Mercurial > hg > orthanc-stone
view OrthancStone/Sources/Scene2D/Internals/OpenGLArrowRenderer.cpp @ 2031:a56f7ed0cdf9 deep-learning
integration mainline->deep-learning
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 23 Dec 2022 17:51:07 +0100 |
parents | 7053b8a0aaec |
children | 07964689cb0b |
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/** * Stone of Orthanc * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics * Department, University Hospital of Liege, Belgium * Copyright (C) 2017-2022 Osimis S.A., Belgium * Copyright (C) 2021-2022 Sebastien Jodogne, ICTEAM UCLouvain, Belgium * * This program is free software: you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this program. If not, see * <http://www.gnu.org/licenses/>. **/ #include "OpenGLArrowRenderer.h" #include <OrthancException.h> #include <math.h> namespace OrthancStone { namespace Internals { void OpenGLArrowRenderer::LoadLayer(const ArrowSceneLayer& layer) { // "dataBody_" contains the "body" of the arrow, in scene coordinates { PolylineSceneLayer l; l.SetThickness(layer.GetThickness()); PolylineSceneLayer::Chain chain; chain.push_back(layer.GetA()); chain.push_back(layer.GetB()); l.AddChain(chain, false, layer.GetColor()); dataBody_.reset(new OpenGLLinesProgram::Data(context_, l)); } // "dataHead_" contains the "head" of the arrow, properly scaled in // pixel coordinates, but with center at (0,0) { PolylineSceneLayer l; l.SetThickness(layer.GetThickness()); const double c = cos(layer.GetArrowAngle()); const double s = sin(layer.GetArrowAngle()); PolylineSceneLayer::Chain chain; chain.push_back(ScenePoint2D(c, s) * layer.GetArrowLength()); chain.push_back(ScenePoint2D(0, 0)); chain.push_back(ScenePoint2D(c, -s) * layer.GetArrowLength()); l.AddChain(chain, false, layer.GetColor()); dataHead_.reset(new OpenGLLinesProgram::Data(context_, l)); } // Compute a unit vector encoding the direction of the body of the arrow ScenePoint2D direction = layer.GetB() - layer.GetA(); double n = ScenePoint2D::SquaredMagnitude(direction); if (LinearAlgebra::IsCloseToZero(n)) { direction = ScenePoint2D(1, 0); } else { direction = direction / sqrt(n); } // Compute a rotation matrix, to bring the "head" in the axis of the "body" // https://math.stackexchange.com/a/3565068 Matrix rotation = LinearAlgebra::ZeroMatrix(3, 3); rotation(0, 0) = direction.GetX(); rotation(1, 0) = direction.GetY(); rotation(0, 1) = -direction.GetY(); rotation(1, 1) = direction.GetX(); rotation(2, 2) = 1; transformHead_ = AffineTransform2D::Combine( AffineTransform2D::CreateOffset(layer.GetA().GetX(), layer.GetA().GetY()), AffineTransform2D(rotation)); if (dataBody_.get() == NULL || dataHead_.get() == NULL) { throw Orthanc::OrthancException(Orthanc::ErrorCode_InternalError); } } OpenGLArrowRenderer::OpenGLArrowRenderer(OpenGL::IOpenGLContext& context, OpenGLLinesProgram& program, const ArrowSceneLayer& layer) : context_(context), program_(program) { LoadLayer(layer); } void OpenGLArrowRenderer::Render(const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight) { if (!context_.IsContextLost()) { program_.Apply(*dataBody_, transform, canvasWidth, canvasHeight, true, true); const double z = 1.0 / transform.ComputeZoom(); const AffineTransform2D t2 = AffineTransform2D::Combine( transform, // 3. Apply the original transform transformHead_, // 2. Bring the "head" of the arrow at the proper position/angle AffineTransform2D::CreateScaling(z, z)); // 1. Neutralize the zoom level program_.Apply(*dataHead_, t2, canvasWidth, canvasHeight, true, true); } } void OpenGLArrowRenderer::Update(const ISceneLayer& layer) { LoadLayer(dynamic_cast<const ArrowSceneLayer&>(layer)); } } }