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stim/visualization/gl_network.h 22 KB
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  #ifndef STIM_GL_NETWORK
  #define STIM_GL_NETWORK
  
  #include <stim/biomodels/network.h>
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  #include <stim/visualization/aaboundingbox.h>
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  namespace stim{
  
  template <typename T>
  class gl_network : public stim::network<T>{
  
  protected:
  	using stim::network<T>::E;
  	using stim::network<T>::V;
  
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  	GLuint dlist;
  
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  public:
  
  	/// Default constructor
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  	gl_network() : stim::network<T>(){
  		dlist = 0;
  	}
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  	/// Constructor creates a gl_network from a stim::network
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  	gl_network(stim::network<T> N) : stim::network<T>(N){
  		dlist = 0;
  	}
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  	/// Fills the parameters with the minimum and maximum spatial positions in the network,
  	///     specifying a bounding box for the network geometry
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  	aaboundingbox<T> boundingbox(){
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  		aaboundingbox<T> bb;								//create a bounding box
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  		//loop through every edge
  		for(unsigned e = 0; e < E.size(); e++){
  			//loop through every point
  			for(unsigned p = 0; p < E[e].size(); p++)
  				bb.expand(E[e][p]);						//expand the bounding box to include the point
  		}
  
  		return bb;								//return the bounding box
  	}
  
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  	///render cylinder based on points from the top/bottom hat
  	///@param C1 set of points from one of the hat
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  	void renderCylinder(std::vector< stim::vec3<T> > C1, std::vector< stim::vec3<T> > C2) {
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  		glBegin(GL_QUAD_STRIP);
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  		for (unsigned i = 0; i < C1.size() - 1; i++) {			// for every point on the circle
  			stim::vec3<T> v1;
  			stim::vec3<T> v2;
  			stim::vec3<T> v3;
  			stim::vec3<T> v4;
  
  			v1 = C2[i + 1] - C1[i + 1];
  			v2 = C1[i] - C1[i + 1];
  			v3 = C1[i] - C2[i];
  			v4 = C2[i + 1] - C2[i];
  
  			stim::vec3<T> n1 = v1.cross(v2);
  			stim::vec3<T> n2 = v3.cross(v4);
  			stim::vec3<T> normal = n1 + n2;
  			normal = normal.norm();
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  			glVertex3f(C1[i][0], C1[i][1], C1[i][2]);
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  			glVertex3f(C2[i][0], C2[i][1], C2[i][2]);
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  			glNormal3f(normal[0], normal[1], normal[2]);	// set normal vector for lighting											
  			//glNormal3f(n1[0], n1[1], n1[2]);
  			//glVertex3f(C1[i][0], C1[i][1], C1[i][2]);
  			//glNormal3f(n2[0], n2[1], n2[2]);
  			//glVertex3f(C2[i][0], C2[i][1], C2[i][2]);
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  		}	
  		glEnd();
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  	}
  
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  	///render the vertex as sphere based on glut build-in function
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  	///@param x, y, z are the three coordinates of the center point
  	///@param radius is the radius of the sphere
  	///@param subdivisions is the slice/stride along/around z-axis
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  	void renderBall(T x, T y, T z, T radius, int subdivisions) {
  		glPushMatrix();
  		glTranslatef(x, y, z);
  		glutSolidSphere(radius, subdivisions, subdivisions);
  		glPopMatrix();
  	}
  
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  	///render the vertex as sphere based on transformation
  	///@param x, y, z are the three coordinates of the center point
  	///@param radius is the radius of the sphere
  	///@param slice is the number of subdivisions around the z-axis
  	///@param stack is the number of subdivisions along the z-axis
  	void renderBall(T x, T y, T z, T radius, T slice, T stack) {
  		T step_z = stim::PI / slice;					// step angle along z-axis
  		T step_xy = 2 * stim::PI / stack;				// step angle in xy-plane
  		T xx[4], yy[4], zz[4];							// store coordinates
  
