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unit reslice_img;
//12 April 2009 - added lTrilinearSmooth option to allow nearest neighbor interpolation
interface
uses
{$ifndef fpc}{windows,} {$endif}
GraphicsMathLibrary,nifti_hdr, nifti_types;
function Reslice_Img_To_Unaligned (var lTargHdr: TNIfTIhdr; var lSrcHdr: TMRIcroHdr; lTrilinearSmoothIn: boolean): boolean;
function Hdr2InvMat (lHdr: TNiftiHdr; var lOK: boolean): TMatrix;
procedure Voxel2mm(var X,Y,Z: single; var lHdr: TNIfTIHdr);
procedure mm2Voxel (var X,Y,Z: single; var lInvMat: TMatrix);
implementation
uses dialogs, define_types;
function Hdr2Mat (lHdr: TNIFTIhdr): TMatrix;
begin
Result := Matrix3D (
lHdr.srow_x[0],lHdr.srow_x[1],lHdr.srow_x[2],lHdr.srow_x[3], // 3D "graphics" matrix
lHdr.srow_y[0],lHdr.srow_y[1],lHdr.srow_y[2],lHdr.srow_y[3], // 3D "graphics" matrix
lHdr.srow_z[0],lHdr.srow_z[1],lHdr.srow_z[2],lHdr.srow_z[3], // 3D "graphics" matrix
0,0,0,1);
end;
(*procedure ReportMatrix (lM:TMatrix);
const
kCR = chr (13);
begin
showmessage(RealToStr(lM.matrix[1,1],6)+','+RealToStr(lM.matrix[1,2],6)+','+RealToStr(lM.matrix[1,3],6)+','+RealToStr(lM.matrix[1,4],6)+kCR+
RealToStr(lM.matrix[2,1],6)+','+RealToStr(lM.matrix[2,2],6)+','+RealToStr(lM.matrix[2,3],6)+','+RealToStr(lM.matrix[2,4],6)+kCR+
RealToStr(lM.matrix[3,1],6)+','+RealToStr(lM.matrix[3,2],6)+','+RealToStr(lM.matrix[3,3],6)+','+RealToStr(lM.matrix[3,4],6)+kCR
+RealToStr(lM.matrix[4,1],6)+','+RealToStr(lM.matrix[4,2],6)+','+RealToStr(lM.matrix[4,3],6)+','+RealToStr(lM.matrix[4,4],6)
);
end; *)
(*
procedure SPMmat(var lDestMat: TMatrix);
//SPM matrices are indexed from 1
//This function is only useful for direct comparisons with SPM
var
lTemp,lVS: TMatrix;
begin
lVS := Matrix3D (1,0,0,-1,
0,1,0,-1,
0,0,1,-1, 0,0,0,1);//VoxelShift
lTemp := lDestMat;
lDestMat := MultiplyMatrices(lTemp,lVS);
end;*)
procedure Coord(var lV: TVector; var lMat: TMatrix);
//transform X Y Z by matrix
var
lXi,lYi,lZi: single;
begin
lXi := lV.x; lYi := lV.y; lZi := lV.z;
lV.x := (lXi*lMat.matrix[1][1]+lYi*lMat.matrix[1][2]+lZi*lMat.matrix[1][3]+lMat.matrix[1][4]);
lV.y := (lXi*lMat.matrix[2][1]+lYi*lMat.matrix[2][2]+lZi*lMat.matrix[2][3]+lMat.matrix[2][4]);
lV.z := (lXi*lMat.matrix[3][1]+lYi*lMat.matrix[3][2]+lZi*lMat.matrix[3][3]+lMat.matrix[3][4]);
end;
