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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkImageStack.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkImageStack
* @brief manages a stack of composited images
*
* vtkImageStack manages the compositing of a set of images. Each image
* is assigned a layer number through its property object, and it is
* this layer number that determines the compositing order: images with
* a higher layer number are drawn over top of images with a lower layer
* number. The image stack has a SetActiveLayer method for controlling
* which layer to use for interaction and picking.
* @par Thanks:
* Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical
* Neurosciences, Foothills Medical Centre, Calgary, for providing this class.
* @sa
* vtkImageMapper3D vtkImageProperty vtkProp3D
*/
#ifndef vtkImageStack_h
#define vtkImageStack_h
#include "vtkImageSlice.h"
#include "vtkRenderingImageModule.h" // For export macro
class vtkImageSliceCollection;
class vtkImageProperty;
class vtkImageMapper3D;
class vtkCollection;
class VTKRENDERINGIMAGE_EXPORT vtkImageStack : public vtkImageSlice
{
public:
vtkTypeMacro(vtkImageStack, vtkImageSlice);
void PrintSelf(ostream& os, vtkIndent indent) override;
static vtkImageStack* New();
/**
* Add an image to the stack. If the image is already present, then
* this method will do nothing.
*/
void AddImage(vtkImageSlice* prop);
/**
* Remove an image from the stack. If the image is not present, then
* this method will do nothing.
*/
void RemoveImage(vtkImageSlice* prop);
/**
* Check if an image is present. The returned value is one or zero.
*/
int HasImage(vtkImageSlice* prop);
/**
* Get the list of images as a vtkImageSliceCollection.
*/
vtkImageSliceCollection* GetImages() { return this->Images; }
//@{
/**
* Set the active layer number. This is the layer that will be
* used for picking and interaction.
*/
vtkSetMacro(ActiveLayer, int);
int GetActiveLayer() { return this->ActiveLayer; }
//@}
/**
* Get the active image. This will be the topmost image whose
* LayerNumber is the ActiveLayer. If no image matches, then NULL
* will be returned.
*/
vtkImageSlice* GetActiveImage();
/**
* Get the mapper for the currently active image.
*/
vtkImageMapper3D* GetMapper() override;
/**
* Get the property for the currently active image.
*/
vtkImageProperty* GetProperty() override;
//@{
/**
* Get the combined bounds of all of the images.
*/
double* GetBounds() override;
void GetBounds(double bounds[6]) { this->vtkProp3D::GetBounds(bounds); }
//@}
/**
* Return the max MTime of all the images.
*/
vtkMTimeType GetMTime() override;
/**
* Return the mtime of anything that would cause the rendered image to
* appear differently. Usually this involves checking the mtime of the
* prop plus anything else it depends on such as properties, mappers,
* etc.
*/
vtkMTimeType GetRedrawMTime() override;
/**
* Shallow copy of this prop. Overloads the virtual vtkProp method.
*/
void ShallowCopy(vtkProp* prop) override;
/**
* For some exporters and other other operations we must be
* able to collect all the actors, volumes, and images. These
* methods are used in that process.
*/
void GetImages(vtkPropCollection*);
//@{
/**
* Support the standard render methods.
*/
int RenderOverlay(vtkViewport* viewport) override;
int RenderOpaqueGeometry(vtkViewport* viewport) override;
int RenderTranslucentPolygonalGeometry(vtkViewport* viewport) override;
//@}
/**
* Does this prop have some translucent polygonal geometry?
*/
vtkTypeBool HasTranslucentPolygonalGeometry() override;
/**
* Release any resources held by this prop.
*/
void ReleaseGraphicsResources(vtkWindow* win) override;
//@{
/**
* Methods for traversing the stack as if it was an assembly.
* The traversal only gives the view prop for the active layer.
*/
void InitPathTraversal() override;
vtkAssemblyPath* GetNextPath() override;
int GetNumberOfPaths() override;
//@}
/**
* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE
* DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS
* Used to construct assembly paths and perform part traversal.
*/
void BuildPaths(vtkAssemblyPaths* paths, vtkAssemblyPath* path) override;
protected:
vtkImageStack();
~vtkImageStack() override;
void SetMapper(vtkImageMapper3D* mapper);
void SetProperty(vtkImageProperty* property);
void PokeMatrices(vtkMatrix4x4* matrix);
void UpdatePaths();
vtkTimeStamp PathTime;
vtkCollection* ImageMatrices;
vtkImageSliceCollection* Images;
int ActiveLayer;
private:
vtkImageStack(const vtkImageStack&) = delete;
void operator=(const vtkImageStack&) = delete;
};
#endif