/*
* Copyright (c) 2005–2012 Goethe Center for Scientific Computing - Simulation and Modelling (G-CSC Frankfurt)
* Copyright (c) 2012-2015 Goethe Center for Scientific Computing - Computational Neuroscience (G-CSC Frankfurt)
*
* This file is part of NeuGen.
*
* NeuGen is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* as published by the Free Software Foundation.
*
* see: http://opensource.org/licenses/LGPL-3.0
* file://path/to/NeuGen/LICENSE
*
* NeuGen 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 Lesser General Public License for more details.
*
* This version of NeuGen includes copyright notice and attribution requirements.
* According to the LGPL this information must be displayed even if you modify
* the source code of NeuGen. The copyright statement/attribution may not be removed.
*
* Attribution Requirements:
*
* If you create derived work you must do the following regarding copyright
* notice and author attribution.
*
* Add an additional notice, stating that you modified NeuGen. In addition
* you must cite the publications listed below. A suitable notice might read
* "NeuGen source code modified by YourName 2012".
*
* Note, that these requirements are in full accordance with the LGPL v3
* (see 7. Additional Terms, b).
*
* Publications:
*
* S. Wolf, S. Grein, G. Queisser. NeuGen 2.0 -
* Employing NeuGen 2.0 to automatically generate realistic
* morphologies of hippocapal neurons and neural networks in 3D.
* Neuroinformatics, 2013, 11(2), pp. 137-148, doi: 10.1007/s12021-012-9170-1
*
*
* J. P. Eberhard, A. Wanner, G. Wittum. NeuGen -
* A tool for the generation of realistic morphology
* of cortical neurons and neural networks in 3D.
* Neurocomputing, 70(1-3), pp. 327-343, doi: 10.1016/j.neucom.2006.01.028
*
*/
package org.neugen.surface3d;
import java.awt.Color;
import java.awt.GradientPaint;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import javax.media.j3d.Appearance;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.ColoringAttributes;
import javax.media.j3d.LineArray;
import javax.media.j3d.QuadArray;
import javax.media.j3d.Shape3D;
import javax.vecmath.Color3f;
import javax.vecmath.Point3f;
import com.sun.j3d.utils.geometry.Sphere;
/**
* Color utility and color constants class
*
* @author J. P. Eberhard
* @created July 7, 2005
*/
public class ColorUtil {
/**
* Function to map v = 0.0 to blue rgb[0.0, 0.0, 1.0] and v = 1.0 to red
* rgb[1.0, 0.0, 0.0] taking the rainbow colors in between.
*/
public static Color3f mapFloatToRGB(float v) {
Color3f rgb = new Color3f(Math.max(0.0f, Math.min(-3.5f * v + 4, Math.min(1.0f, Math.max(0.0f,
7.0f * v - 3)))), Math.max(0.0f, Math.min(-3.5f * v + 3, Math.min(1.0f, Math.max(0.0f,
7.0f * v - 1)))), Math.max(0.0f, Math.min(-7.0f * v + 3, Math.min(1.0f, Math.max(0.0f,
3.5f * v + 0.5f)))));
return rgb;
}
/**
* Function to map v = 0.0 to black rgb[0.0, 0.0, 0.0] and v = 1.0 to
* white rgb[1.0, 1.0, 1.0] taking greyscale colors in between.
*/
public static Color3f mapFloatToGreyAdditive(float v) {
return new Color3f(v, v, v);
}
/**
* Function to map v = 0.0 to white rgb[1.0, 1.0, 1.0] and v = 1.0 to
* black rgb[0.0, 0.0, 0.0] taking greyscale colors in between.
*/
public static Color3f mapFloatToGreySubtractive(float v) {
return new Color3f(1.0f - v, 1.0f - v, 1.0f - v);
}
/**
* Convert HSV -> RGB. To get a pure rainbow set saturation close to
* 1.0, and value to 1.0, then vary hue from 0.0 (red) to 1.0 (which is
* red again). Note: Should be used as ColorUtil.convertHSVToRGB(v,
* 0.9f, 1.0f));
*/
public static Color3f convertHSVToRGB(float hue, float saturation, float value) {
int rgbValue = java.awt.Color.HSBtoRGB(hue, saturation, value);
Color3f rgb = new Color3f((rgbValue & 0x00ff0000) >> 16, (rgbValue & 0x0000ff00) >> 8,
(rgbValue & 0x000000ff));
return rgb;
}
/**
* Function to create a colored gradient sheet by a QuadArray, could be
* used in Background.