  		T angle_z = 0.0;								// start angle
  		T angle_xy = 0.0;
  
  		glBegin(GL_QUADS);
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  		for (unsigned i = 0; i < slice; i++) {			// around the z-axis
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  			angle_z = i * step_z;						// step step_z each time
  
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  			for (unsigned j = 0; j < stack; j++) {		// along the z-axis
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  				angle_xy = j * step_xy;					// step step_xy each time, draw floor by floor
  
  				xx[0] = radius * std::sin(angle_z) * std::cos(angle_xy);	// four vertices
  				yy[0] = radius * std::sin(angle_z) * std::sin(angle_xy);
  				zz[0] = radius * std::cos(angle_z);
  
  				xx[1] = radius * std::sin(angle_z + step_z) * std::cos(angle_xy);
  				yy[1] = radius * std::sin(angle_z + step_z) * std::sin(angle_xy);
  				zz[1] = radius * std::cos(angle_z + step_z);
  
  				xx[2] = radius * std::sin(angle_z + step_z) * std::cos(angle_xy + step_xy);
  				yy[2] = radius * std::sin(angle_z + step_z) * std::sin(angle_xy + step_xy);
  				zz[2] = radius * std::cos(angle_z + step_z);
  
  				xx[3] = radius * std::sin(angle_z) * std::cos(angle_xy + step_xy);
  				yy[3] = radius * std::sin(angle_z) * std::sin(angle_xy + step_xy);
  				zz[3] = radius * std::cos(angle_z);
  
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  				for (unsigned k = 0; k < 4; k++) {
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  					glVertex3f(x + xx[k], y + yy[k], z + zz[k]);			// draw the floor plane
  				}
  			}
  		}
  		glEnd();
  	}
  
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  	/// Render the network centerline as a series of line strips.
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  	/// glCenterline0 is for only one input
  	void glCenterline0(){
  		if (!glIsList(dlist)) {					//if dlist isn't a display list, create it
  			dlist = glGenLists(1);				//generate a display list
  			glNewList(dlist, GL_COMPILE);		//start a new display list
  			for (unsigned e = 0; e < E.size(); e++) {				//for each edge in the network
  				glBegin(GL_LINE_STRIP);
  				for (unsigned p = 0; p < E[e].size(); p++) {			//for each point on that edge
  					glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);		//set the vertex position based on the current point
  					glTexCoord1f(0);									//set white color
  				}
  				glEnd();
  			}
  			glEndList();						//end the display list
  		}
  		glCallList(dlist);					// render the display list
  	}
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  	///render the network centerline as a series of line strips(when loading at least two networks, otherwise using glCenterline0())
  	///colors are based on metric values
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  	void glCenterline(){
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  		if(!glIsList(dlist)){					//if dlist isn't a display list, create it
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  			dlist = glGenLists(1);				//generate a display list
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  			glNewList(dlist, GL_COMPILE);		//start a new display list
  			for(unsigned e = 0; e < E.size(); e++){				//for each edge in the network
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  				//unsigned errormag_id = E[e].nmags() - 1;
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  				glBegin(GL_LINE_STRIP);
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  				for(unsigned p = 0; p < E[e].size(); p++){				//for each point on that edge
  					glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);		//set the vertex position based on the current point
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  					glTexCoord1f(E[e].r(p));							//set the texture coordinate based on the specified magnitude index
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  				}
  				glEnd();
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  			}
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  			glEndList();						//end the display list
  		}		
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  		glCallList(dlist);						//render the display list
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  	}
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  	///render the network cylinder as a series of tubes
  	///colors are based on metric values 
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  	void glCylinder(float sigma, float radius) {
  