procedure Transposemat(var lMat: TMatrix);
var
lTemp: TMatrix;
i,j: integer;
begin
lTemp := lMat;
for i := 1 to lMat.size do
for j := 1 to lMat.size do
lMat.matrix[i,j] := lTemp.matrix[j,i];
end;
function gaussj(VAR a: TMatrix): boolean;//Invert a Matrix - see Numerical Recipes
label
666;
VAR
big,dum,pivinv: real;
n,i,icol,irow,j,k,l,ll: integer;
indxc,indxr,ipiv: array [1..4] of integer;
BEGIN
result := true;
icol := 1;//not used - avoids compiler warning
irow := 1;//not used - avoids compiler warning
n := a.size;
FOR j := 1 TO n DO BEGIN
ipiv[j] := 0
END;
FOR i := 1 TO n DO BEGIN
big := 0.0;
FOR j := 1 TO n DO BEGIN
IF (ipiv[j] <> 1) THEN BEGIN
FOR k := 1 TO n DO BEGIN
IF (ipiv[k] = 0) THEN BEGIN
IF (abs(a.matrix[j,k]) >= big) THEN BEGIN
big := abs(a.matrix[j,k]);
irow := j;
icol := k
END
END ELSE IF (ipiv[k] > 1) THEN BEGIN
goto 666;
END
END
END
END;
ipiv[icol] := ipiv[icol]+1;
IF (irow <> icol) THEN BEGIN
FOR l := 1 TO n DO BEGIN
dum := a.matrix[irow,l];
a.matrix[irow,l] := a.matrix[icol,l];
a.matrix[icol,l] := dum
END;
END;
indxr[i] := irow;
indxc[i] := icol;
IF (a.matrix[icol,icol] = 0.0) THEN
goto 666;
pivinv := 1.0/a.matrix[icol,icol];
a.matrix[icol,icol] := 1.0;
FOR l := 1 TO n DO BEGIN
a.matrix[icol,l] := a.matrix[icol,l]*pivinv
END;
FOR ll := 1 TO n DO BEGIN
IF (ll <> icol) THEN BEGIN
dum := a.matrix[ll,icol];
a.matrix[ll,icol] := 0.0;
FOR l := 1 TO n DO BEGIN
a.matrix[ll,l] := a.matrix[ll,l]-a.matrix[icol,l]*dum
END;
END
END
END;
FOR l := n DOWNTO 1 DO BEGIN
IF (indxr[l] <> indxc[l]) THEN BEGIN
FOR k := 1 TO n DO BEGIN
dum := a.matrix[k,indxr[l]];
a.matrix[k,indxr[l]] := a.matrix[k,indxc[l]];
a.matrix[k,indxc[l]] := dum
END
END
END;
exit;
666: //only get here if there is an error
Showmessage('error in reslice_img - singular matrix. Spatial orientation is ambiguous.');
a := Eye3D;
result := false;
END;
procedure SubVec (var lVx: TVector; lV0: TVector);
begin
lVx.x := lVx.x - lV0.x;
lVx.y := lVx.y - lV0.y;
lVx.z := lVx.z - lV0.z;
end;
(*procedure mm2Voxel (var X,Y,Z: single; var lInvMat: TMatrix);
//returns voxels indexed from 1 not 0!
var
lV: TVector;
lSrcMatInv,lSrcMat: TMatrix;
begin
lV := Vector3D (X,Y,Z);
lV := Transform (lV,lInvMat);
X := lV.x+1;
Y := lV.y+1;
Z := lV.z+1;
end;*)
procedure mm2Voxel (var X,Y,Z: single; var lInvMat: TMatrix);
//returns voxels indexed from 1 not 0!
