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本文分享vtkCaptionActor2D源码解析,希望对各位小伙伴有所帮助!
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目录
3.1 vtkBorderRepresentation原理解析
????????vtkCaptionActor2D是一个2DActor和3DActor混合的对象,用于将文本与场景中的点(AttachmentPoint)相关联。可以使用矩形边框和将标题连接到附着点的引线来绘制标题。可选地,可以在leader的端点处对其进行符号化,以创建箭头或其他指示符。
? ? ? ? 使用vtkCaptionActor2D时,必须指定Position和Position2两个点。Position和Position2定义标题的大小,AttachmentPoint定义标题所关联的点。还必须定义标题文本、是否希望在标题周围设置边框,以及是否希望在标题到附件点之间设置一个引线。
? ? ? ? 文本的属性通过关联的vtkTextProperty进行设置。引线可以设置为2D或3D。(2D绘制在底层几何上,3D三维引线可能被几何遮挡。)
//@{
/**
* Define the text to be placed in the caption. The text can be multiple
* lines (separated by "\n").
* 定义标注的文本,文本可以多行(通过"\n"进行分隔)
*/
virtual void SetCaption(const char* caption);
virtual char* GetCaption();
//@}
//@{
/**
* Set/Get the attachment point for the caption. By default, the attachment
* point is defined in world coordinates, but this can be changed using
* vtkCoordinate methods.
* 设置标注的附着点,默认为世界坐标系。可以通过vtkCoordinate的方法进行更改
*/
vtkWorldCoordinateMacro(AttachmentPoint);
//@}
//@{
/**
* Enable/disable the placement of a border around the text.
* 可用/不可用文本外的包围框
*/
vtkSetMacro(Border, vtkTypeBool);
vtkGetMacro(Border, vtkTypeBool);
vtkBooleanMacro(Border, vtkTypeBool);
//@}
//@{
/**
* Enable/disable drawing a "line" from the caption to the
* attachment point.
* 可用/不可用 标注到附着点的线
*/
vtkSetMacro(Leader, vtkTypeBool);
vtkGetMacro(Leader, vtkTypeBool);
vtkBooleanMacro(Leader, vtkTypeBool);
//@}
//@{
/**
* Indicate whether the leader is 2D (no hidden line) or 3D (z-buffered).
* 指定箭头为2D或3D
*/
vtkSetMacro(ThreeDimensionalLeader, vtkTypeBool);
vtkGetMacro(ThreeDimensionalLeader, vtkTypeBool);
vtkBooleanMacro(ThreeDimensionalLeader, vtkTypeBool);
//@}
//@{
/**
* Specify a glyph to be used as the leader "head". This could be something
* like an arrow or sphere. If not specified, no glyph is drawn. Note that
* the glyph is assumed to be aligned along the x-axis and is rotated about
* the origin. SetLeaderGlyphData() directly uses the polydata without
* setting a pipeline connection. SetLeaderGlyphConnection() sets up a
* pipeline connection and causes an update to the input during render.
* 设置箭头的头部输入数据
*/
virtual void SetLeaderGlyphData(vtkPolyData*);
virtual void SetLeaderGlyphConnection(vtkAlgorithmOutput*);
virtual vtkPolyData* GetLeaderGlyph();
//@}
//@{
/**
* Specify the relative size of the leader head. This is expressed as a
* fraction of the size (diagonal length) of the renderer. The leader
* head is automatically scaled so that window resize, zooming or other
* camera motion results in proportional changes in size to the leader
* glyph.
* 设置箭头符号的大小
*/
vtkSetClampMacro(LeaderGlyphSize, double, 0.0, 0.1);
vtkGetMacro(LeaderGlyphSize, double);
//@}
//@{
/**
* Specify the maximum size of the leader head (if any) in pixels. This
* is used in conjunction with LeaderGlyphSize to cap the maximum size of
* the LeaderGlyph.
* 像素上设置箭头符号的最大像素值
*/
vtkSetClampMacro(MaximumLeaderGlyphSize, int, 1, 1000);
vtkGetMacro(MaximumLeaderGlyphSize, int);
//@}
//@{
/**
* Set/Get the padding between the caption and the border. The value
* is specified in pixels.
* 设置/获取标注文本和包围框之间的距离
*/
vtkSetClampMacro(Padding, int, 0, 50);
vtkGetMacro(Padding, int);
//@}
//@{
/**
* Get the text actor used by the caption. This is useful if you want to control
* justification and other characteristics of the text actor.
* 获取文本Actor对象
*/
vtkGetObjectMacro(TextActor, vtkTextActor);
//@}
//@{
/**
* Set/Get the text property.
