//===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== #include "bbTransform3DdicomCreateAxesTreeData.h" #include "bbTransform3DdicomPackage.h" #include "math.h" namespace bbTransform3Ddicom { BBTK_ADD_BLACK_BOX_TO_PACKAGE(Transform3Ddicom,CreateAxesTreeData) BBTK_BLACK_BOX_IMPLEMENTATION(CreateAxesTreeData,bbtk::AtomicBlackBox); //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void CreateAxesTreeData::Process() { // THE MAIN PROCESSING METHOD BODY // Here we simply set the input 'In' value to the output 'Out' // And print out the output value // INPUT/OUTPUT ACCESSORS ARE OF THE FORM : // void bbSet{Input|Output}NAME(const TYPE&) // const TYPE& bbGet{Input|Output}NAME() const // Where : // * NAME is the name of the input/output // (the one provided in the attribute 'name' of the tag 'input') // * TYPE is the C++ type of the input/output // (the one provided in the attribute 'type' of the tag 'input') // bbSetOutputOut( bbGetInputIn() ); // std::cout << "Output value = " < LstX; std::vector LstY; std::vector LstZ; std::vector LstIndex; std::vector LstColor; if ((bbGetInputIPP().size()==3) && (bbGetInputIOP().size()==6) ) { // Axis X LstX.push_back( bbGetInputIPP()[0] ); LstY.push_back( bbGetInputIPP()[1] ); LstZ.push_back( bbGetInputIPP()[2] ); LstX.push_back( bbGetInputIPP()[0]+20 ); LstY.push_back( bbGetInputIPP()[1] ); LstZ.push_back( bbGetInputIPP()[2] ); LstIndex.push_back(2); LstColor.push_back(1); LstColor.push_back(0); LstColor.push_back(0); // Axis Y LstX.push_back( bbGetInputIPP()[0] ); LstY.push_back( bbGetInputIPP()[1] ); LstZ.push_back( bbGetInputIPP()[2] ); LstX.push_back( bbGetInputIPP()[0] ); LstY.push_back( bbGetInputIPP()[1]+20 ); LstZ.push_back( bbGetInputIPP()[2] ); LstIndex.push_back(2); LstColor.push_back(1); LstColor.push_back(1); LstColor.push_back(0); // Axis Z LstX.push_back( bbGetInputIPP()[0] ); LstY.push_back( bbGetInputIPP()[1] ); LstZ.push_back( bbGetInputIPP()[2] ); LstX.push_back( bbGetInputIPP()[0] ); LstY.push_back( bbGetInputIPP()[1] ); LstZ.push_back( bbGetInputIPP()[2]+20 ); LstIndex.push_back(2); LstColor.push_back(1); LstColor.push_back(0); LstColor.push_back(1); // Axis V1 LstX.push_back( bbGetInputIPP()[0] ); LstY.push_back( bbGetInputIPP()[1] ); LstZ.push_back( bbGetInputIPP()[2] ); double sizeX = (bbGetInputImageSize()[0]-1)*bbGetInputImageSpacing()[0]; LstX.push_back( bbGetInputIPP()[0] + bbGetInputIOP()[0]*sizeX); LstY.push_back( bbGetInputIPP()[1] + bbGetInputIOP()[1]*sizeX); LstZ.push_back( bbGetInputIPP()[2] + bbGetInputIOP()[2]*sizeX); LstIndex.push_back(2); LstColor.push_back(1); LstColor.push_back(1); LstColor.push_back(1); // Axis V2 LstX.push_back( bbGetInputIPP()[0] ); LstY.push_back( bbGetInputIPP()[1] ); LstZ.push_back( bbGetInputIPP()[2] ); double sizeY = (bbGetInputImageSize()[1]-1)*bbGetInputImageSpacing()[1]; LstX.push_back( bbGetInputIPP()[0] + bbGetInputIOP()[3]*sizeY); LstY.push_back( bbGetInputIPP()[1] + bbGetInputIOP()[4]*sizeY); LstZ.push_back( bbGetInputIPP()[2] + bbGetInputIOP()[5]*sizeY); LstIndex.push_back(2); LstColor.push_back(0.7); LstColor.push_back(0.7); LstColor.push_back(0.7); // --------------- bbSetOutputLstX( LstX ); bbSetOutputLstY( LstY ); bbSetOutputLstZ( LstZ ); bbSetOutputLstIndex( LstIndex ); bbSetOutputLstColor( LstColor ); } } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void CreateAxesTreeData::bbUserSetDefaultValues() { // SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX // Here we initialize the input 'In' to 0 // bbSetInputIn(0); } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void CreateAxesTreeData::bbUserInitializeProcessing() { // THE INITIALIZATION METHOD BODY : // Here does nothing // but this is where you should allocate the internal/output pointers // if any } //===== // Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost) //===== void CreateAxesTreeData::bbUserFinalizeProcessing() { // THE FINALIZATION METHOD BODY : // Here does nothing // but this is where you should desallocate the internal/output pointers // if any } } // EO namespace bbTransform3Ddicom