  		if (radius != sigma)					// if render radius was changed by user, create a new display list
  			glDeleteLists(dlist, 1);
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  		if (!glIsList(dlist)) {										// if dlist isn't a display list, create it
  			dlist = glGenLists(1);									// generate a display list
  			glNewList(dlist, GL_COMPILE);							// start a new display list
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  			for (unsigned e = 0; e < E.size(); e++) {				// for each edge in the network
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  				for (unsigned p = 1; p < E[e].size(); p++) {		// for each point on that edge
  					stim::circle<T> C1 = E[e].circ(p - 1);
  					stim::circle<T> C2 = E[e].circ(p);
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  					C1.set_R(2*radius);								// re-scale the circle to the same
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  					C2.set_R(2*radius);
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  					std::vector< stim::vec3<T> > Cp1 = C1.glpoints(20);// get 20 points on the circle plane
  					std::vector< stim::vec3<T> > Cp2 = C2.glpoints(20);
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  					glBegin(GL_QUAD_STRIP);
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  					for (unsigned i = 0; i < Cp1.size() - 1; i++) {
  						stim::vec3<T> v1;
  						stim::vec3<T> v2;
  						stim::vec3<T> v3;
  						stim::vec3<T> v4;
  						v1 = Cp2[i + 1] - Cp1[i + 1];
  						v2 = Cp1[i] - Cp1[i + 1];
  						v3 = Cp1[i] - Cp2[i];
  						v4 = Cp2[i + 1] - Cp2[i];
  						
  						stim::vec3<T> n1 = v1.cross(v2);
  						stim::vec3<T> n2 = v3.cross(v4);
  						stim::vec3<T> normal = n1;
  						normal = normal.norm();
  
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  						glTexCoord1f(E[e].r(p - 1));
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  						glVertex3f(Cp1[i][0], Cp1[i][1], Cp1[i][2]);
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  						glTexCoord1f(E[e].r(p));
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  						glVertex3f(Cp2[i][0], Cp2[i][1], Cp2[i][2]);
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  						glNormal3f(normal[0], normal[1], normal[2]);	// set normal vector for lighting
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  					}
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  					//for (unsigned i = 0; i < Cp1.size(); i++) {		// for every point on the circle(+1 means closing the circle)
  					//	glTexCoord1f(E[e].r(p - 1));
  					//	glNormal3f(n1[0], n1[1], n1[2]);			// set normal vector for lighting
  					//	glVertex3f(Cp1[i][0], Cp1[i][1], Cp1[i][2]);
  					//	glTexCoord1f(E[e].r(p));
  					//	glNormal3f(n2[0], n2[1], n2[2]);
  					//	glVertex3f(Cp2[i][0], Cp2[i][1], Cp2[i][2]);
  					//}
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  					glEnd();
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  				}								// set the texture coordinate based on the specified magnitude index
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  			}
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  			for (unsigned n = 0; n < V.size(); n++) {
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  				size_t num = V[n].e[0].size();					// store the number of outgoing edge of that vertex
  				if (num != 0) {									// if it has outgoing edge
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  					unsigned idx = V[n].e[0][0];				// find the index of first outgoing edge of that vertex
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  					glTexCoord1f(E[idx].r(0));					// bind the texture as metric of first point on that edge
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  				}					
  				else {
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  					unsigned idx = V[n].e[1][0];				// find the index of first incoming edge of that vertex
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  					glTexCoord1f(E[idx].r(E[idx].size() - 1));	// bind the texture as metric of last point on that edge
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  				}
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  				renderBall(V[n][0], V[n][1], V[n][2], 2*radius, 20, 20);
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  			}
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  			glEndList();						// end the display list
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  		}
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  		glCallList(dlist);						// render the display list
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  	}
  
