apply new layer to a slice of a volume webgl - webgl

i have two volumes (.nrrd) of different qualities. the user can browse through the layers. if a key is pressed
i want to load the slice of the volume with better quality.
my volume is similar to this one: lesson 10 xtk
i've found:
volume.children[2].children[0].children[0].texture.file = "http://path/to/file.ext";
but if i apply some kind of file (.jpg, .dcm) nothing happens.
is this the right approach to change the slice to go inside the children and change the texture?
or shall i load the selected slice seperate as an object and apply it to the "lower-quality-volume" somehow?
edit:
this is what i tried so far (i get errors with dcms but not with jpgs):
if (event.keyCode == 83) { // "s"-button
volume.children[2].children[0].children[0].texture.file = "http://localhost:3000/112.jpg";
volume.children[2].children[0].children[0].modified();
r.render();
}
edit2: this is whats in my r.onShowtime = function() {}
volume.children[2].children[0].texture.file = 'http://localhost:3000/112.jpg';
volume.children[2].children[0].visible = true; // to activate the first layer
volume.children[2].children[0].modified();
console.log(volume.children[2].children[0].visible +" "+ volume.children[2].children[0].texture.file);
it outputs "true hostname/112.jpg"
when i inspect the .jpg in firebug the header is ok but the answer is "null"
when i inspect console.log(volume.children[2].children[0]); with firebug
.texture.file is set to hostname/112.jpg
when i go to "network" the .jpg has been transfered successfully
please notice that 112.jpg and level.jpg are the same. the first one is getting loaded in r.onShowtime and the other one is loaded at a keypressed event.
EDIT 3: volume.children[2].children[0] is of the type "X.slice", isn't it?
here is my approach: jsFiddle
and this is my actual issue and still not working: jsFiddle

Mhh..
I think a call to object.modified() is missing in the file setter (and in others setters from inject classes). Let's see when Haehn will come if he wants to change something internaly, but for the moment could you try to call it by yourself ?
You can try to add after the modification of texture :
volume.children[2].children[0].children[0].modified();
And if it doesn't work, in addition :
renderer.render();
Edit :
It's strange, I did a similar code and it did something. Can you please try something like that with opening your javascript console (Firefox, Chrome,... has one) and tell me the error you get ?
renderer.onShowtime = {
for (var i=0 ; i< volume.children[2].children.length ; i++) {
volume.children[2].children[i].texture.file="myimage.jpeg";
volume.children[2].children[i].modified();
}
}
It is important you call it in the onShowtime, because before the volume is not loaded, and so slicesX, slicesY... don't exist.
Edit2 :
Hey,
Thanks to the informations you added I think I've got the point ! In the render() method of our renderer3D there is a test on texture._dirty flag, that you cannot change from outside the framework. In addition the 1st rendering with a texture make that flag false, and loading a new texture doesn't seem to set that flag back to true in the current XTK. So, I think, we have to add it in the loader.load(texture, object) method. I'll make an issue on Github and see what Haehn thinks of it !

Related

How do I add url links to WinWheel.js image slices?