var
lV: TVector;
lSrcMatInv,lSrcMat: TMatrix;
begin
lV := Vector3D (X,Y,Z);
Coord (lV,lInvMat);
X := lV.x+1;
Y := lV.y+1;
Z := lV.z+1;
end;
procedure Voxel2mm(var X,Y,Z: single; var lHdr: TNIfTIHdr);
var
lV: TVector;
lMat: TMatrix;
begin
//lV := Vector3D (X-1,Y-1,Z-1);
lV := Vector3D (X-1,Y-1,Z-1);
lMat := Hdr2Mat(lHdr);
Coord(lV,lMat);
X := lV.x;
Y := lV.y;
Z := lV.z;
end;
function Voxel2Voxel (var lDestHdr,lSrcHdr: TNIFTIhdr): TMatrix;
//returns matrix for transforming voxels from one image to the other image
//results are in VOXELS not mm
var
lV0,lVx,lVy,lVz: TVector;
lDestMat,lSrcMatInv,lSrcMat: TMatrix;
begin
//Step 1 - compute source coordinates in mm for 4 voxels
//the first vector is at 0,0,0, with the
//subsequent voxels being left, up or anterior
lDestMat := Hdr2Mat(lDestHdr);
//SPMmat(lDestMat);
lV0 := Vector3D (0,0,0);
lVx := Vector3D (1,0,0);
lVy := Vector3D (0,1,0);
lVz := Vector3D (0,0,1);
Coord(lV0,lDestMat);
Coord(lVx,lDestMat);
Coord(lVy,lDestMat);
Coord(lVz,lDestMat);
lSrcMat := Hdr2Mat(lSrcHdr);
//SPMmat(lSrcMat);
lSrcMatInv := lSrcMat;
gaussj(lSrcMatInv);
//the vectors should be rows not columns....
//therefore we transpose the matrix
Transposemat(lSrcMatInv);
//the 'transform' multiplies the vector by the matrix
lV0 := Transform (lV0,lSrcMatInv);
lVx := Transform (lVx,lSrcMatInv);
lVy := Transform (lVy,lSrcMatInv);
lVz := Transform (lVz,lSrcMatInv);
//subtract each vector from the origin
// this reveals the voxel-space influence for each dimension
SubVec(lVx,lV0);
SubVec(lVy,lV0);
SubVec(lVz,lV0);
result := Matrix3D(lVx.x,lVy.x,lVz.x,lV0.x,
lVx.y,lVy.y,lVz.y,lV0.y,
lVx.z,lVy.z,lVz.z,lV0.z, 0,0,0,1);
end;
procedure CopyHdrMat(var lTarg,lDest: TNIfTIHdr);
//destination has dimensions and rotations of destination
var
lI: integer;
begin
//destination will have dimensions of target
lDest.dim[0] := 3; //3D
for lI := 1 to 3 do
lDest.dim[lI] := lTarg.dim[lI];
lDest.dim[4] := 1; //3D
//destination will have pixdim of target
for lI := 0 to 7 do
lDest.pixdim[lI] := lTarg.pixdim[lI];
lDest.xyzt_units := lTarg.xyzt_units; //e.g. mm and sec
lDest.qform_code := lTarg.qform_code;
lDest.sform_code := lTarg.sform_code;
lDest.quatern_b := lTarg.quatern_b;
lDest.quatern_c := lTarg.quatern_c;
lDest.quatern_d := lTarg.quatern_d;
lDest.qoffset_x := lTarg.qoffset_x;
lDest.qoffset_y := lTarg.qoffset_y;
lDest.qoffset_z := lTarg.qoffset_z;
for lI := 0 to 3 do begin
lDest.srow_x[lI] := lTarg.srow_x[lI];
