/*========================================================================= Program: Visualization Toolkit Module: vtkImageViewer2.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 vtkImageViewer2 * @brief Display a 2D image. * * vtkImageViewer2 is a convenience class for displaying a 2D image. It * packages up the functionality found in vtkRenderWindow, vtkRenderer, * vtkImageActor and vtkImageMapToWindowLevelColors into a single easy to use * class. This class also creates an image interactor style * (vtkInteractorStyleImage) that allows zooming and panning of images, and * supports interactive window/level operations on the image. Note that * vtkImageViewer2 is simply a wrapper around these classes. * * vtkImageViewer2 uses the 3D rendering and texture mapping engine * to draw an image on a plane. This allows for rapid rendering, * zooming, and panning. The image is placed in the 3D scene at a * depth based on the z-coordinate of the particular image slice. Each * call to SetSlice() changes the image data (slice) displayed AND * changes the depth of the displayed slice in the 3D scene. This can * be controlled by the AutoAdjustCameraClippingRange ivar of the * InteractorStyle member. * * It is possible to mix images and geometry, using the methods: * * viewer->SetInputConnection( imageSource->GetOutputPort() ); * // or viewer->SetInputData ( image ); * viewer->GetRenderer()->AddActor( myActor ); * * This can be used to annotate an image with a PolyData of "edges" or * or highlight sections of an image or display a 3D isosurface * with a slice from the volume, etc. Any portions of your geometry * that are in front of the displayed slice will be visible; any * portions of your geometry that are behind the displayed slice will * be obscured. A more general framework (with respect to viewing * direction) for achieving this effect is provided by the * vtkImagePlaneWidget . * * Note that pressing 'r' will reset the window/level and pressing * shift+'r' or control+'r' will reset the camera. * * @sa * vtkRenderWindow vtkRenderer vtkImageActor vtkImageMapToWindowLevelColors */ #ifndef vtkImageViewer2_h #define vtkImageViewer2_h #include "vtkInteractionImageModule.h" // For export macro #include "vtkObject.h" class vtkAlgorithm; class vtkAlgorithmOutput; class vtkImageActor; class vtkImageData; class vtkImageMapToWindowLevelColors; class vtkInformation; class vtkInteractorStyleImage; class vtkRenderWindow; class vtkRenderer; class vtkRenderWindowInteractor; class VTKINTERACTIONIMAGE_EXPORT vtkImageViewer2 : public vtkObject { public: static vtkImageViewer2* New(); vtkTypeMacro(vtkImageViewer2, vtkObject); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Get the name of rendering window. */ virtual const char* GetWindowName(); /** * Render the resulting image. */ virtual void Render(void); //@{ /** * Set/Get the input image to the viewer. */ virtual void SetInputData(vtkImageData* in); virtual vtkImageData* GetInput(); virtual void SetInputConnection(vtkAlgorithmOutput* input); //@} /** * Set/get the slice orientation */ enum { SLICE_ORIENTATION_YZ = 0, SLICE_ORIENTATION_XZ = 1, SLICE_ORIENTATION_XY = 2 }; vtkGetMacro(SliceOrientation, int); virtual void SetSliceOrientation(int orientation); virtual void SetSliceOrientationToXY() { this->SetSliceOrientation(vtkImageViewer2::SLICE_ORIENTATION_XY); } virtual void SetSliceOrientationToYZ() { this->SetSliceOrientation(vtkImageViewer2::SLICE_ORIENTATION_YZ); } virtual void SetSliceOrientationToXZ() { this->SetSliceOrientation(vtkImageViewer2::SLICE_ORIENTATION_XZ); } //@{ /** * Set/Get the current slice to display (depending on the orientation * this can be in X, Y or Z). */ vtkGetMacro(Slice, int); virtual void SetSlice(int s); //@} /** * Update the display extent manually so that the proper slice for the * given orientation is