--- /dev/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)
+//=====
+#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 = " <<bbGetOutputOut() << std::endl;
+
+ std::vector<double> LstX;
+ std::vector<double> LstY;
+ std::vector<double> LstZ;
+ std::vector<int> LstIndex;
+ std::vector<double> 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
+
+