lDest.srow_y[lI] := lTarg.srow_y[lI];
lDest.srow_z[lI] := lTarg.srow_z[lI];
end;
end;
function OneToOne(lM:TMatrix): boolean;
var
lC,lR: integer;
begin
result := false;
for lC := 1 to 3 do
for lR := 1 to 3 do
if (lM.matrix[lC,lR] <> 0) and ((abs(lM.matrix[lC,lR])- 1) > 0.00001) then
exit;
result := true;
end;
function Reslice_Img_To_Unaligned (var lTargHdr: TNIfTIhdr; var lSrcHdr: TMRIcroHdr; lTrilinearSmoothIn: boolean): boolean;
var
lXrM1,lYrM1,lZrM1,lZx,lZy,lZz,lYx,lYy,lYz,lXreal,lYreal,lZreal: single;
lXo,lYo,lZo,lMinY,lMaxY,lMinZ,lMaxZ,
lPos,lXs,lYs,lZs,lXYs,lXYZs,lX,lY,lZ,lOutVolItems,
lXi,lYi,lZi: integer;
lDestHdr: TNIFTIhdr;
lMat: TMatrix;
lTrilinearSmooth,lOverlap: boolean;
lXx,lXy,lXz: Singlep0;
l32fs,l32f : SingleP;
l16is,l16i : SmallIntP;
l8i,l8is,lSrcBuffer,lBuffUnaligned,lBuffAligned,lBuffOutUnaligned: bytep;
begin
lTrilinearSmooth := lTrilinearSmoothIn;
result := false;
lOverlap := false;
lDestHdr := lSrcHdr.NIfTIHdr; //destination has the comments and voxel BPP of source
CopyHdrMat(lTargHdr,lDestHdr);//destination has dimensions and rotations of destination
lXs := lSrcHdr.NIfTIHdr.Dim[1];
lYs := lSrcHdr.NIfTIHdr.Dim[2];
lZs := lSrcHdr.NIfTIHdr.Dim[3];
lXYs:=lXs*lYs; //slicesz
lXYZs := lXYs*lZs;
lX := lDestHdr.Dim[1];
lY := lDestHdr.Dim[2];
lZ := lDestHdr.Dim[3];
lOutVolItems :=lX*lY*lZ;
if lSrcHdr.ImgBufferBPP = 4 then begin
l32fs := SingleP(lSrcHdr.ImgBuffer);
GetMem(lBuffOutUnaligned,(lOutVolItems*sizeof(single))+16);
{$IFDEF FPC}
l32f := align(lBuffOutUnaligned,16);
{$ELSE}
l32f := SingleP($fffffff0 and (integer(lBuffOutUnaligned)+15));
{$ENDIF}
for lPos := 1 to lOutVolItems do
l32f^[lPos] := 0; //set all to zero
end else if lSrcHdr.ImgBufferBPP = 2 then begin
l16is := SmallIntP(lSrcHdr.ImgBuffer);
GetMem(lBuffOutUnaligned,(lOutVolItems*sizeof(smallint))+16);
{$IFDEF FPC}
l16i := align(lBuffOutUnaligned,16);
{$ELSE}
l16i := SmallIntP($fffffff0 and (integer(lBuffOutUnaligned)+15));
{$ENDIF}
for lPos := 1 to lOutVolItems do
l16i^[lPos] := 0; //set all to zero
end else if lSrcHdr.ImgBufferBPP = 1 then begin
l8is := ByteP(lSrcHdr.ImgBuffer);
GetMem(l8i,lOutVolItems);
Fillchar(l8i^,lOutVolItems,0); //set all to zero
end;
lMat := Voxel2Voxel (lTargHdr,lSrcHdr.NIfTIHdr);
//lDestHdr := lSrcHdr; //destination has the comments and voxel BPP of source
//CopyHdrMat(lTargHdr,lDestHdr);//destination has dimensions and rotations of destination
//now we can apply the transforms...