displayed. It will also try to set a * reasonable camera clipping range. * This method is called automatically when the Input is changed, but * most of the time the input of this class is likely to remain the same, * i.e. connected to the output of a filter, or an image reader. When the * input of this filter or reader itself is changed, an error message might * be displayed since the current display extent is probably outside * the new whole extent. Calling this method will ensure that the display * extent is reset properly. */ virtual void UpdateDisplayExtent(); //@{ /** * Return the minimum and maximum slice values (depending on the orientation * this can be in X, Y or Z). */ virtual int GetSliceMin(); virtual int GetSliceMax(); virtual void GetSliceRange(int range[2]) { this->GetSliceRange(range[0], range[1]); } virtual void GetSliceRange(int& min, int& max); virtual int* GetSliceRange(); //@} //@{ /** * Set window and level for mapping pixels to colors. */ virtual double GetColorWindow(); virtual double GetColorLevel(); virtual void SetColorWindow(double s); virtual void SetColorLevel(double s); //@} //@{ /** * These are here when using a Tk window. */ virtual void SetDisplayId(void* a); virtual void SetWindowId(void* a); virtual void SetParentId(void* a); //@} //@{ /** * Get the position (x and y) of the rendering window in * screen coordinates (in pixels). */ virtual int* GetPosition() VTK_SIZEHINT(2); /** * Set the position (x and y) of the rendering window in * screen coordinates (in pixels). This resizes the operating * system's view/window and redraws it. */ virtual void SetPosition(int x, int y); virtual void SetPosition(int a[2]) { this->SetPosition(a[0], a[1]); } //@} //@{ /** * Get the size (width and height) of the rendering window in * screen coordinates (in pixels). */ virtual int* GetSize() VTK_SIZEHINT(2); /** * Set the size (width and height) of the rendering window in * screen coordinates (in pixels). This resizes the operating * system's view/window and redraws it. * * If the size has changed, this method will fire * vtkCommand::WindowResizeEvent. */ virtual void SetSize(int width, int height); virtual void SetSize(int a[2]) { this->SetSize(a[0], a[1]); } //@} //@{ /** * Get the internal render window, renderer, image actor, and * image map instances. */ vtkGetObjectMacro(RenderWindow, vtkRenderWindow); vtkGetObjectMacro(Renderer, vtkRenderer); vtkGetObjectMacro(ImageActor, vtkImageActor); vtkGetObjectMacro(WindowLevel, vtkImageMapToWindowLevelColors); vtkGetObjectMacro(InteractorStyle, vtkInteractorStyleImage); //@} //@{ /** * Set your own renderwindow and renderer */ virtual void SetRenderWindow(vtkRenderWindow* arg); virtual void SetRenderer(vtkRenderer* arg); //@} /** * Attach an interactor for the internal render window. */ virtual void SetupInteractor(vtkRenderWindowInteractor*); //@{ /** * Create a window in memory instead of on the screen. This may not * be supported for every type of window and on some windows you may * need to invoke this prior to the first render. */ virtual void SetOffScreenRendering(vtkTypeBool); virtual vtkTypeBool GetOffScreenRendering(); vtkBooleanMacro(OffScreenRendering, vtkTypeBool); //@} protected: vtkImageViewer2(); ~vtkImageViewer2() override; virtual void InstallPipeline(); virtual void UnInstallPipeline(); vtkImageMapToWindowLevelColors* WindowLevel; vtkRenderWindow* RenderWindow; vtkRenderer* Renderer; vtkImageActor* ImageActor; vtkRenderWindowInteractor* Interactor; vtkInteractorStyleImage* InteractorStyle; int SliceOrientation; int FirstRender; int Slice; virtual void UpdateOrientation(); vtkAlgorithm* GetInputAlgorithm(); vtkInformation* GetInputInformation(); friend class vtkImageViewer2Callback; private: vtkImageViewer2(const vtkImageViewer2&) = delete; void operator=(const vtkImageViewer2&) = delete; }; #endif