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  	///render a T as a adjoint network of GT in transparancy(darkgreen, overlaid)
  	void glAdjointCylinder(float sigma, float radius) {
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  		if (radius != sigma)					// if render radius was changed by user, create a new display list
  			glDeleteLists(dlist+4, 1);
  		if (!glIsList(dlist+4)) {
  			glNewList(dlist+4, GL_COMPILE);
  			for (unsigned e = 0; e < E.size(); e++) {				// for each edge in the network
  				for (unsigned p = 1; p < E[e].size(); p++) {		// for each point on that edge
  					stim::circle<T> C1 = E[e].circ(p - 1);
  					stim::circle<T> C2 = E[e].circ(p);
  					C1.set_R(2 * radius);							// scale the circle to the same
  					C2.set_R(2 * radius);
  					std::vector< stim::vec3<T> >Cp1 = C1.glpoints(20);
  					std::vector< stim::vec3<T> >Cp2 = C2.glpoints(20);
  					glBegin(GL_QUAD_STRIP);
  					for (unsigned i = 0; i < Cp1.size(); i++) {		// for every point on the circle(+1 means closing the circle)
  						glVertex3f(Cp1[i][0], Cp1[i][1], Cp1[i][2]);
  						glVertex3f(Cp2[i][0], Cp2[i][1], Cp2[i][2]);
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  					}
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  					glEnd();
  				}								// set the texture coordinate based on the specified magnitude index
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  			}
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  			for (unsigned n = 0; n < V.size(); n++) {
  				size_t num = V[n].e[0].size();					// store the number of outgoing edge of that vertex
  				if (num != 0) {									// if it has outgoing edge
  					unsigned idx = V[n].e[0][0];				// find the index of first outgoing edge of that vertex 
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  				}
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  				else {
  					unsigned idx = V[n].e[1][0];				// find the index of first incoming edge of that vertex
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  				}
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  				renderBall(V[n][0], V[n][1], V[n][2], 2 * radius, 20, 20);
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  			}
  			glEndList();
  		}
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  		glCallList(dlist+4);
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  	}
  
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  	///render the network cylinder as series of tubes
  	///@param I is a indicator: 0 -> GT, 1 -> T
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  	///@param map is the mapping relationship between two networks
  	///@param colormap is the random generated color set for render
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  	void glRandColorCylinder(int I, std::vector<unsigned> map, std::vector<T> colormap, float sigma, float radius) {
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  		if (radius != sigma)									// if render radius was changed by user, create a new display list
  			glDeleteLists(dlist+2, 1);
  		if (!glIsList(dlist+2)) {								// if dlist isn't a display list, create it
  			glNewList(dlist+2, GL_COMPILE);						// start a new display list
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  			for (unsigned e = 0; e < E.size(); e++) {			// for each edge in the network
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  				if (map[e] != unsigned(-1)) {
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  					if (I == 0) {								// if it is to render GT
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  						glColor3f(colormap[e * 3 + 0], colormap[e * 3 + 1], colormap[e * 3 + 2]);
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  					}									
  					else {										// if it is to render T
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  						glColor3f(colormap[map[e] * 3 + 0], colormap[map[e] * 3 + 1], colormap[map[e] * 3 + 2]);
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  					}
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  					for (unsigned p = 1; p < E[e].size(); p++) {// for each point on that edge
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  						stim::circle<T> C1 = E[e].circ(p - 1);
  						stim::circle<T> C2 = E[e].circ(p);
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  						C1.set_R(2*radius);						// re-scale the circle to the same
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  						C2.set_R(2*radius);
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  						std::vector< stim::vec3<T> >Cp1 = C1.glpoints(20);
  						std::vector< stim::vec3<T> >Cp2 = C2.glpoints(20);
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  						renderCylinder(Cp1, Cp2);
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  					}
  				}
  				else {
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  					glColor3f(0.2, 0.0, 0.0);					// red color for the un-mapping edges
  					for (unsigned p = 1; p < E[e].size(); p++) {// for each point on that edge
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  						stim::circle<T> C1 = E[e].circ(p - 1);
  						stim::circle<T> C2 = E[e].circ(p);
  						C1.set_R(2*radius);						// scale the circle to the same
  						C2.set_R(2*radius);
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  						std::vector< stim::vec3<T> >Cp1 = C1.glpoints(20);
  						std::vector< stim::vec3<T> >Cp2 = C2.glpoints(20);
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  						renderCylinder(Cp1, Cp2);
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  					}
  				}
  			}
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  			for (unsigned n = 0; n < V.size(); n++) {
  				size_t num_edge = V[n].e[0].size() + V[n].e[1].size();
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  				if (num_edge > 1) {					// if it is the joint vertex
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  					if (V[n].e[0].size() != 0) {
  						unsigned idx = V[n].e[0][0];				// find the index of first incoming edge of that vertex
  						stim::circle<T> C = E[idx].circ(0);
  						stim::vec3<T> normal = C.n();
  						glNormal3f(normal[0], normal[1], normal[2]);// for every ball, we only have one normal vector
  					}
  					else {
  						unsigned idx = V[n].e[1][0];				// find the index of first incoming edge of that vertex
  						stim::circle<T> C = E[idx].circ(E[idx].size() - 1);
  						stim::vec3<T> normal = C.n();
  						glNormal3f(normal[0], normal[1], normal[2]);// for every ball, we only have one normal vector
  					}
  					glColor3f(0.3, 0.3, 0.3);		// gray
  					renderBall(V[n][0], V[n][1], V[n][2], 3*radius, 20, 20);
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  				}
  				else {								// if it is the terminal vertex
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  					if (V[n].e[0].size() != 0) {
  						unsigned idx = V[n].e[0][0];				// find the index of first incoming edge of that vertex
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  					}
  					else {
  						unsigned idx = V[n].e[1][0];				// find the index of first incoming edge of that vertex
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  					}
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  					glColor3f(0.6, 0.6, 0.6);		// more white gray
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  					renderBall(V[n][0], V[n][1], V[n][2], 3*radius, 20, 20);
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  				}
  			}
  			glEndList();
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  		}
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  		glCallList(dlist+2);
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  	}
  
