Example #1
0
        private vtkTextWidget CreateClipButton(string Text, double[] Position, int FontSize)
        {
            // Create Text Actor and Representation
            vtkTextActor TextActor = vtkTextActor.New();

            TextActor.SetInput(Text);
            TextActor.GetTextProperty().SetBold(0);
            TextActor.GetTextProperty().SetFontFamilyToArial();
            vtkTextRepresentation Rep = vtkTextRepresentation.New();

            Rep.SetPosition(Position[0], Position[1]);
            Rep.SetTextActor(TextActor);
            Rep.SetShowBorderToOff();

            // Set widget
            vtkTextWidget Widget = vtkTextWidget.New();

            Widget.SetRepresentation(Rep);
            Widget.GetTextActor().GetTextProperty().SetFontSize(FontSize);
            Widget.GetTextActor().SetTextScaleModeToViewport();
            Widget.SetInteractor(renderWindow.GetInteractor());
            Widget.SelectableOn();
            Widget.SetEnabled(0);
            Widget.ResizableOff();

            return(Widget);
        }
Example #2
0
        /// <summary>
        /// Changes the actors to whatever the
        /// animal currently loaded is
        /// </summary>
        public void updateAnimal()
        {
            //----Go through the pipeline for the animal body

            //Convert the polydata to triangles (in the default files they are rectangles)
            triangleAnimal.SetInputConnection(animalData);

            if (this.checkBox1.Checked)
            {
                //smooth the polydata
                cleanAnimal.SetInputConnection(triangleAnimal.GetOutputPort());
                smoothAnimal.SetInputConnection(cleanAnimal.GetOutputPort());
                normalsAnimal.SetInputConnection(smoothAnimal.GetOutputPort());
                //connect the smoothed data to a mapper
                animalMapper.SetInputConnection(normalsAnimal.GetOutputPort());
                //decimate the smoothed polydata
                decimateAnimal.SetInputConnection(normalsAnimal.GetOutputPort());
            }
            else
            {
                //connect the triangle polydata to a mapper before decimation
                animalMapper.SetInputConnection(triangleAnimal.GetOutputPort());
                //decimate the triangled data
                decimateAnimal.SetInputConnection(triangleAnimal.GetOutputPort());
            }

            double targetreduc = 0.5;

            if (double.TryParse(toolStripTextBox1.Text, out targetreduc))
            {
                decimateAnimal.SetTargetReduction(targetreduc);
            }
            decimateAnimal.SetPreserveTopology(0);
            //connect the decimated polydata a mapper
            deciAnimalMapper.SetInputConnection(decimateAnimal.GetOutputPort());

            //----Go through the pipeline for the first eye

            //Convert the polydata to triangles (in the default files they are rectangles)
            triangles.SetInputConnection(eyeData1);
            if (this.checkBox1.Checked)
            {
                //smooth the polydata
                clean.SetInputConnection(triangles.GetOutputPort());
                smooth.SetInputConnection(clean.GetOutputPort());
                normals.SetInputConnection(smooth.GetOutputPort());
                //connect the smoothed data to a mapper
                sphereTexture.SetInputConnection(normals.GetOutputPort());
                //decimate the smoothed polydata
                eyeMapper1.SetInputConnection(sphereTexture.GetOutputPort());
            }
            else
            {
                sphereTexture.SetInputConnection(triangles.GetOutputPort());
                //connect the triangle polydata to a mapper before decimation
                eyeMapper1.SetInputConnection(sphereTexture.GetOutputPort());
            }
            decimate.SetInputConnection(sphereTexture.GetOutputPort());
            if (double.TryParse(toolStripTextBox1.Text, out targetreduc))
            {
                decimate.SetTargetReduction(targetreduc);
            }
            decimate.SetPreserveTopology(0);
            //connect the decimated polydata a mapper
            deciEyeMapper1.SetInputConnection(decimate.GetOutputPort());
            //----Go through the pipeline for the second eye

