    static const double factor = 180.0 / g_pi;
+    return angleRad * factor;
+  }
+
+  void AddSquare(PolylineSceneLayer::Chain& chain,
+    const Scene2D& scene,
+    const ScenePoint2D& centerS,
+    const double& sideLengthS)
+  {
+    /*
+    The scene is required here because we need to draw the square with its
+    sides parallel to the SCREEN axis, not the SCENE axis
+    */
+
+    // get the scaling factor 
+    const double sceneToCanvas =
+      scene.GetSceneToCanvasTransform().ComputeZoom();
+
+    chain.clear();
+    chain.reserve(4);
+    ScenePoint2D centerC = centerS.Apply(scene.GetSceneToCanvasTransform());
+    //TODO: take DPI into account 
+    double handleLX = centerC.GetX() - sideLengthS * sceneToCanvas * 0.5;
+    double handleTY = centerC.GetY() - sideLengthS * sceneToCanvas * 0.5;
+    double handleRX = centerC.GetX() + sideLengthS * sceneToCanvas * 0.5;
+    double handleBY = centerC.GetY() + sideLengthS * sceneToCanvas * 0.5;
+    ScenePoint2D LTC(handleLX, handleTY);
+    ScenePoint2D RTC(handleRX, handleTY);
+    ScenePoint2D RBC(handleRX, handleBY);
+    ScenePoint2D LBC(handleLX, handleBY);
+
+    ScenePoint2D startLT = LTC.Apply(scene.GetCanvasToSceneTransform());
+    ScenePoint2D startRT = RTC.Apply(scene.GetCanvasToSceneTransform());
+    ScenePoint2D startRB = RBC.Apply(scene.GetCanvasToSceneTransform());
+    ScenePoint2D startLB = LBC.Apply(scene.GetCanvasToSceneTransform());
+
+    chain.push_back(startLT);
+    chain.push_back(startRT);
+    chain.push_back(startRB);
+    chain.push_back(startLB);
+  }
+#if 0
+  void AddArc(
+    PolylineSceneLayer::Chain & chain
+    , const Scene2D & scene
+    , const ScenePoint2D & p1
+    , const ScenePoint2D & c
+    , const ScenePoint2D & p2
+    , const double& radiusS
+    , const bool          clockwise
+    , const int           subdivisionsCount)
+  {
+    double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX());
+    double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX());
+    AddArc(
+      chain, scene, c, radiusS, p1cAngle, p2cAngle,
+      clockwise, subdivisionsCount);
+  }
+#endif
+
+  void AddShortestArc(
+    PolylineSceneLayer::Chain& chain
+    , const ScenePoint2D& p1
+    , const ScenePoint2D& c
+    , const ScenePoint2D& p2
+    , const double& radiusS
+    , const int                  subdivisionsCount)
+  {
+    double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX());
+    double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX());
+    AddShortestArc(
+      chain, c, radiusS, p1cAngle, p2cAngle, subdivisionsCount);
+  }
+
+  void AddShortestArc(
+    PolylineSceneLayer::Chain& chain
+    , const ScenePoint2D& centerS
+    , const double& radiusS
+    , const double                startAngleRad
+    , const double                endAngleRad
+    , const int                   subdivisionsCount)
+  {
+    // this gives a signed difference between angle which
+    // is the smallest difference (in magnitude) between 
+    // the angles
+    double delta = NormalizeAngle(endAngleRad - startAngleRad);
+
+    chain.clear();
+    chain.reserve(subdivisionsCount + 1);
+
+    double angleIncr = delta / static_cast<double>(subdivisionsCount);
+
+    double theta = startAngleRad;
+    for (int i = 0; i < subdivisionsCount + 1; ++i)
+    {
+      double offsetX = radiusS * cos(theta);
+      double offsetY = radiusS * sin(theta);
+      double pointX = centerS.GetX() + offsetX;
+      double pointY = centerS.GetY() + offsetY;
+      chain.push_back(ScenePoint2D(pointX, pointY));
+      theta += angleIncr;
+    }
+  }
+
+#if 0
+  void AddArc(
+    PolylineSceneLayer::Chain & chain
+    , const Scene2D & scene
+    , const ScenePoint2D & centerS
+    , const double& radiusS
+    , const double        startAngleRad
+    , const double        endAngleRad
+    , const bool          clockwise
+    , const int           subdivisionsCount)
+  {
+    double startAngleRadN = NormalizeAngle(startAngleRad);
+    double endAngleRadN = NormalizeAngle(endAngleRad);
+
+    double angle1Rad = std::min(startAngleRadN, endAngleRadN);
+    double angle2Rad = std::max(startAngleRadN, endAngleRadN);
+
+    // now we are sure angle1Rad < angle2Rad
+    // this means that if we draw from 1 to 2, it will be clockwise (
+    // increasing angles).
