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