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/*=========================================================================
Program: Visualization Toolkit
Module: vtkInteractorStyleImage.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 vtkInteractorStyleImage
* @brief interactive manipulation of the camera specialized for images
*
* vtkInteractorStyleImage allows the user to interactively manipulate
* (rotate, pan, zoom etc.) the camera. vtkInteractorStyleImage is specially
* designed to work with images that are being rendered with
* vtkImageActor. Several events are overloaded from its superclass
* vtkInteractorStyle, hence the mouse bindings are different. (The bindings
* keep the camera's view plane normal perpendicular to the x-y plane.) In
* summary the mouse events for 2D image interaction are as follows:
* - Left Mouse button triggers window level events
* - CTRL Left Mouse spins the camera around its view plane normal
* - SHIFT Left Mouse pans the camera
* - CTRL SHIFT Left Mouse dollys (a positional zoom) the camera
* - Middle mouse button pans the camera
* - Right mouse button dollys the camera.
* - SHIFT Right Mouse triggers pick events
*
* If SetInteractionModeToImageSlicing() is called, then some of the mouse
* events are changed as follows:
* - CTRL Left Mouse slices through the image
* - SHIFT Middle Mouse slices through the image
* - CTRL Right Mouse spins the camera
*
* If SetInteractionModeToImage3D() is called, then some of the mouse
* events are changed as follows:
* - SHIFT Left Mouse rotates the camera for oblique slicing
* - SHIFT Middle Mouse slices through the image
* - CTRL Right Mouse also slices through the image
*
* In all modes, the following key bindings are in effect:
* - R Reset the Window/Level
* - X Reset to a sagittal view
* - Y Reset to a coronal view
* - Z Reset to an axial view
*
* Note that the renderer's actors are not moved; instead the camera is moved.
*
* @sa
* vtkInteractorStyle vtkInteractorStyleTrackballActor
* vtkInteractorStyleJoystickCamera vtkInteractorStyleJoystickActor
*/
#ifndef vtkInteractorStyleImage_h
#define vtkInteractorStyleImage_h
#include "vtkInteractionStyleModule.h" // For export macro
#include "vtkInteractorStyleTrackballCamera.h"
// Motion flags
#define VTKIS_WINDOW_LEVEL 1024
#define VTKIS_SLICE 1025
// Style flags
#define VTKIS_IMAGE2D 2
#define VTKIS_IMAGE3D 3
#define VTKIS_IMAGE_SLICING 4
class vtkImageProperty;
class VTKINTERACTIONSTYLE_EXPORT vtkInteractorStyleImage : public vtkInteractorStyleTrackballCamera
{
public:
static vtkInteractorStyleImage* New();
vtkTypeMacro(vtkInteractorStyleImage, vtkInteractorStyleTrackballCamera);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@{
/**
* Some useful information for handling window level
*/
vtkGetVector2Macro(WindowLevelStartPosition, int);
vtkGetVector2Macro(WindowLevelCurrentPosition, int);
//@}
//@{
/**
* Event bindings controlling the effects of pressing mouse buttons
* or moving the mouse.
*/
void OnMouseMove() override;
void OnLeftButtonDown() override;
void OnLeftButtonUp() override;
void OnMiddleButtonDown() override;
void OnMiddleButtonUp() override;
void OnRightButtonDown() override;
void OnRightButtonUp() override;
//@}
/**
* Override the "fly-to" (f keypress) for images.
*/
void OnChar() override;
// These methods for the different interactions in different modes
// are overridden in subclasses to perform the correct motion. Since
// they might be called from OnTimer, they do not have mouse coord parameters
// (use interactor's GetEventPosition and GetLastEventPosition)
virtual void WindowLevel();
virtual void Pick();
virtual void Slice();
// Interaction mode entry points used internally.
virtual void StartWindowLevel();
virtual void EndWindowLevel();
virtual void StartPick();
virtual void EndPick();
virtual void StartSlice();
virtual void EndSlice();
//@{
/**
* Set/Get current mode to 2D or 3D. The default is 2D. In 3D mode,
* it is possible to rotate the camera to view oblique slices. In Slicing
* mode, it is possible to slice through the data, but not to generate oblique
* views by rotating the camera.
*/
vtkSetClampMacro(InteractionMode, int, VTKIS_IMAGE2D, VTKIS_IMAGE_SLICING);
vtkGetMacro(InteractionMode, int);
void SetInteractionModeToImage2D() { this->SetInteractionMode(VTKIS_IMAGE2D); }
void SetInteractionModeToImage3D() { this->SetInteractionMode(VTKIS_IMAGE3D); }
void SetInteractionModeToImageSlicing() { this->SetInteractionMode(VTKIS_IMAGE_SLICING); }
//@}
//@{
/**
* Set the orientations that will be used when the X, Y, or Z
* keys are pressed. See SetImageOrientation for more information.
*/
vtkSetVector3Macro(XViewRightVector, double);
vtkGetVector3Macro(XViewRightVector, double);
vtkSetVector3Macro(XViewUpVector, double);
vtkGetVector3Macro(XViewUpVector, double);
vtkSetVector3Macro(YViewRightVector, double);
vtkGetVector3Macro(YViewRightVector, double);
vtkSetVector3Macro(YViewUpVector, double);
vtkGetVector3Macro(YViewUpVector, double);
vtkSetVector3Macro(ZViewRightVector, double);
vtkGetVector3Macro(ZViewRightVector, double);
vtkSetVector3Macro(ZViewUpVector, double);
vtkGetVector3Macro(ZViewUpVector, double);
//@}
/**
* Set the view orientation, in terms of the horizontal and
* vertical directions of the computer screen. The first
* vector gives the direction that will correspond to moving
* horizontally left-to-right across the screen, and the
* second vector gives the direction that will correspond to
* moving bottom-to-top up the screen. This method changes
* the position of the camera to provide the desired view.
*/
void SetImageOrientation(const double leftToRight[3], const double bottomToTop[3]);
/**
* Set the image to use for WindowLevel interaction.
* Any images for which the Pickable flag is off are ignored.
* Images are counted back-to-front, so 0 is the rearmost image.
* Negative values can be used to count front-to-back, so -1 is
* the frontmost image, -2 is the image behind that one, etc.
* The default is to use the frontmost image for interaction.
* If the specified image does not exist, then no WindowLevel
* interaction will take place.
*/
virtual void SetCurrentImageNumber(int i);
int GetCurrentImageNumber() { return this->CurrentImageNumber; }
/**
* Get the current image property, which is set when StartWindowLevel
* is called immediately before StartWindowLevelEvent is generated.
* This is the image property of the topmost vtkImageSlice in the
* renderer or nullptr if no image actors are present.
*/
vtkImageProperty* GetCurrentImageProperty() { return this->CurrentImageProperty; }
protected:
vtkInteractorStyleImage();
~vtkInteractorStyleImage() override;
int WindowLevelStartPosition[2];
int WindowLevelCurrentPosition[2];
double WindowLevelInitial[2];
vtkImageProperty* CurrentImageProperty;
int CurrentImageNumber;
int InteractionMode;
double XViewRightVector[3];
double XViewUpVector[3];
double YViewRightVector[3];
double YViewUpVector[3];
double ZViewRightVector[3];
double ZViewUpVector[3];
private:
vtkInteractorStyleImage(const vtkInteractorStyleImage&) = delete;
void operator=(const vtkInteractorStyleImage&) = delete;
};
#endif