+    // let's fix this:
+    if (!clockwise)
+    {
+      angle2Rad -= 2 * g_pi;
+      // now we are sure angle2Rad < angle1Rad (since they were normalized) 
+      // and, thus, going from 1 to 2 means the angle values will DECREASE,
+      // which is the definition of anticlockwise
+    }
+
+    chain.clear();
+    chain.reserve(subdivisionsCount + 1);
+
+    double angleIncr = (angle2Rad - angle1Rad)
+      / static_cast<double>(subdivisionsCount);
+
+    double theta = angle1Rad;
+    for (int i = 0; i < subdivisionsCount + 1; ++i)
+    {
+      double offsetX = radiusS * cos(theta);
+      double offsetY = radiusS * sin(theta);
+      double pointX = centerS.GetX() + offsetX;
+      double pointY = centerS.GetY() + offsetY;
+      chain.push_back(ScenePoint2D(pointX, pointY));
+      theta += angleIncr;
+    }
+  }
+#endif
+
+  void AddCircle(PolylineSceneLayer::Chain& chain,
+                 const ScenePoint2D&        centerS,
+                 const double&              radiusS,
+                 const int                  numSubdivisions)
+  {
+    //ScenePoint2D centerC = centerS.Apply(scene.GetSceneToCanvasTransform());
+    //TODO: take DPI into account
+
+    // TODO: automatically compute the number for segments for smooth 
+    // display based on the radius in pixels.
+
+    chain.clear();
+    chain.reserve(numSubdivisions);
+
+    double angleIncr = (2.0 * g_pi)
+      / static_cast<double>(numSubdivisions);
+
+    double theta = 0;
+    for (int i = 0; i < numSubdivisions; ++i)
+    {
+      double offsetX = radiusS * cos(theta);
+      double offsetY = radiusS * sin(theta);
+      double pointX = centerS.GetX() + offsetX;
+      double pointY = centerS.GetY() + offsetY;
+      chain.push_back(ScenePoint2D(pointX, pointY));
+      theta += angleIncr;
+    }
+  }
+
+  double NormalizeAngle(double angle)
+  {
+    double retAngle = angle;
+    while (retAngle < -1.0 * g_pi)
+      retAngle += 2 * g_pi;
+    while (retAngle >= g_pi)
+      retAngle -= 2 * g_pi;
+    return retAngle;
+  }
+
+  double MeasureAngle(const ScenePoint2D& p1, const ScenePoint2D& c, const ScenePoint2D& p2)
+  {
+    double p1cAngle = atan2(p1.GetY() - c.GetY(), p1.GetX() - c.GetX());
+    double p2cAngle = atan2(p2.GetY() - c.GetY(), p2.GetX() - c.GetX());
+    double delta = p2cAngle - p1cAngle;
+    return NormalizeAngle(delta);
+  }
+
+
+#if 0
+  void AddEllipse(PolylineSceneLayer::Chain & chain,
+    const Scene2D & scene,
+    const ScenePoint2D & centerS,
+    const double& halfHAxis,
+    const double& halfVAxis)
+  {
+    chain.clear();
+    chain.reserve(4);
+    ScenePoint2D centerC = centerS.Apply(scene.GetSceneToCanvasTransform());
+    //TODO: take DPI into account
+    double handleLX = centerC.GetX() - sideLength / 2;
+    double handleTY = centerC.GetY() - sideLength / 2;
+    double handleRX = centerC.GetX() + sideLength / 2;