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  	///render the network centerline as a series of line strips in random different color
  	///@param I is a indicator: 0 -> GT, 1 -> T
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  	///@param dlist1 is the display list
  	///@param map is the mapping relationship between two networks
  	///@param colormap is the random generated color set for render
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  	void glRandColorCenterline(int I, GLuint &dlist1, std::vector<unsigned> map, std::vector<T> colormap) {
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  		if (!glIsList(dlist1)) {
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  			dlist1 = glGenLists(1);
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  			glNewList(dlist1, GL_COMPILE);
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  			for (unsigned e = 0; e < E.size(); e++) {
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  				if (map[e] != unsigned(-1)) {					// if it has corresponding edge in another network
  					if (I == 0)									// if it is to render GT
  						glColor3f(colormap[e * 3 + 0], colormap[e * 3 + 1], colormap[e * 3 + 2]);
  					else										// if it is to render T
  						glColor3f(colormap[map[e] * 3 + 0], colormap[map[e] * 3 + 1], colormap[map[e] * 3 + 2]);
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  					glBegin(GL_LINE_STRIP);
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  					for (unsigned p = 0; p < E[e].size(); p++) {
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  						glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  					}
  					glEnd();
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  				}
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  				else {
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  					glColor3f(0.2, 0.0, 0.0);					// red color for the un-mapping edges
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  					glBegin(GL_LINE_STRIP);
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  					for (unsigned p = 0; p < E[e].size(); p++) {
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  						glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  					}
  					glEnd();
  				}
  			}
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  			glEndList();
  		}
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  		glCallList(dlist1);
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  	}
  