//build lookup table - speed up inner loop
getmem(lXx, lX*sizeof(single));
getmem(lXy, lX*sizeof(single));
getmem(lXz, lX*sizeof(single));
for lXi := 0 to (lX-1) do begin
lXx^[lXi] := lXi*lMat.matrix[1][1];
lXy^[lXi] := lXi*lMat.matrix[2][1];
lXz^[lXi] := lXi*lMat.matrix[3][1];
end;
lPos := 0;
if (lTrilinearSmooth) and (OneToOne(lMat)) then begin
lTrilinearSmooth := false;
end;
if lTrilinearSmooth then begin//compute trilinear interpolation
//compute trilinear interpolation
for lZi := 0 to (lZ-1) do begin
//these values are the same for all voxels in the slice
// compute once per slice
lZx := lZi*lMat.matrix[1][3];
lZy := lZi*lMat.matrix[2][3];
lZz := lZi*lMat.matrix[3][3];
for lYi := 0 to (lY-1) do begin
//these values change once per row
// compute once per row
lYx := lYi*lMat.matrix[1][2];
lYy := lYi*lMat.matrix[2][2];
lYz := lYi*lMat.matrix[3][2];
for lXi := 0 to (lX-1) do begin
//compute each column
inc(lPos);
lXreal := (lXx^[lXi]+lYx+lZx+lMat.matrix[1][4]);
lYreal := (lXy^[lXi]+lYy+lZy+lMat.matrix[2][4]);
lZreal := (lXz^[lXi]+lYz+lZz+lMat.matrix[3][4]);
//need to test Xreal as -0.01 truncates to zero
if (lXreal >= 0) and (lYreal >= 0) and (lZreal >= 0) and
(lXreal < (lXs -1)) and (lYreal < (lYs -1) ) and (lZreal <= (lZs -1)) //June09 lZReal <= instead of <
then begin
//compute the contribution for each of the 8 source voxels
//nearest to the target
lOverlap := true;
lXo := trunc(lXreal);
lYo := trunc(lYreal);
lZo := trunc(lZreal);
lXreal := lXreal-lXo;
lYreal := lYreal-lYo;
lZreal := lZreal-lZo;
lXrM1 := 1-lXreal;
lYrM1 := 1-lYreal;
lZrM1 := 1-lZreal;
lMinY := lYo*lXs;
lMinZ := lZo*lXYs;
lMaxY := lMinY+lXs;
inc(lXo);//images incremented from 1 not 0
//Check if sample is perfectly in the Z-plane.
//This requires only 8 samples, so its faster
//in addition, for very thin volumes, it allows us to sample to the edge
if lZReal = 0 then begin // perfectly in plane, only sample 4 voxels near each other
case lSrcHdr.ImgBufferBPP of
1 : l8i^[lPos] :=
round ( ( (lXrM1*lYrM1)*l8is^[lXo+lMinY+lMinZ])+((lXreal*lYrM1)*l8is^[lXo+1+lMinY+lMinZ])+((lXrM1*lYreal)*l8is^[lXo+lMaxY+lMinZ])+((lXreal*lYreal)*l8is^[lXo+1+lMaxY+lMinZ]));
2: l16i^[lPos] :=
round (( (lXrM1*lYrM1)*l16is^[lXo+lMinY+lMinZ])+((lXreal*lYrM1)*l16is^[lXo+1+lMinY+lMinZ])+((lXrM1*lYreal)*l16is^[lXo+lMaxY+lMinZ])+((lXreal*lYreal)*l16is^[lXo+1+lMaxY+lMinZ]));
4: l32f^[lPos] :=
( (lXrM1*lYrM1)*l32fs^[lXo+lMinY+lMinZ])+((lXreal*lYrM1)*l32fs^[lXo+1+lMinY+lMinZ])+((lXrM1*lYreal)*l32fs^[lXo+lMaxY+lMinZ])+((lXreal*lYreal)*l32fs^[lXo+1+lMaxY+lMinZ]);
end; //case
end else begin //not perfectly in plane... we need 8 samples...
