本文整理汇总了C++中DataNode::GetColor方法的典型用法代码示例。如果您正苦于以下问题:C++ DataNode::GetColor方法的具体用法?C++ DataNode::GetColor怎么用?C++ DataNode::GetColor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DataNode
的用法示例。
在下文中一共展示了DataNode::GetColor方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: invertNormals
void mitk::SurfaceGLMapper2D::ApplyAllProperties(mitk::BaseRenderer* renderer)
{
ApplyColorAndOpacityProperties(renderer);
DataNode * node = GetDataNode();
if(node == NULL)
{
return;
}
node->GetBoolProperty("draw normals 2D", m_DrawNormals, renderer);
// check for color and opacity properties, use it for rendering if they exists
node->GetColor(m_LineColor, renderer, "color");
node->GetOpacity(m_LineColor[3], renderer, "opacity");
bool invertNormals(false);
node->GetBoolProperty("invert normals", invertNormals, renderer);
if (!invertNormals)
{
node->GetColor(m_FrontSideColor, renderer, "front color");
node->GetOpacity(m_FrontSideColor[3], renderer, "opacity");
node->GetColor(m_BackSideColor, renderer, "back color");
node->GetOpacity(m_BackSideColor[3], renderer, "opacity");
node->GetFloatProperty( "front normal lenth (px)", m_FrontNormalLengthInPixels, renderer );
node->GetFloatProperty( "back normal lenth (px)", m_BackNormalLengthInPixels, renderer );
}
else
{
node->GetColor(m_FrontSideColor, renderer, "back color");
node->GetOpacity(m_FrontSideColor[3], renderer, "opacity");
node->GetColor(m_BackSideColor, renderer, "front color");
node->GetOpacity(m_BackSideColor[3], renderer, "opacity");
node->GetFloatProperty( "back normal lenth (px)", m_FrontNormalLengthInPixels, renderer );
node->GetFloatProperty( "front normal lenth (px)", m_BackNormalLengthInPixels, renderer );
}
}
示例2: GetDataNode
void mitk::VtkMapper::ApplyColorAndOpacityProperties(BaseRenderer *renderer, vtkActor *actor)
{
float rgba[4] = {1.0f, 1.0f, 1.0f, 1.0f};
DataNode *node = GetDataNode();
// check for color prop and use it for rendering if it exists
node->GetColor(rgba, renderer, "color");
// check for opacity prop and use it for rendering if it exists
node->GetOpacity(rgba[3], renderer, "opacity");
double drgba[4] = {rgba[0], rgba[1], rgba[2], rgba[3]};
actor->GetProperty()->SetColor(drgba);
actor->GetProperty()->SetOpacity(drgba[3]);
}
示例3: if
//.........这里部分代码省略.........
// bounds
else if (m_DataStorage.IsNotNull())
{
m_SurfaceCreator->SetBoundingBox(m_DataStorage->ComputeVisibleBoundingBox(NULL, "includeInBoundingBox"));
tubeRadius = sqrt( m_SurfaceCreator->GetBoundingBox()->GetDiagonalLength2() ) / 450.0;
}
// Calculate the surface of the Geometry2D
m_SurfaceCreator->Update();
Surface *surface = m_SurfaceCreator->GetOutput();
// Check if there's something to display, otherwise return
if ( (surface->GetVtkPolyData() == 0 )
|| (surface->GetVtkPolyData()->GetNumberOfCells() == 0) )
{
m_ImageAssembly->VisibilityOff();
return;
}
// add a graphical representation of the surface normals if requested
DataNode* node = this->GetDataNode();
bool displayNormals = false;
bool colorTwoSides = false;
bool invertNormals = false;
node->GetBoolProperty("draw normals 3D", displayNormals, renderer);
node->GetBoolProperty("color two sides", colorTwoSides, renderer);
node->GetBoolProperty("invert normals", invertNormals, renderer);
//if we want to draw the display normals or render two sides we have to get the colors
if( displayNormals || colorTwoSides )
{
//get colors
float frontColor[3] = { 0.0, 0.0, 1.0 };
node->GetColor( frontColor, renderer, "front color" );
float backColor[3] = { 1.0, 0.0, 0.0 };
node->GetColor( backColor, renderer, "back color" );
if ( displayNormals )
{
m_NormalsTransformer->SetInput( surface->GetVtkPolyData() );
m_NormalsTransformer->SetTransform(node->GetVtkTransform(this->GetTimestep()) );
m_FrontHedgeHog->SetInput( m_NormalsTransformer->GetOutput() );
m_FrontHedgeHog->SetVectorModeToUseNormal();
m_FrontHedgeHog->SetScaleFactor( invertNormals ? 1.0 : -1.0 );
m_FrontNormalsActor->GetProperty()->SetColor( frontColor[0], frontColor[1], frontColor[2] );
m_BackHedgeHog->SetInput( m_NormalsTransformer->GetOutput() );
m_BackHedgeHog->SetVectorModeToUseNormal();
m_BackHedgeHog->SetScaleFactor( invertNormals ? -1.0 : 1.0 );
m_BackNormalsActor->GetProperty()->SetColor( backColor[0], backColor[1], backColor[2] );
//if there is no actor added yet, add one
if ( !m_NormalsActorAdded )
{
m_Prop3DAssembly->AddPart( m_FrontNormalsActor );
m_Prop3DAssembly->AddPart( m_BackNormalsActor );
m_NormalsActorAdded = true;
}
}
//if we don't want to display normals AND there is an actor added remove the actor
else if ( m_NormalsActorAdded )
{
m_Prop3DAssembly->RemovePart( m_FrontNormalsActor );