void fpa::VTK::Image3DObserver< F, R >::
Execute( const itk::Object* c, const itk::EventObject& e )
{
- typedef itk::ImageBase< 3 > _TImage;
- typedef typename F::TEvent _TEvent;
- typedef typename F::TFrontEvent _TFrontEvent;
- typedef typename F::TMarkEvent _TMarkEvent;
- typedef typename F::TCollisionEvent _TCollisionEvent;
- typedef typename F::TEndEvent _TEndEvent;
- typedef typename F::TBacktrackingEvent _TBacktrackingEvent;
+ typedef itk::ImageBase< 3 > _TImage;
+ typedef typename F::TStartEvent _TStartEvent;
+ typedef typename F::TStartLoopEvent _TStartLoopEvent;
+ typedef typename F::TEndEvent _TEndEvent;
+ typedef typename F::TEndLoopEvent _TEndLoopEvent;
+ typedef typename F::TAliveEvent _TAliveEvent;
+ typedef typename F::TFrontEvent _TFrontEvent;
+ typedef typename F::TFreezeEvent _TFreezeEvent;
+
+ typedef typename F::TStartBacktrackingEvent _TStartBacktrackingEvent;
typedef typename F::TEndBacktrackingEvent _TEndBacktrackingEvent;
+ typedef typename F::TBacktrackingEvent _TBacktrackingEvent;
// Check inputs
if( this->m_RenderWindow == NULL )
if( image == NULL )
return;
- // Create actor
- _TImage::RegionType reg = image->GetLargestPossibleRegion( );
- _TImage::SizeType siz = reg.GetSize( );
- if( this->m_Data.GetPointer( ) == NULL )
+ const _TStartEvent* startEvt = dynamic_cast< const _TStartEvent* >( &e );
+ const _TStartBacktrackingEvent* startBackEvt =
+ dynamic_cast< const _TStartBacktrackingEvent* >( &e );
+ if( startEvt != NULL || startBackEvt != NULL )
{
- this->m_Data = vtkSmartPointer< vtkPolyData >::New( );
- this->m_Mapper = vtkSmartPointer< vtkPolyDataMapper >::New( );
- this->m_Actor = vtkSmartPointer< vtkActor >::New( );
-
- vtkSmartPointer< vtkPoints > points =
- vtkSmartPointer< vtkPoints >::New( );
- vtkSmartPointer< vtkCellArray > vertices =
- vtkSmartPointer< vtkCellArray >::New( );
- vtkSmartPointer< vtkFloatArray > scalars =
- vtkSmartPointer< vtkFloatArray >::New( );
- this->m_Data->SetPoints( points );
- this->m_Data->SetVerts( vertices );
- this->m_Data->GetPointData( )->SetScalars( scalars );
-
- this->m_Mapper->SetInputData( this->m_Data );
- this->m_Actor->SetMapper( this->m_Mapper );
- ren->AddActor( this->m_Actor );
-
- this->m_Marks = TMarks::New( );
- this->m_Marks->SetLargestPossibleRegion(
- image->GetLargestPossibleRegion( )
- );
- this->m_Marks->SetRequestedRegion( image->GetRequestedRegion( ) );
- this->m_Marks->SetBufferedRegion( image->GetBufferedRegion( ) );
- this->m_Marks->SetOrigin( image->GetOrigin( ) );
- this->m_Marks->SetSpacing( image->GetSpacing( ) );
- this->m_Marks->SetDirection( image->GetDirection( ) );
- this->m_Marks->Allocate( );
- this->m_Marks->FillBuffer( -1 );
- this->m_Count = 0;
- this->m_RenderCount = reg.GetNumberOfPixels( );
+ // Create actor
+ _TImage::RegionType reg = image->GetLargestPossibleRegion( );
+ _TImage::SizeType siz = reg.GetSize( );
+ if( this->m_Data.GetPointer( ) == NULL )
+ {
+ this->m_Data = vtkSmartPointer< vtkPolyData >::New( );
+ this->m_Mapper = vtkSmartPointer< vtkPolyDataMapper >::New( );
+ this->m_Actor = vtkSmartPointer< vtkActor >::New( );
+
+ vtkSmartPointer< vtkPoints > points =
+ vtkSmartPointer< vtkPoints >::New( );
+ vtkSmartPointer< vtkCellArray > vertices =
+ vtkSmartPointer< vtkCellArray >::New( );
+ vtkSmartPointer< vtkFloatArray > scalars =
+ vtkSmartPointer< vtkFloatArray >::New( );
+ this->m_Data->SetPoints( points );
+ this->m_Data->SetVerts( vertices );
+ this->m_Data->GetPointData( )->SetScalars( scalars );
+
+ this->m_Mapper->SetInputData( this->m_Data );
+ this->m_Actor->SetMapper( this->m_Mapper );
+ ren->AddActor( this->m_Actor );
+
+ this->m_Marks = TMarks::New( );
+ this->m_Marks->SetLargestPossibleRegion(
+ image->GetLargestPossibleRegion( )
+ );
+ this->m_Marks->SetRequestedRegion( image->GetRequestedRegion( ) );
+ this->m_Marks->SetBufferedRegion( image->GetBufferedRegion( ) );
+ this->m_Marks->SetOrigin( image->GetOrigin( ) );
+ this->m_Marks->SetSpacing( image->GetSpacing( ) );
+ this->m_Marks->SetDirection( image->GetDirection( ) );
+ this->m_Marks->Allocate( );
+ this->m_Marks->FillBuffer( -1 );
+ this->m_Count = 0;
+ this->m_RenderCount = reg.GetNumberOfPixels( );
- } // fi