lMaxZ := lMinZ+lXYs;
case lSrcHdr.ImgBufferBPP of
1 : l8i^[lPos] :=
round ({all min} ( (lXrM1*lYrM1*lZrM1)*l8is^[lXo+lMinY+lMinZ])
{x+1}+((lXreal*lYrM1*lZrM1)*l8is^[lXo+1+lMinY+lMinZ])
{y+1}+((lXrM1*lYreal*lZrM1)*l8is^[lXo+lMaxY+lMinZ])
{z+1}+((lXrM1*lYrM1*lZreal)*l8is^[lXo+lMinY+lMaxZ])
{x+1,y+1}+((lXreal*lYreal*lZrM1)*l8is^[lXo+1+lMaxY+lMinZ])
{x+1,z+1}+((lXreal*lYrM1*lZreal)*l8is^[lXo+1+lMinY+lMaxZ])
{y+1,z+1}+((lXrM1*lYreal*lZreal)*l8is^[lXo+lMaxY+lMaxZ])
{x+1,y+1,z+1}+((lXreal*lYreal*lZreal)*l8is^[lXo+1+lMaxY+lMaxZ]) );
2:l16i^[lPos] :=
round ({all min} ( (lXrM1*lYrM1*lZrM1)*l16is^[lXo+lMinY+lMinZ])
{x+1}+((lXreal*lYrM1*lZrM1)*l16is^[lXo+1+lMinY+lMinZ])
{y+1}+((lXrM1*lYreal*lZrM1)*l16is^[lXo+lMaxY+lMinZ])
{z+1}+((lXrM1*lYrM1*lZreal)*l16is^[lXo+lMinY+lMaxZ])
{x+1,y+1}+((lXreal*lYreal*lZrM1)*l16is^[lXo+1+lMaxY+lMinZ])
{x+1,z+1}+((lXreal*lYrM1*lZreal)*l16is^[lXo+1+lMinY+lMaxZ])
{y+1,z+1}+((lXrM1*lYreal*lZreal)*l16is^[lXo+lMaxY+lMaxZ])
{x+1,y+1,z+1}+((lXreal*lYreal*lZreal)*l16is^[lXo+1+lMaxY+lMaxZ]) );
4: l32f^[lPos] :=
{all min} ( (lXrM1*lYrM1*lZrM1)*l32fs^[lXo+lMinY+lMinZ])
{x+1}+((lXreal*lYrM1*lZrM1)*l32fs^[lXo+1+lMinY+lMinZ])
{y+1}+((lXrM1*lYreal*lZrM1)*l32fs^[lXo+lMaxY+lMinZ])
{z+1}+((lXrM1*lYrM1*lZreal)*l32fs^[lXo+lMinY+lMaxZ])
{x+1,y+1}+((lXreal*lYreal*lZrM1)*l32fs^[lXo+1+lMaxY+lMinZ])
{x+1,z+1}+((lXreal*lYrM1*lZreal)*l32fs^[lXo+1+lMinY+lMaxZ])
{y+1,z+1}+((lXrM1*lYreal*lZreal)*l32fs^[lXo+lMaxY+lMaxZ])
{x+1,y+1,z+1}+((lXreal*lYreal*lZreal)*l32fs^[lXo+1+lMaxY+lMaxZ]) ;
end; //case
end; //not perfectly in plane
end; //if voxel is in source image's bounding box
end;//z
end;//y
end;//z
end else begin //if trilinear, else nearest neighbor
//nearest neighbor - added 12 April 2009
for lZi := 0 to (lZ-1) do begin
//these values are the same for all voxels in the slice
// compute once per slice
lZx := lZi*lMat.matrix[1][3];
lZy := lZi*lMat.matrix[2][3];
lZz := lZi*lMat.matrix[3][3];
for lYi := 0 to (lY-1) do begin
//these values change once per row
// compute once per row
lYx := lYi*lMat.matrix[1][2];
lYy := lYi*lMat.matrix[2][2];
lYz := lYi*lMat.matrix[3][2];
for lXi := 0 to (lX-1) do begin
//compute each column
inc(lPos);
lXo := round(lXx^[lXi]+lYx+lZx+lMat.matrix[1][4]);
lYo := round(lXy^[lXi]+lYy+lZy+lMat.matrix[2][4]);
lZo := round(lXz^[lXi]+lYz+lZz+lMat.matrix[3][4]);
//need to test Xreal as -0.01 truncates to zero
if (lXo >= 0) and (lYo >= 0{1}) and (lZo >= 0{1}) and
(lXo < (lXs)) and (lYo < (lYs) ) and (lZo < (lZs))
//2012 removed -1 for nearest neighbor (lXo < (lXs -1)) and (lYo < (lYs -1) ) and (lZo < (lZs))
then begin
lOverlap := true;
inc(lXo);//images incremented from 1 not 0
lYo := lYo*lXs;
lZo := lZo*lXYs;
case lSrcHdr.ImgBufferBPP of
1 : l8i^[lPos] :=l8is^[lXo+lYo+lZo];
2: l16i^[lPos] :=l16is^[lXo+lYo+lZo];
4: l32f^[lPos] :=l32fs^[lXo+lYo+lZo] ;
end; //case
end; //if voxel is in source image's bounding box
end;//z
end;//y
end;//z
//end nearest neighbor
end;
//release lookup tables
freemem(lXx);
freemem(lXy);
freemem(lXz);
//check to see if image is empty...
