void mitk::SurfaceGLMapper2D::ApplyAllProperties(mitk::BaseRenderer* renderer)
{
  ApplyColorAndOpacityProperties(renderer);

  DataNode * node = GetDataNode();

  if(node == NULL)
  {
    return;
  }

  node->GetBoolProperty("draw normals 2D", m_DrawNormals, renderer);

  // check for color and opacity properties, use it for rendering if they exists
  node->GetColor(m_LineColor, renderer, "color");
  node->GetOpacity(m_LineColor[3], renderer, "opacity");

  bool invertNormals(false);
  node->GetBoolProperty("invert normals", invertNormals, renderer);

  if (!invertNormals)
  {
    node->GetColor(m_FrontSideColor, renderer, "front color");
    node->GetOpacity(m_FrontSideColor[3], renderer, "opacity");

    node->GetColor(m_BackSideColor, renderer, "back color");
    node->GetOpacity(m_BackSideColor[3], renderer, "opacity");

    node->GetFloatProperty( "front normal lenth (px)", m_FrontNormalLengthInPixels, renderer );
    node->GetFloatProperty( "back normal lenth (px)", m_BackNormalLengthInPixels, renderer );
  }
  else
  {
    node->GetColor(m_FrontSideColor, renderer, "back color");
    node->GetOpacity(m_FrontSideColor[3], renderer, "opacity");

    node->GetColor(m_BackSideColor, renderer, "front color");
    node->GetOpacity(m_BackSideColor[3], renderer, "opacity");

    node->GetFloatProperty( "back normal lenth (px)", m_FrontNormalLengthInPixels, renderer );
    node->GetFloatProperty( "front normal lenth (px)", m_BackNormalLengthInPixels, renderer );
  }
}
Beispiel #2
0
void mitk::VtkMapper::ApplyColorAndOpacityProperties(BaseRenderer *renderer, vtkActor *actor)
{
  float rgba[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  DataNode *node = GetDataNode();

  // check for color prop and use it for rendering if it exists
  node->GetColor(rgba, renderer, "color");
  // check for opacity prop and use it for rendering if it exists
  node->GetOpacity(rgba[3], renderer, "opacity");

  double drgba[4] = {rgba[0], rgba[1], rgba[2], rgba[3]};
  actor->GetProperty()->SetColor(drgba);
  actor->GetProperty()->SetOpacity(drgba[3]);
}