+ } // fi
+ return;
- // Get possible events
- const _TEvent* evt = dynamic_cast< const _TEvent* >( &e );
- _TFrontEvent fevt;
- _TMarkEvent mevt;
- _TCollisionEvent cevt;
- _TEndEvent eevt;
+ } // fi
- if( evt != NULL )
+ const _TAliveEvent* aliveEvt = dynamic_cast< const _TAliveEvent* >( &e );
+ const _TFrontEvent* frontEvt = dynamic_cast< const _TFrontEvent* >( &e );
+ if( aliveEvt != NULL || frontEvt != NULL )
{
- if( fevt.CheckEvent( evt ) )
- {
- if( this->m_Marks->GetPixel( evt->Node.Vertex ) == -1 )
- {
- typename _TImage::PointType pnt;
- image->TransformIndexToPhysicalPoint( evt->Node.Vertex, pnt );
-
- long pId = this->m_Data->GetNumberOfPoints( );
- this->m_Data->GetVerts( )->InsertNextCell( 1 );
- this->m_Data->GetVerts( )->InsertCellPoint( pId );
- this->m_Data->GetPoints( )->
- InsertNextPoint( pnt[ 0 ], pnt[ 1 ], pnt[ 2 ] );
- this->m_Data->GetPointData( )->
- GetScalars( )->InsertNextTuple1( 0.5 );
- this->m_Data->Modified( );
-
- this->m_Marks->SetPixel( evt->Node.Vertex, pId );
- this->m_Count++;
-
- // Render visual debug
- double per = double( this->m_RenderCount ) * this->m_RenderPercentage;
- if( double( this->m_Count ) >= per )
- this->m_RenderWindow->Render( );
- if( double( this->m_Count ) >= per )
- this->m_Count = 0;
-
- } // fi
- return;
- }
- else if( mevt.CheckEvent( evt ) )
+ _TImage::IndexType vertex;
+ if( aliveEvt != NULL )
+ vertex = aliveEvt->Vertex;
+ else if( frontEvt != NULL )
+ vertex = frontEvt->Vertex;
+
+ if( this->m_Marks->GetPixel( vertex ) == -1 )
{
- // TODO: std::cout << "mark" << std::endl;
- return;
+ typename _TImage::PointType pnt;
+ image->TransformIndexToPhysicalPoint( vertex, pnt );
- } // fi
+ long pId = this->m_Data->GetNumberOfPoints( );
+ this->m_Data->GetVerts( )->InsertNextCell( 1 );
+ this->m_Data->GetVerts( )->InsertCellPoint( pId );
+ this->m_Data->GetPoints( )->
+ InsertNextPoint( pnt[ 0 ], pnt[ 1 ], pnt[ 2 ] );
+ this->m_Data->GetPointData( )->
+ GetScalars( )->InsertNextTuple1( 0.5 );
+ this->m_Data->Modified( );
- if( cevt.CheckEvent( evt ) )
- {
- // TODO: std::cout << "collision" << std::endl;
- return;
+ this->m_Marks->SetPixel( vertex, pId );
+ this->m_Count++;
+
+ // Render visual debug
+ double per = double( this->m_RenderCount ) * this->m_RenderPercentage;
+ if( double( this->m_Count ) >= per )
+ this->m_RenderWindow->Render( );
+ if( double( this->m_Count ) >= per )
+ this->m_Count = 0;
} // fi
+ return;
- if( eevt.CheckEvent( evt ) )
- {
- this->m_RenderWindow->Render( );
- ren->RemoveActor( this->m_Actor );
- this->m_RenderWindow->Render( );
- this->m_Marks = NULL;
- this->m_Data = NULL;
- this->m_Mapper = NULL;
- this->m_Actor = NULL;
- return;
+ } // fi
- } // fi
- }
- else
+ const _TEndEvent* endEvt = dynamic_cast< const _TEndEvent* >( &e );
+ if( endEvt != NULL )
+ {
+ this->m_RenderWindow->Render( );
+ ren->RemoveActor( this->m_Actor );
+ this->m_RenderWindow->Render( );
+ this->m_Marks = NULL;
+ this->m_Data = NULL;
+ this->m_Mapper = NULL;
+ this->m_Actor = NULL;
+ return;
+
+ } // fi
+
+
+ const _TBacktrackingEvent* backEvt =
+ dynamic_cast< const _TBacktrackingEvent* >( &e );
+ const _TEndBacktrackingEvent* endBackEvt =
+ dynamic_cast< const _TEndBacktrackingEvent* >( &e );
+ if( backEvt != NULL )
{
- const _TBacktrackingEvent* bevt =
- dynamic_cast< const _TBacktrackingEvent* >( &e );
- const _TEndBacktrackingEvent* ebevt =
- dynamic_cast< const _TEndBacktrackingEvent* >( &e );
- if( bevt != NULL )
- {
static const unsigned long nColors = 10;
- double back_id = double( bevt->BackId % nColors ) / double( nColors );
+ double back_id =
+ double( backEvt->FrontId % nColors ) / double( nColors );
typename _TImage::PointType pnt;
- image->TransformIndexToPhysicalPoint( bevt->Node, pnt );
+ image->TransformIndexToPhysicalPoint( backEvt->Vertex, pnt );
long pId = this->m_Data->GetNumberOfPoints( );
this->m_Data->GetVerts( )->InsertNextCell( 1 );
} // fi
- if( ebevt != NULL )
+ if( endBackEvt != NULL )
{
this->m_RenderWindow->Render( );
+ /* TODO: DEBUG
+ std::cout << "Press enter: " << std::ends;
+ int aux;
+ std::cin >> aux;
+ */
return;
} // fi
-
- } // fi
}
// -------------------------------------------------------------------------