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  	//void glRandColorCenterlineGT(GLuint &dlist1, std::vector<unsigned> map, std::vector<T> colormap){
  	//	if(!glIsList(dlist1)){
  	//		dlist1 = glGenLists(1);
  	//		glNewList(dlist1, GL_COMPILE);
  	//		for(unsigned e = 0; e < E.size(); e++){
  	//			if(map[e] != unsigned(-1)){
  	//				glColor3f(colormap[e * 3 + 0], colormap[e * 3 + 1], colormap[e * 3 + 2]);
  	//				glBegin(GL_LINE_STRIP);
  	//				for(unsigned p = 0; p < E[e].size(); p++){
  	//					glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	//				}
  	//				glEnd();
  	//				for (unsigned p = 0; p < E[e].size() - 1; p++) {
  	//					renderCylinder(E[e][p][0], E[e][p][1], E[e][p][2], E[e][p + 1][0], E[e][p + 1][1], E[e][p + 1][2], 10, 20);
  	//				}
  	//			}
  	//			else{
  	//				glColor3f(1.0, 1.0, 1.0);
  	//				glBegin(GL_LINE_STRIP);
  	//				for(unsigned p = 0; p < E[e].size(); p++){
  	//					glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	//				}
  	//				glEnd();
  	//			}
  	//		}
  	//		for (unsigned v = 0; v < V.size(); v++) {
  	//			size_t num_edge = V[v].e[0].size() + V[v].e[1].size();
  	//			if (num_edge > 1) {
  	//				glColor3f(0.3, 0.3, 0.3);		// gray color for vertex
  	//				renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
  	//			}
  	//		}
  	//		glEndList();
  	//	}
  	//	glCallList(dlist1);
  	//}
  
  	//void glRandColorCenterlineT(GLuint &dlist2, std::vector<unsigned> map, std::vector<T> colormap){
  	//	if(!glIsList(dlist2)){
  	//		dlist2 = glGenLists(1);
  	//		glNewList(dlist2, GL_COMPILE);
  	//		for(unsigned e = 0; e < E.size(); e++){
  	//			if(map[e] != unsigned(-1)){
  	//				glColor3f(colormap[map[e] * 3 + 0], colormap[map[e] * 3 + 1], colormap[map[e] * 3 + 2]);
  	//				glBegin(GL_LINE_STRIP);
  	//				for(unsigned p = 0; p < E[e].size(); p++){
  	//					glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	//				}
  	//				glEnd();
  	//				for (unsigned p = 0; p < E[e].size() - 1; p++) {
  	//					renderCylinder(E[e][p][0], E[e][p][1], E[e][p][2], E[e][p + 1][0], E[e][p + 1][1], E[e][p + 1][2], 10, 20);
  	//				}
  	//			}
  	//			else{
  	//				glColor3f(1.0, 1.0, 1.0);
  	//				glBegin(GL_LINE_STRIP);
  	//				for(unsigned p = 0; p < E[e].size(); p++){
  	//					glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	//				}
  	//				glEnd();
  	//			}
  	//		}
  	//		for (unsigned v = 0; v < V.size(); v++) {
  	//			size_t num_edge = V[v].e[0].size() + V[v].e[1].size();
  	//			if (num_edge > 1) {
  	//				glColor3f(0.3, 0.3, 0.3);		// gray color for vertex
  	//				renderBall(V[v][0], V[v][1], V[v][2], 20, 20);
  	//			}
  	//		}
  	//		glEndList();
  	//	}
  	//	glCallList(dlist2);
  	//}
  
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  	//void renderCylinder(T x1, T y1, T z1, T x2, T y2, T z2, T radius, int subdivisions) {
  	//	T dx = x2 - x1;
  	//	T dy = y2 - y1;
  	//	T dz = z2 - z1;
  	//	/// handle the degenerate case with an approximation
  	//	if (dz == 0)
  	//		dz = .00000001;
  	//	T d = sqrt(dx*dx + dy*dy + dz*dz);					
  	//	T ax = 57.2957795*acos(dz / d);						// 180°/pi
  	//	if (dz < 0.0)
  	//		ax = -ax;
  	//	T rx = -dy*dz;
  	//	T ry = dx*dz;
  
  	//	glPushMatrix();
  	//	glTranslatef(x1, y1, z1);
  	//	glRotatef(ax, rx, ry, 0.0);
  