How do I add a clickable link to any of the image slices so the user can click a slice to go to a url? Currently they can spin the wheel to get a random url choice. I got the random spin part working using “IF” but I got stuck figuring out the image slice click idea.
I'm currently working at the top of page in an area called:
//add code here?
if (clickedSegment) {
clickedSegment.indicatedSegment = "Jane";
window.location = "https://www.mikeloucas.com";
theWheel.draw();
and I have one url working due to the "clickedSegment" but it's active on all the slices and not what I need (I'm try to target Jane) so I'll keep at it unless some has an answer.
Separately but related:
This is one of the image segments I'm trying to add add link to:
{'image' : 'https://mikeloucas.com/wheel/jane.png', 'text' : 'Jane'},
The original tutorial shows how to change the colour of a slice on click, but I’d like to go to a url instead.
Original Click Code: http://dougtesting.net/winwheel/docs/tut15_get_segment_clicked
The thing Im working on: https://codepen.io/mikeloucas/pen/qBarWoP
In my Codepen example I turned off the “IF” load url because its just in the way when testing, but feel free to turn it on see it in action. It’s WAY down the page lol; you’ll see:
if (indicatedSegment.text == "Jane") {
window.location = "https://www.mikeloucas.com";
WAS:
let clickedSegment= theWheel.getSegmentAt(e.clientX, e.clientY);
if (clickedSegment) {
clickedSegment.indicatedSegment = "Jane";
window.location = "https://www.mikeloucas.com";
theWheel.draw();
IS NOW:
let segmentImage = theWheel.getSegmentAt(e.clientX, e.clientY);
if (segmentImage.text == "Jane") {
window.location = "https://www.mikeloucas.com";}
else if (segmentImage.text == "othername")...{
}
...theWheel.draw();
The trick (for me) was changing "clickedSegment" to "segmentImage" because "segmentImage" was already calling the array of names. I also add an "ELSE IF" because I had lots of slices to work work with.
See working thingy here: https://codepen.io/mikeloucas/pen/qBarWoP
My version needs to have the URL and NAME LIST entered twice; it would be cool if someone knows how to do it once (one set instead of two) but maintain both functions of the "CLICK url" and "SPIN url", so I'm still open to advice.
I'd prefer one set over two. :-)

Why do progress events stop firing when I add 'false' to createjs.LoadQueue()?

OK, the docs are messy at best. I have huge issues fading in and out preloaded assets if I do not add 'false' to the instance of PreloadJS. But when I add it I completely lose the progress event ... what is it that's so deeply hidden in the docs, that I cannot find anything about this?
And has anyone got a complete example of HOW to actually and properly load an array (actually an object) of images without losing the progress event AND still have an asset that behaves as expected when adding it to the DOM and fade it in?
This was also posted in a question on GitHub.
The short answer is that loading with tags (setting the first param useXHR to false) doesn't support granular progress events because downloading images with tags doesn't give progress events in the browser.
You can still get progress events from the LoadQueue any time an image loads, but each image will just provide a single "complete" event.
#Lanny True for that part, but in my case I was also missing the 'true' in .getResult(), and the createObjectURL() for the image data:
…
var preloader = new createjs.LoadQueue();
…
…
function handleFileLoad ( e ) {
var item = e.item,
result = preloader.getResult(item.id, true),
blob_url = URL.createObjectURL( result );
…
So, that I was actually able to handle the image data as a blob … I couldn't find anything close to 'createObjectURL' in the docs. I guess that renders the docs 'not complete' at best …