if not lOverlap then
Showmessage('No overlap between overlay and background - these images do not appear coregistered.');
if lSrcHdr.ImgBufferBPP = 4 then begin
FreeMem(lSrcHdr.ImgBufferUnaligned);
GetMem(lSrcHdr.ImgBufferUnaligned ,(lOutVolItems*sizeof(Single)) + 16);
{$IFDEF FPC}
lSrcHdr.ImgBuffer := align(lSrcHdr.ImgBufferUnaligned,16);
{$ELSE}
lSrcHdr.ImgBuffer := ByteP($fffffff0 and (integer(lSrcHdr.ImgBufferUnaligned)+15));
{$ENDIF}
lSrcHdr.ImgBufferItems := lOutVolItems;
move(l32f^,lSrcHdr.ImgBuffer^,(lOutVolItems*sizeof(Single)));
FreeMem(lBuffOutUnaligned);
end else if lSrcHdr.ImgBufferBPP = 2 then begin
FreeMem(lSrcHdr.ImgBufferUnaligned);
GetMem(lSrcHdr.ImgBufferUnaligned ,(lOutVolItems*sizeof(SmallInt)) + 16);
{$IFDEF FPC}
lSrcHdr.ImgBuffer := align(lSrcHdr.ImgBufferUnaligned,16);
{$ELSE}
lSrcHdr.ImgBuffer := ByteP($fffffff0 and (integer(lSrcHdr.ImgBufferUnaligned)+15));
{$ENDIF}
lSrcHdr.ImgBufferItems := lOutVolItems;
//CopyMemory(Pointer(lSrcHdr.ImgBuffer),Pointer(l16i),(lOutVolItems*sizeof(SmallInt)));
move(l16i^,lSrcHdr.ImgBuffer^,(lOutVolItems*sizeof(SmallInt)));
FreeMem(lBuffOutUnaligned);
end else if lSrcHdr.ImgBufferBPP = 1 then begin
FreeMem(lSrcHdr.ImgBufferUnaligned);
GetMem(lSrcHdr.ImgBufferUnaligned ,lOutVolItems + 16);
{$IFDEF FPC}
lSrcHdr.ImgBuffer := align(lSrcHdr.ImgBufferUnaligned,16);
{$ELSE}
lSrcHdr.ImgBuffer := ByteP($fffffff0 and (integer(lSrcHdr.ImgBufferUnaligned)+15));
{$ENDIF}
lSrcHdr.ImgBufferItems := lOutVolItems;
//CopyMemory(Pointer(lSrcHdr.ImgBuffer),Pointer(l8i),lOutVolItems);
move(l8i^,lSrcHdr.ImgBuffer^,lOutVolItems);
FreeMem(l8i);
end;
lSrcHdr.NIfTIHdr := lDestHdr; //header inherits coordinates of target
end;
function Hdr2InvMat (lHdr: TNiftiHdr; var lOK: boolean): TMatrix;
var
lSrcMat,lSrcMatInv: TMatrix;
begin
lSrcMat := Hdr2Mat( lHdr);
lSrcMatInv := lSrcMat;
lOK := gaussj(lSrcMatInv);
//the vectors should be rows not columns....
//therefore we transpose the matrix
//use this if you use transform instead of coord
//Transposemat(lSrcMatInv);
result := lSrcMatInv;
end;
end.
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