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vtk基礎(三) — 文本注釋 vtkTextActor 和 vtkFollower 的使用

3D圖像處理時,為了讓使用者了解某個部件的用法,通常會在部件的旁邊标注相應的文本,作為注釋來;文本注釋對視覺了解方面是不可或缺的, 在 VTK 中提供了兩種文本注釋方法:

  • 1,2D 文本注釋,這種方式的特點:文本是貼在圖像渲染視窗上,視覺效果文本在3D渲染圖象的前面,呈現遮擋狀态;
  • 2,3D文本注釋,文本作為 3D Polydata 資料類型建立, 可作為3D集合對象展示,可旋轉、可縮放;

2D 文本注釋

對于第一種,主要用到 2D actors(vtkActor2D 和它的子類 例如 vtkScaledTextActor) 、Mappers(vtkMapper 2D 和它的子類 vtkTextMapper),2DTextActor 和 Mapper 與 3D文本注釋相似,兩者最大差別,一個是文本以2D文本貼到視窗上,位置固定不可動;一種是文本以3D對象建立,可旋轉、可縮放(繪制視窗設定了互動效果);

下面這個例子中,建立了兩個對象:

  • 1,Sphere 3D圖像,以

    vtkLODActor

    類建立,作為3D對象;
  • 2, Text 文本,以

    vtkTextActor

    類建立,用于作為注釋文本;

繪制時,把 兩個

Actor

全部加入

Renderer

(繪制器)中;這裡文本屬性用到

vtkTextProperty

類,用于設定文本走向(垂直、水準)、顔色、坐标及文字類型(大小、字型)等;

#include<vtkSphereSource.h>
#include<vtkLODActor.h>
#include<vtkTextActor.h>
#include<vtkPolyDataMapper.h>
#include<vtkRenderer.h>
#include<vtkRenderWindow.h>
#include<vtkRenderWindowInteractor.h>
#include<vtkNamedColors.h>


#include<vtkAutoInit.h>
#include<vtkTextProperty.h>

VTK_MODULE_INIT(vtkRenderingOpenGL2);
VTK_MODULE_INIT(vtkInteractionStyle);
VTK_MODULE_INIT(vtkRenderingFreeType)
VTK_MODULE_INIT(vtkRenderingVolumeOpenGL2);


int main()
{
	vtkSmartPointer<vtkSphereSource> sphere =
		vtkSmartPointer<vtkSphereSource>::New();
	
	vtkSmartPointer<vtkPolyDataMapper> polymapper =
		vtkSmartPointer<vtkPolyDataMapper>::New();

	vtkSmartPointer<vtkLODActor> sphereActor =
		vtkSmartPointer<vtkLODActor>::New();
	vtkSmartPointer<vtkTextActor> textActor =
		vtkSmartPointer<vtkTextActor>::New();

	vtkSmartPointer<vtkNamedColors> colors =
		vtkSmartPointer<vtkNamedColors>::New();

	polymapper->SetInputConnection(sphere->GetOutputPort());
	polymapper->GlobalImmediateModeRenderingOn();//ImmadianteMode on;
	sphereActor->SetMapper(polymapper);
	
	textActor->SetTextScaleModeToProp();
	textActor->SetDisplayPosition(90, 50);//Position
	textActor->SetInput("VTK Text Diaplayed!");
	textActor->GetActualPosition2Coordinate()->SetCoordinateSystemToNormalizedViewport();
	textActor->GetPosition2Coordinate()->SetValue(0.6, 0.1);


	textActor->GetTextProperty()->SetFontSize(18);
	textActor->GetTextProperty()->SetFontFamilyToArial();
	textActor->GetTextProperty()->SetJustificationToCentered();
	textActor->GetTextProperty()->BoldOn();
	textActor->GetTextProperty()->ItalicOn();
	textActor->GetTextProperty()->ShadowOn();
	textActor->GetTextProperty()->SetColor(0, 0, 1);
	
	

	vtkSmartPointer<vtkRenderer> ren = vtkSmartPointer<vtkRenderer>::New();
	vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
	vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();
	
	ren->SetBackground(colors->GetColor3d("SlateGray").GetData());
	
	ren->AddViewProp(textActor);
	ren->AddActor(sphereActor);
	
	renWin->AddRenderer(ren);
	iren->SetRenderWindow(renWin);

	try
	{
		renWin->Render();
		iren->Start();
	
	}
	catch (std::exception & e)
	{
		std::cout << "Exceptation caught!" << std::endl;
		std::cout << e.what() << std::endl;
		return EXIT_FAILURE;
	}


	return EXIT_SUCCESS;
	

}
           

展示效果如下:

vtk基礎(三) — 文本注釋 vtkTextActor 和 vtkFollower 的使用

3D 文本注釋 和 vtkFollower;

3D文本注釋利用

vtkVectorText

來建立一個 文本字元串的 polygonal 表示方式,然後将其放置在場景的合适位置; 定位 3D Text有用的類為

vtkFollower

,此類是經常面向 renderer 的

active camera

表示的是

actor

的類,借此確定文本可讀性;

下面的代碼部分就是關于 3D文本注釋的效果實作,建立 一個數軸,結合

vtkVectorText

vtkFollower

對數軸原點進行标注;

#include<vtkRenderer.h>
#include<vtkPolyDataMapper.h>
#include<vtkActor.h>
#include<vtkRenderWindow.h>
#include<vtkPolyDataMapper.h>
#include<vtkFollower.h>
#include<vtkVectorText.h>
#include<vtkAxes.h>
#include<vtkProperty.h>
#include<vtkNamedColors.h>

#include<vtkRenderWindowInteractor.h>
#include<vtkAutoInit.h>

int main()
{
	vtkSmartPointer<vtkAxes> axes = vtkSmartPointer<vtkAxes>::New();
	
	vtkSmartPointer<vtkPolyDataMapper> polymapper =
		vtkSmartPointer<vtkPolyDataMapper>::New();
	vtkSmartPointer<vtkNamedColors> colors =
		vtkSmartPointer<vtkNamedColors>::New();



	polymapper->SetInputConnection(axes->GetOutputPort());// axes object;

	vtkSmartPointer<vtkActor> axesActor = vtkSmartPointer<vtkActor>::New();
	axesActor->SetMapper(polymapper);

	vtkSmartPointer<vtkVectorText> atext = vtkSmartPointer<vtkVectorText>::New();
	atext->SetText("Origin");
	

	vtkSmartPointer<vtkPolyDataMapper> textMapper =
		vtkSmartPointer<vtkPolyDataMapper>::New();
	textMapper->SetInputConnection(atext->GetOutputPort());
	
	vtkSmartPointer<vtkFollower> textActor =// vtkVectorActor vtkFollwer;
		vtkSmartPointer<vtkFollower>::New();
	textActor->SetMapper(textMapper);


	textActor->SetScale(0.2, 0.2, 0.2);
	textActor->AddPosition(0, 0.1, 0);
	textActor->GetProperty()->SetColor(0, 0, 1);


	vtkSmartPointer<vtkRenderer> ren = vtkSmartPointer<vtkRenderer>::New();
	vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
	vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();


	ren->AddViewProp(textActor);//Add Actor;
	ren->AddActor(axesActor);

	ren->SetBackground(colors->GetColor3d("StateGray").GetData());//back ground color;

	textActor->SetCamera(ren->GetActiveCamera());

	renWin->AddRenderer(ren);
	iren->SetRenderWindow(renWin);

	renWin->Render();
	iren->Start();

}
           

最終結果展示如下:

vtk基礎(三) — 文本注釋 vtkTextActor 和 vtkFollower 的使用