  	//	glutSolidCylinder(radius, d, subdivisions, 1);
  	//	glPopMatrix();
  	//}
  
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  	/// render the network centerline from swc file as a series of strips in different colors based on the neuronal type
  	/// glCenterline0_swc is for only one input
  	/*void glCenterline0_swc() {
  	if (!glIsList(dlist)) {						// if dlist isn't a display list, create it
  	dlist = glGenLists(1);					// generate a display list
  	glNewList(dlist, GL_COMPILE);			// start a new display list
  	for (unsigned e = 0; e < E.size(); e++) {
  	int type = NT[e];					// get the neuronal type
  	switch (type) {
  	case 0:
  	glColor3f(1.0f, 1.0f, 1.0f);	// white for undefined
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	case 1:
  	glColor3f(1.0f, 0.0f, 0.0f);	// red for soma
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	case 2:
  	glColor3f(1.0f, 0.5f, 0.0f);	// orange for axon
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	case 3:
  	glColor3f(1.0f, 1.0f, 0.0f);	// yellow for undefined
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	case 4:
  	glColor3f(0.0f, 1.0f, 0.0f);	// green for undefined
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	case 5:
  	glColor3f(0.0f, 1.0f, 1.0f);	// verdant for undefined
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	case 6:
  	glColor3f(0.0f, 0.0f, 1.0f);	// blue for undefined
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	case 7:
  	glColor3f(0.5f, 0.0f, 1.0f);	// purple for undefined
  	glBegin(GL_LINE_STRIP);
  	for (unsigned p = 0; p < E[e].size(); p++) {
  	glVertex3f(E[e][p][0], E[e][p][1], E[e][p][2]);
  	}
  	glEnd();
  	break;
  	}
  	}
  	glEndList();						//end the display list
  	}
  	glCallList(dlist);					// render the display list
  	}*/
  
  	///render the network cylinder as a series of tubes
  	///colors are based on metric values 
  	//void glCylinder(float sigma) {
  	//	if (!glIsList(dlist)) {					//if dlist isn't a display list, create it
  	//		dlist = glGenLists(1);				//generate a display list
  	//		glNewList(dlist, GL_COMPILE);		//start a new display list
  	//		for (unsigned e = 0; e < E.size(); e++) {				//for each edge in the network
  	//			for (unsigned p = 1; p < E[e].size() - 1; p++) {	// for each point on that edge
  	//				stim::circle<T> C1 = E[e].circ(p - 1);
  	//				stim::circle<T> C2 = E[e].circ(p);
  	//				C1.set_R(2.5*sigma);							// scale the circle to the same
  	//				C2.set_R(2.5*sigma);
  	//				std::vector< stim::vec3<T> >Cp1 = C1.glpoints(20);
  	//				std::vector< stim::vec3<T> >Cp2 = C2.glpoints(20);
  	//				glBegin(GL_QUAD_STRIP);
  	//				for (unsigned i = 0; i < Cp1.size(); i++) {		// for every point on the circle(+1 means closing the circle)
  	//					glVertex3f(Cp1[i][0], Cp1[i][1], Cp1[i][2]);
  	//					glVertex3f(Cp2[i][0], Cp2[i][1], Cp2[i][2]);
  	//					glTexCoord1f(E[e].r(p));
  	//				}
  	//				glEnd();
  	//			}								//set the texture coordinate based on the specified magnitude index
  	//		}
  	//		for (unsigned n = 0; n < V.size(); n++) {
  	//			size_t num = V[n].e[0].size();					//store the number of outgoing edge of that vertex
  	//			if (num != 0) {									//if it has outgoing edge
  	//				unsigned idx = V[n].e[0][0];				//find the index of first outgoing edge of that vertex 
  	//				glTexCoord1f(E[idx].r(0));					//bind the texture as metric of first point on that edge
  	//			}
  	//			else {
  	//				unsigned idx = V[n].e[1][0];				//find the index of first incoming edge of that vertex
  	//				glTexCoord1f(E[idx].r(E[idx].size() - 1));	//bind the texture as metric of last point on that edge
  	//			}
  	//			renderBall(V[n][0], V[n][1], V[n][2], 2.5*sigma, 20);
  	//		}
  	//		glEndList();						//end the display list
  	//	}
  	//	glCallList(dlist);						//render the display list
  	//}
  
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  };		//end stim::gl_network class
  };		//end stim namespace
  
  
  
  #endif