* 设置文本的属性
*/
virtual void SetCaptionTextProperty(vtkTextProperty* p);
vtkGetObjectMacro(CaptionTextProperty, vtkTextProperty);
//@}
//@{
/**
* Enable/disable whether to attach the arrow only to the edge,
* NOT the vertices of the caption border.
* 箭头在包围框上的附着点;若为On时,表示附着点考虑包围框四个边的中点;否则不考虑
*/
vtkSetMacro(AttachEdgeOnly, vtkTypeBool);
vtkGetMacro(AttachEdgeOnly, vtkTypeBool);
vtkBooleanMacro(AttachEdgeOnly, vtkTypeBool);
//@}
? ? ? ? 定义一个矩形,左下角点为(0.,0.,0.),右上角点为(1.,1.,0.)。
? ? ? ? 定义由这四个点组成的矩形边界的PolyData数据
// Create the geometry in canonical coordinates
this->BWPoints = vtkPoints::New();
this->BWPoints->SetDataTypeToDouble();
this->BWPoints->SetNumberOfPoints(4);
this->BWPoints->SetPoint(0, 0.0, 0.0, 0.0); // may be updated by the subclass
this->BWPoints->SetPoint(1, 1.0, 0.0, 0.0);
this->BWPoints->SetPoint(2, 1.0, 1.0, 0.0);
this->BWPoints->SetPoint(3, 0.0, 1.0, 0.0);
vtkCellArray* outline = vtkCellArray::New();
outline->InsertNextCell(5);
outline->InsertCellPoint(0);
outline->InsertCellPoint(1);
outline->InsertCellPoint(2);
outline->InsertCellPoint(3);
outline->InsertCellPoint(0);
this->BWPolyData = vtkPolyData::New();
this->BWPolyData->SetPoints(this->BWPoints);
this->BWPolyData->SetLines(outline);
outline->Delete();
? ? ? ? 给PolyData数据添加Transform变换,并将其映射为actor2D 数据。
this->BWTransform = vtkTransform::New();
this->BWTransformFilter = vtkTransformPolyDataFilter::New();
this->BWTransformFilter->SetTransform(this->BWTransform);
this->BWTransformFilter->SetInputData(this->BWPolyData);
this->BWMapper = vtkPolyDataMapper2D::New();
this->BWMapper->SetInputConnection(this->BWTransformFilter->GetOutputPort());
this->BWActor = vtkActor2D::New();
this->BWActor->SetMapper(this->BWMapper);
this->BorderProperty = vtkProperty2D::New();
this->BWActor->SetProperty(this->BorderProperty);
? ? ? ? 通过两个vtkCoordinate对象约束矩形的左下角点和右上角点。
this->PositionCoordinate = vtkCoordinate::New();
this->PositionCoordinate->SetCoordinateSystemToNormalizedViewport();
this->PositionCoordinate->SetValue(0.05, 0.05);
this->Position2Coordinate = vtkCoordinate::New();
this->Position2Coordinate->SetCoordinateSystemToNormalizedViewport();
this->Position2Coordinate->SetValue(0.1, 0.1); // may be updated by the subclass
this->Position2Coordinate->SetReferenceCoordinate(this->PositionCoordinate);
? ? ? ? 在每次Render的时候,获取当前的Display坐标对原始PolyData数据进行Transform,即可看到一个一直处于视平面的矩形框。
// Set things up
int* pos1 = this->PositionCoordinate->GetComputedViewportValue(this->Renderer);
int* pos2 = this->Position2Coordinate->GetComputedViewportValue(this->Renderer);
// If the widget's aspect ratio is to be preserved (ProportionalResizeOn),
// then (pos1,pos2) are a bounding rectangle.
if (this->ProportionalResize)
{
}
// Now transform the canonical widget into display coordinates
double size[2];
this->GetSize(size);
double tx = pos1[0];
double ty = pos1[1];
double sx = (pos2[0] - pos1[0]) / size[0];
double sy = (pos2[1] - pos1[1]) / size[1];
this->BWTransform->Identity();
this->BWTransform->Translate(tx, ty, 0.0);
this->BWTransform->Scale(sx, sy, 1);
this->BuildTime.Modified();
保持位置不变的原因:每次旋转或移动渲染窗口时,都重新获取两个vtkCoordinate对象的ViewPort坐标系下的坐标,并对其进行重新绘制。?
3.2 vtkCaptionActor2D
感谢各位小伙伴的点赞+关注,小易会继续努力分享,一起进步!
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