Printing an image to a dye based application

I am learning about fluid dynamics (and Haxe) and have come across this awesome project and thought I would try to extend to it to help me learn. A demo of the original project in action can be seen here.
So far, I have created a side menu of items containing different shapes. When the user clicks on one of the shapes, then, clicks onto the canvas, the image selected should be imprinted onto the dye. The user will then move the mouse and explore the art etc.
To try and achieve this I did the following:
import js.html.webgl.RenderingContext;
function imageSelection(): Void{
document.querySelector('.myscrollbar1').addEventListener('click', function() {
// twilight image clicked
closeNav();
reset();
var image:js.html.ImageElement = cast document.querySelector('img[src="images/twilight.jpg"]');
gl.current_context.texSubImage2D(cast fluid.dyeRenderTarget.writeToTexture, 0, Math.round(mouse.x), Math.round(mouse.y), RenderingContext.RGB, RenderingContext.UNSIGNED_BYTE, image);
TWILIGHT = true;
});
After this call, inside the update function, I have the following:
override function update( dt:Float ){
time = haxe.Timer.stamp() - initTime;
performanceMonitor.recordFrameTime(dt);
//Smaller number creates a bigger ripple, was 0.016
dt = 0.090;//#!
//Physics
//interaction
updateDyeShader.isMouseDown.set(isMouseDown && lastMousePointKnown);
mouseForceShader.isMouseDown.set(isMouseDown && lastMousePointKnown);
//step physics
fluid.step(dt);
particles.flowVelocityField = fluid.velocityRenderTarget.readFromTexture;
if(renderParticlesEnabled){
particles.step(dt);
}
//Below handles the cycling of colours once the mouse is moved and then the image should be disrupted into the set dye colours.
}
However, although the project builds, I can't seem to get the image imprinted onto the canvas. I have checked the console log and I can see the following error:
WebGL: INVALID_ENUM: texSubImage2D: invalid texture target
Is it safe to assume that my cast for the first param is not allowed?
I have read that the texture target is the first parameter and INVALID_ENUM in particular means that one of the gl.XXX parameters are just flat out wrong for that particular function.
Looking through to the file writeToTexture is declared as so: public var writeToTexture (default, null):GLTexture;. WriteToTexture is a wrapper around a regular webgl handle.
I am using Haxe version 3.2.1 and using Snow to build the project. WriteToTexture is defined inside HaxeToolkit\haxe\lib\gltoolbox\git\gltoolbox\render
writeToTexture in gltoolbox is a GLTexture. With snow and snow_web, this is defined in snow.modules.opengl.GL as:
typedef GLTexture = js.html.webgl.Texture;
So we're simply dealing with a js.html.webgl.Texture here, or WebGLTexture in native JS.
Which means that yes, this is definitely not a valid value for texSubImage2D()'s target, which is specified to take one of the gl.TEXTURE_* constants.
A GLenum specifying the binding point (target) of the active texture.
From this description it's obvious that the parameter isn't actually for the texture itself - it merely gives some info on how the active texture should be used.
The question then becomes how the "active" texture can be set. bindTexture() can be used for this.

Prestashop all translatable-field display none for product page

Just new in Prestashop (1.6.0.6), I've a problem with my product page in admin. All translatable-field are to display:none (I inspect the code with chrome).
So when I want to create a new product I can't because the name field is required.
I thought that it was simple to find the .js whose do that but it isn't.
If somebody could help me, I would be happy.
Thank you for your help
Hi,
I make some searches and see that the function hideOtherLanguage(id) hide and show translatable-field element.
function hideOtherLanguage(id)
{
console.log(id_language);
$('.translatable-field').hide();
$('.lang-' + id).show();
var id_old_language = id_language;
id_language = id;
if (id_old_language != id)
changeEmployeeLanguage();
updateCurrentText();
}
When I set the Id to 1 (default language), it works. It seems that when I load the page, the function is called twice and the last calling, the id value is undefined. So the show() function will not work.
If somebody could help me. Thank you.
In my console, I see only one error
undefined is not a function.
under index.php / Line 1002
...
$("#product_form").validate({
...
But I find the form.tpl template and set this lines in comment but nothing change.
EDIT: According to comment on this link http://forge.prestashop.com/browse/PSCFV-2928 this can possibly be caused by corrupted installation file(s) - so when on clean install - try to re-download and reinstall...
...otherwise:
I got into a similar problem - in module admin page, when creating configuration form using PrestaShop's HelperForm. I will provide most probable cases and their possible solutions.
The solution for HelperForm was tested on PS 1.6.0.14
Generally there are 2 cases when this will happen.
First, you have to check what html you recieve.
=> Display source code - NOT in developer tools/firebug/etc...!
=> I really mean the pure recieved (JavaScript untouched) html.
Check if your translatable-fields have already the inline style "display: none":
Case 1 - fields already have inline style(s) for "display: none"
This means the template/html was already prepared this way - most probably in some TPL file I saw codes similar to these:
<div class="translatable-field lang-{$language.id_lang}"
{if $language.id_lang != $id_lang_default}style="display:none"{/if}>
Or particularly in HelperForm template:
<div class="translatable-field lang-{$language.id_lang}"
{if $language.id_lang != $defaultFormLanguage}style="display:none"{/if}>
Case 1 is the most easy to solve, you just have to find, where to set this default language.
Solutions
HelperForm
Look where you've (or someone else) prepared the HelperForm object - something like:
$formHelper = new HelperForm();
...
Somewhere there will be something like $formHelper->default_form_language = ...;
My wrong first solution was to get default form language from context - which might not be set:
$this->context->controller->default_form_language; //THIS IS WRONG!
The correct way is to get the default language from configuration - something like:
$default_lang = new Language((int)Configuration::get('PS_LANG_DEFAULT'));
$formHelper->default_form_language = $default_lang->id;
...this particularly solved my problem...
Other form-creations
If there is something else than HelperForm used for form creations, the problem is still very similar.
You have to find where in files(probably tpls) is a condition for printing display:none for your case - then find where is the check-against-variable set and set it correctly yourself.
Case 2 - fields don't have inline style(s) for "display: none"
This means it is done after loading HTML by JavaScript. There are two options:
There is a call for hideOtherLanguage(), but there is wrongly set input language - that means no language will be displayed and all hidden.Solution for this one can be often solved by solving Case 1 (see above). In addition there can be programming error in not setting the after-used language id variable at all... then you would have to set it yourself (assign in JavaScript).
Some script calls some sort of .hide() on .translatable-field - you will have to search for it the hard way and remove/comment it out.
PS: Of course you can set the language to whatever you want, it is just common to set it to default language, because it is the most easier and the most clear way how to set it.

