public void ApplyTransformBefore(vtkMatrix4x4 matrix)
        {
            vtkMatrix4x4 t = vtkMatrix4x4.New();

            vtkMatrix4x4.Multiply4x4(matrix, actor.GetMatrix(), t);

            vtkTransform transform = vtkTransform.New();

            transform.SetMatrix(t);

            this.actor.SetUserTransform(transform);
        }
        public void ApplyTransform(vtkMatrix4x4 matrix)
        {
            vtkMatrix4x4 t = new vtkMatrix4x4();

            vtkMatrix4x4.Multiply4x4(centerLineActor.GetMatrix(), matrix, t);

            vtkTransform transform = new vtkTransform();

            transform.SetMatrix(t);

            this.centerLineActor.SetUserTransform(transform);
        }
        // For reading C# matrices stored in scenario into VTK transforms
        public void TransferMatrixToVTKTransform(double[][] matrix, vtkTransform transform)
        {
            vtkMatrix4x4 vtk_matrix = vtkMatrix4x4.New();

            for (int ii = 0; ii < 4; ++ii)
            {
                for (int jj = 0; jj < 4; ++jj)
                {
                    vtk_matrix.SetElement(ii, jj, matrix[ii][jj]);
                }
            }
            transform.SetMatrix(vtk_matrix);
        }
        public void SetTransform(vtkMatrix4x4 matrix)
        {
            if (actor == null)
            {
                return;
            }

            vtkTransform transform = vtkTransform.New();

            transform.SetMatrix(matrix);

            this.actor.SetUserTransform(transform);
        }
        static void AlignFrames(Frame sourceFrame, Frame targetFrame, ref vtkTransform transform)
        {
            // This function takes two frames and finds the matrix M between them.
            vtkLandmarkTransform landmarkTransform = vtkLandmarkTransform.New();

            // Setup source points
            vtkPoints sourcePoints = vtkPoints.New();

            sourcePoints.InsertNextPoint(
                sourceFrame.Origin[0],
                sourceFrame.Origin[1],
                sourceFrame.Origin[2]);

            float[] sourceX = new float[3];
            float[] sourceY = new float[3];
            float[] sourceZ = new float[3];

            Add(sourceFrame.Origin, sourceFrame.XDirection, ref sourceX);
            Add(sourceFrame.Origin, sourceFrame.YDirection, ref sourceY);
            Add(sourceFrame.Origin, sourceFrame.ZDirection, ref sourceZ);

            sourcePoints.InsertNextPoint(sourceX[0], sourceX[1], sourceX[2]);
            sourcePoints.InsertNextPoint(sourceY[0], sourceY[1], sourceY[2]);
            sourcePoints.InsertNextPoint(sourceZ[0], sourceZ[1], sourceZ[2]);

            // Setup target points
            vtkPoints targetPoints = vtkPoints.New();

            targetPoints.InsertNextPoint(targetFrame.Origin[0], targetFrame.Origin[1], targetFrame.Origin[2]);

            float[] targetX = new float[3];
            float[] targetY = new float[3];
            float[] targetZ = new float[3];

            Add(targetFrame.Origin, targetFrame.XDirection, ref targetX);
            Add(targetFrame.Origin, targetFrame.YDirection, ref targetY);
            Add(targetFrame.Origin, targetFrame.ZDirection, ref targetZ);

            targetPoints.InsertNextPoint(targetX[0], targetX[1], targetX[2]);
            targetPoints.InsertNextPoint(targetY[0], targetY[1], targetY[2]);
            targetPoints.InsertNextPoint(targetZ[0], targetZ[1], targetZ[2]);

            landmarkTransform.SetSourceLandmarks(sourcePoints);
            landmarkTransform.SetTargetLandmarks(targetPoints);
            landmarkTransform.SetModeToRigidBody();
            landmarkTransform.Update();

            vtkMatrix4x4 M = landmarkTransform.GetMatrix();

            transform.SetMatrix(M);
        }
        static void AlignFrames(Frame sourceFrame, Frame targetFrame, ref vtkTransform transform)
        {
            // This function takes two frames and finds the matrix M between them.
             vtkLandmarkTransform landmarkTransform = vtkLandmarkTransform.New();

             // Setup source points
             vtkPoints sourcePoints = vtkPoints.New();

             sourcePoints.InsertNextPoint(
            sourceFrame.Origin[0],
            sourceFrame.Origin[1],
            sourceFrame.Origin[2]);

             float[] sourceX = new float[3];
             float[] sourceY = new float[3];
             float[] sourceZ = new float[3];

             Add(sourceFrame.Origin, sourceFrame.XDirection, ref sourceX);
             Add(sourceFrame.Origin, sourceFrame.YDirection, ref sourceY);
             Add(sourceFrame.Origin, sourceFrame.ZDirection, ref sourceZ);

             sourcePoints.InsertNextPoint(sourceX[0], sourceX[1], sourceX[2]);
             sourcePoints.InsertNextPoint(sourceY[0], sourceY[1], sourceY[2]);
             sourcePoints.InsertNextPoint(sourceZ[0], sourceZ[1], sourceZ[2]);

             // Setup target points
             vtkPoints targetPoints = vtkPoints.New();
             targetPoints.InsertNextPoint(targetFrame.Origin[0], targetFrame.Origin[1], targetFrame.Origin[2]);

             float[] targetX = new float[3];
             float[] targetY = new float[3];
             float[] targetZ = new float[3];

             Add(targetFrame.Origin, targetFrame.XDirection, ref targetX);
             Add(targetFrame.Origin, targetFrame.YDirection, ref targetY);
             Add(targetFrame.Origin, targetFrame.ZDirection, ref targetZ);

             targetPoints.InsertNextPoint(targetX[0], targetX[1], targetX[2]);
             targetPoints.InsertNextPoint(targetY[0], targetY[1], targetY[2]);
             targetPoints.InsertNextPoint(targetZ[0], targetZ[1], targetZ[2]);

             landmarkTransform.SetSourceLandmarks(sourcePoints);
             landmarkTransform.SetTargetLandmarks(targetPoints);
             landmarkTransform.SetModeToRigidBody();
             landmarkTransform.Update();

             vtkMatrix4x4 M = landmarkTransform.GetMatrix();
             transform.SetMatrix(M);
        }
Exemple #7
0
        public void SetTransform(vtkMatrix4x4 matrix)
        {
            vtkTransform transform = vtkTransform.New();

            transform.SetMatrix(matrix);

            //this.lineActor.SetUserTransform(transform);
            //return;

            double[] linePoint1 = GetLinePoint1();
            double[] linePoint2 = GetLinePoint2();

            linePoint1 = xyz1;
            linePoint2 = xyz2;

            double[] p1 = matrix.MultiplyDoublePoint(VTKUtil.ConvertTo4P(linePoint1));
            double[] p2 = matrix.MultiplyDoublePoint(VTKUtil.ConvertTo4P(linePoint2));

            line.SetPoint1(p1[0], p1[1], p1[2]);
            line.SetPoint2(p2[0], p2[1], p2[2]);
        }
 // For reading C# matrices stored in scenario into VTK transforms
 public void TransferMatrixToVTKTransform(double[][] matrix, vtkTransform transform)
 {
     vtkMatrix4x4 vtk_matrix = vtkMatrix4x4.New();
     for (int ii = 0; ii < 4; ++ii)
     {
         for (int jj = 0; jj < 4; ++jj)
         {
             vtk_matrix.SetElement(ii, jj, matrix[ii][jj]);
         }
     }
     transform.SetMatrix(vtk_matrix);
 }