+    double handleBY = centerC.GetY() + sideLength / 2;
+    ScenePoint2D LTC(handleLX, handleTY);
+    ScenePoint2D RTC(handleRX, handleTY);
+    ScenePoint2D RBC(handleRX, handleBY);
+    ScenePoint2D LBC(handleLX, handleBY);
+
+    ScenePoint2D startLT = LTC.Apply(scene.GetCanvasToSceneTransform());
+    ScenePoint2D startRT = RTC.Apply(scene.GetCanvasToSceneTransform());
+    ScenePoint2D startRB = RBC.Apply(scene.GetCanvasToSceneTransform());
+    ScenePoint2D startLB = LBC.Apply(scene.GetCanvasToSceneTransform());
+
+    chain.push_back(startLT);
+    chain.push_back(startRT);
+    chain.push_back(startRB);
+    chain.push_back(startLB);
+  }
+#endif
+
+#if ORTHANC_STONE_ENABLE_OUTLINED_TEXT == 1
+  /**
+  This utility function assumes that the layer holder contains 5 text layers
+  and will use the first four ones for the text background and the fifth one
+  for the actual text
+  */
+  void SetTextLayerOutlineProperties(
+    Scene2D& scene
+    , boost::shared_ptr<LayerHolder> layerHolder
+    , const char* text
+    , ScenePoint2D p
+    , int startingLayerIndex) 
+  {
+    double xoffsets[5] = { 2, 0, -2, 0, 0 };
+    double yoffsets[5] = { 0, -2, 0, 2, 0 };
+
+    // get the scaling factor 
+    const double pixelToScene =
+      scene.GetCanvasToSceneTransform().ComputeZoom();
+
+    for (int i = startingLayerIndex; i < startingLayerIndex + 5; ++i)
+    {
+      TextSceneLayer* textLayer = layerHolder->GetTextLayer(i);
+      if (textLayer != NULL)
+      {
+        textLayer->SetText(text);
+
+        if (i == startingLayerIndex + 4)
+        {
+          textLayer->SetColor(TEXT_COLOR_RED,
+                              TEXT_COLOR_GREEN,
+                              TEXT_COLOR_BLUE);
+        }
+        else
+        {
+          textLayer->SetColor(TEXT_OUTLINE_COLOR_RED,
+                              TEXT_OUTLINE_COLOR_GREEN,
+                              TEXT_OUTLINE_COLOR_BLUE);
+        }
+
+        ScenePoint2D textAnchor;
+        int offIndex = i - startingLayerIndex;
+        ORTHANC_ASSERT(offIndex >= 0 && offIndex < 5);
+        textLayer->SetPosition(
+          p.GetX() + xoffsets[offIndex] * pixelToScene,
+          p.GetY() + yoffsets[offIndex] * pixelToScene);
+      }
+    }
+  }
+#else
+  void SetTextLayerProperties(
+    Scene2D& scene
+    , boost::shared_ptr<LayerHolder> layerHolder
+    , const char* text
+    , ScenePoint2D p
+    , int layerIndex)
+  {
+    TextSceneLayer* textLayer = layerHolder->GetTextLayer(layerIndex);
+    if (textLayer != NULL)
+    {
+      textLayer->SetText(text);
+      textLayer->SetColor(TEXT_COLOR_RED, TEXT_COLOR_GREEN, TEXT_COLOR_BLUE);
+
+      ScenePoint2D textAnchor;
+      textLayer->SetPosition(p.GetX(), p.GetY());
+    }
+  }
+#endif 
+
+  std::ostream& operator<<(std::ostream& os, const ScenePoint2D& p)
+  {
+    os << "x = " << p.GetX() << " , y = " << p.GetY();
+    return os;
+  }
+
+}