            //Convert the polydata to triangles (in the default files they are rectangles)
            triangles.SetInputConnection(eyeData1);
            if (this.checkBox1.Checked)
            {
                //smooth the polydata
                clean.SetInputConnection(triangles.GetOutputPort());
                smooth.SetInputConnection(clean.GetOutputPort());
                normals.SetInputConnection(smooth.GetOutputPort());
                //connect the smoothed data to a mapper
                sphereTexture.SetInputConnection(normals.GetOutputPort());
                //decimate the smoothed polydata
                eyeMapper2.SetInputConnection(sphereTexture.GetOutputPort());
            }
            else
            {
                sphereTexture.SetInputConnection(triangles.GetOutputPort());
                //connect the triangle polydata to a mapper before decimation
                eyeMapper2.SetInputConnection(sphereTexture.GetOutputPort());
            }
            decimate.SetInputConnection(sphereTexture.GetOutputPort());
            if (double.TryParse(toolStripTextBox1.Text, out targetreduc))
            {
                decimate.SetTargetReduction(targetreduc);
            }
            decimate.SetPreserveTopology(0);
            //connect the decimated polydata a mapper
            deciEyeMapper2.SetInputConnection(decimate.GetOutputPort());

            //----Set the textures and position of the decimated model
            deciAnimalActor.SetMapper(deciAnimalMapper);
            if (this.checkBox2.Checked)
            {
                deciAnimalActor.SetTexture(deciAnimalColorTexture);
            }
            else
            {
                deciAnimalActor.SetTexture(null);
            }
            deciEyeActor1.SetMapper(deciEyeMapper1);
            if (this.checkBox2.Checked)
            {
                deciEyeActor1.SetTexture(eyeColorTexture1);
                deciEyeActor1.SetTexture(deciEyeColorTexture1);
            }
            else
            {
                deciEyeActor1.SetTexture(null);
            }
            deciEyeActor1.SetPosition(eyeX, eyeY, eyeZ);
            deciEyeActor2.SetMapper(deciEyeMapper2);
            if (this.checkBox2.Checked)
            {
                deciEyeActor2.SetTexture(eyeColorTexture2);
                deciEyeActor2.SetTexture(deciEyeColorTexture2);
            }
            else
            {
                deciEyeActor2.SetTexture(null);
            }
            deciEyeActor2.SetPosition(-eyeX, eyeY, eyeZ);


            //----Set the text to the decimated poly count

            //Update the mappers to get the number of polygons
            deciAnimalMapper.Update();
            deciEyeMapper1.Update();
            deciEyeMapper2.Update();
            textAfter.SetInput(((((vtkPolyData)deciAnimalMapper.GetInput()).GetNumberOfPolys() + ((vtkPolyData)deciEyeMapper1.GetInput()).GetNumberOfPolys() + ((vtkPolyData)deciEyeMapper2.GetInput()).GetNumberOfPolys())).ToString() + " Polygons");
            textAfter.SetDisplayPosition(10, 10);
            //----Set the textures and position of the decimated model
            animalActor.SetMapper(animalMapper);
            if (this.checkBox2.Checked)
            {
                animalActor.SetTexture(animalColorTexture);
            }
            else
            {
                animalActor.SetTexture(null);
            }
            eyeActor1.SetMapper(eyeMapper1);
            if (this.checkBox2.Checked)
            {
                eyeActor1.SetTexture(eyeColorTexture1);
            }
            else
            {
                eyeActor1.SetTexture(null);
            }
            eyeActor1.SetPosition(eyeX, eyeY, eyeZ);

            eyeActor2.SetMapper(eyeMapper2);
            if (this.checkBox2.Checked)
            {
                eyeActor2.SetTexture(eyeColorTexture2);
            }
            else
            {
                eyeActor2.SetTexture(null);
            }
            eyeActor2.SetPosition(-eyeX, eyeY, eyeZ);

            //Update the pipeline to get the number of polygons
            animalMapper.Update();
            eyeMapper1.Update();
            eyeMapper2.Update();

            //----Set the text to the full poly count
            textBefore.SetInput((((vtkPolyData)animalMapper.GetInput()).GetNumberOfPolys() + ((vtkPolyData)eyeMapper1.GetInput()).GetNumberOfPolys() + ((vtkPolyData)eyeMapper2.GetInput()).GetNumberOfPolys()).ToString() + " Polygons");
            textBefore.SetDisplayPosition(10, 10);
        }