Releasing Mat images with openCV(.release() and =Mat() doesn't work)

I have tried to release a Mat image from my program, however, no matter how I tried it, the same image (result) still appear when I click on the "process button" to process another image (from loading or snapping an image). The old results will always be displayed.
I have to close the whole program, open the next image I want to process and click the "process button" to get the actual result. However, this is not ideal, as I want my program to immediately process the image I load or snap and not having to close the whole program(or rather stop run and click run again)
Most of the results I searched from google suggested these methods:
imagep.release(); //where imagep is the image after going through processing
imagep=Mat();
UPDATE:
My code is goes something along this line. In my program.h file, the image and image p and declared like this:
class program : public QMainWindow
{
Q_OBJECT
public:
program(QWidget *parent = 0);
~program();
cv::Mat image, imagep; //original image and image processed
The coding for the button in the .cpp file goes something like this:
imagep = image.clone(); //also tried: imagep=image, and imagep=image+0 already.
.
.
.
processing/segmenting steps
.
.
cv::imshow("new image", imagep);
cvWaitKey(10);
imagep=Mat(); //also tried cvDestroyWindow("new image"), //imagep.release();
The setting of the picture of imagep(where I changed the values of the pixels based on results from the image processing. ) is created via:
for (int i=0; i< imagep.rows; ++i)
{
for (int j=0; j<imagep.cols; ++j)
{
//imagep.at<cv::Vec3b>(i,j)= v_char[i]; Note that this is commented. This method doesn't work, hence the below method. But it doesn't work too.
Vec3b temp=v_char[i];
imagep.at<cv::Vec3b>(i,j)[0]=temp[0];
imagep.at<cv::Vec3b>(i,j)[1]=temp[1];
imagep.at<cv::Vec3b>(i,j)[2]=temp[2];
}
}
However, these methods doesn't work. Any suggestions of how I can release the Mat image?
waitKey(-1) wait for a keyboard input while waitKey(10) uses 10 ms to update UI and then passes to control further on; It seems to that your problem is not release but proper update.
Normally one don’t need to release Mat (though I saw some release() calls in Java), just reassign it. Your problem may also be related to smart pointers that got killed when the number of references goes to zero but it is hard to say without seeing your code.
There are some tricky things happening when creating, assigning, and declaring Mats. Also, note for example that Mat m = n, copies the reference only but Mat m = n + 0, copies the whole object.

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