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/*=========================================================================
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