/* # --------------------------------------------------------------------- # # Copyright (c) CREATIS (Centre de Recherche en Acquisition et Traitement de l'Image # pour la SantÈ) # Authors : Eduardo Davila, Frederic Cervenansky, Claire Mouton # Previous Authors : Laurent Guigues, Jean-Pierre Roux # CreaTools website : www.creatis.insa-lyon.fr/site/fr/creatools_accueil # # This software is governed by the CeCILL-B license under French law and # abiding by the rules of distribution of free software. You can use, # modify and/ or redistribute the software under the terms of the CeCILL-B # license as circulated by CEA, CNRS and INRIA at the following URL # http://www.cecill.info/licences/Licence_CeCILL-B_V1-en.html # or in the file LICENSE.txt. # # As a counterpart to the access to the source code and rights to copy, # modify and redistribute granted by the license, users are provided only # with a limited warranty and the software's author, the holder of the # economic rights, and the successive licensors have only limited # liability. # # The fact that you are presently reading this means that you have had # knowledge of the CeCILL-B license and that you accept its terms. # ------------------------------------------------------------------------ */ //===== // 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 "bbvtkText3D.h" #include "bbvtkPackage.h" namespace bbvtk { BBTK_ADD_BLACK_BOX_TO_PACKAGE(vtk,Text3D) BBTK_BLACK_BOX_IMPLEMENTATION(Text3D,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 Text3D::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') // First time : creates the text actor and sets its text. if (_textActor == NULL) { _textActor = vtkTextActor3D::New(); _textProp = vtkTextProperty::New(); if ( bbGetInputRenderer()!=NULL ) { bbGetInputRenderer()->AddActor( _textActor ); } _textProp->SetFontSize( 14 ); _textActor->SetTextProperty( _textProp ); } _textProp->SetColor( bbGetInputColour()[0] , bbGetInputColour()[1], bbGetInputColour()[2] ); _textActor->SetInput( bbGetInputIn().c_str() ); _textActor->SetPosition( bbGetInputX(), bbGetInputY(),bbGetInputZ() ); _textActor->GetTextProperty()->SetOpacity( bbGetInputOpacity() ); if ( bbGetInputTransform()!=NULL ) { _textActor->SetUserTransform( bbGetInputTransform() ); } bbSetOutputOut(_textActor); } //===== // 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 Text3D::bbUserSetDefaultValues() { // SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX // Here we initialize the input 'In' to 0 bbSetInputIn(""); bbSetInputX(0); bbSetInputY(0); bbSetInputZ(0); std::vector colour; colour.push_back(1); colour.push_back(0); colour.push_back(0); bbSetInputColour(colour); bbSetInputRenderer(NULL); bbSetInputTransform(NULL); bbSetInputOpacity(1); _textActor = NULL; _textProp = NULL; } //===== // 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 Text3D::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 Text3D::bbUserFinalizeProcessing() { // THE FINALIZATION METHOD BODY : // Here does nothing // but this is where you should desallocate the internal/output pointers // if any } } // EO namespace bbvtk