*/
public static Shape3D createColoredGradientSheet(Color3f colorTop, Color3f colorBottom) {
QuadArray qa = new QuadArray(4, QuadArray.COORDINATES | QuadArray.COLOR_3);
qa.setCoordinate(0, new Point3f(-1, -1, 0));
qa.setCoordinate(1, new Point3f(1, -1, 0));
qa.setCoordinate(2, new Point3f(1, 1, 0));
qa.setCoordinate(3, new Point3f(-1, 1, 0));
for (int i = 0; i < 2; ++i) {
qa.setColor(i, colorBottom);
}
for (int i = 2; i < 4; ++i) {
qa.setColor(i, colorTop);
}
return new Shape3D(qa);
}
/**
* Function to create a colored gradient BufferedImage from blue to
* white, can be used in Background.
*/
public static BufferedImage createColoredGradientImage(int width, int height) {
BufferedImage bImage = new BufferedImage(width, height, BufferedImage.TYPE_3BYTE_BGR);
Graphics2D g2d = (Graphics2D) bImage.getGraphics();
g2d.setPaint(new GradientPaint(0, 0, Color.BLUE, 0, height, Color.WHITE));
g2d.fillRect(0, 0, width, height);
return bImage;
}
/**
* Function to add a white sphere and axes at the origin of the
* coordinate system for better orientation. The z-axis is in black.
*/
public static void addCoordinateSphereAxesToSceneGraph(BranchGroup scene, float radius) {
float rad = (radius <= 0.0f) ? 0.1f : radius;
Appearance ap = new Appearance();
ColoringAttributes ca = new ColoringAttributes();
ca.setColor(white);
ap.setColoringAttributes(ca);
scene.addChild(new Sphere(rad, ap));
LineArray la1 = new LineArray(2, LineArray.COORDINATES | LineArray.COLOR_3);
la1.setCoordinate(0, new Point3f());
la1.setCoordinate(1, new Point3f(5.0f * rad, 0.0f, 0.0f));
for (int i = 0; i < 2; ++i) {
la1.setColor(i, white);
}
scene.addChild(new Shape3D(la1));
LineArray la2 = new LineArray(2, LineArray.COORDINATES | LineArray.COLOR_3);
la2.setCoordinate(0, new Point3f());
la2.setCoordinate(1, new Point3f(0.0f, 5.0f * rad, 0.0f));
for (int i = 0; i < 2; ++i) {
la2.setColor(i, white);
}
scene.addChild(new Shape3D(la2));
LineArray la3 = new LineArray(2, LineArray.COORDINATES | LineArray.COLOR_3);
la3.setCoordinate(0, new Point3f());
la3.setCoordinate(1, new Point3f(0.0f, 0.0f, 5.0f * rad));
for (int i = 0; i < 2; ++i) {
la3.setColor(i, black);
}
scene.addChild(new Shape3D(la3));
}
/**
* Color red
*/
public final static Color3f red = new Color3f(1.0f, 0.0f, 0.0f);
/**
* Color green
*/
public final static Color3f green = new Color3f(0.0f, 1.0f, 0.0f);
/**
* Color blue
*/
public final static Color3f blue = new Color3f(0.0f, 0.0f, 1.0f);
/**
* Color yellow
*/
public final static Color3f yellow = new Color3f(1.0f, 1.0f, 0.0f);
/**
* Color cyan
*/
public final static Color3f cyan = new Color3f(0.0f, 1.0f, 1.0f);
/**
* Color magenta
*/
public final static Color3f magenta = new Color3f(1.0f, 0.0f, 1.0f);
/**
* Color white
*/
public final static Color3f white = new Color3f(1.0f, 1.0f, 1.0f);
/**
* Color black
*/
public final static Color3f black = new Color3f(0.0f, 0.0f, 0.0f);
/**
* Color grey
*/
public final static Color3f grey = new Color3f(0.5f, 0.5f, 0.5f);
/**
* Color whitegrey
*/
public final static Color3f whitegrey = new Color3f(0.9f, 0.9f, 0.9f);
}