void PlaneGeometry::InitializeStandardPlane( mitk::ScalarType width, ScalarType height, const VnlVector &rightVector, const VnlVector &downVector, const Vector3D *spacing ) { assert(width > 0); assert(height > 0); VnlVector rightDV = rightVector; rightDV.normalize(); VnlVector downDV = downVector; downDV.normalize(); VnlVector normal = vnl_cross_3d(rightVector, downVector); normal.normalize(); if(spacing!=NULL) { rightDV *= (*spacing)[0]; downDV *= (*spacing)[1]; normal *= (*spacing)[2]; } AffineTransform3D::Pointer transform = AffineTransform3D::New(); Matrix3D matrix; matrix.GetVnlMatrix().set_column(0, rightDV); matrix.GetVnlMatrix().set_column(1, downDV); matrix.GetVnlMatrix().set_column(2, normal); transform->SetMatrix(matrix); transform->SetOffset(m_IndexToWorldTransform->GetOffset()); ScalarType bounds[6] = { 0, width, 0, height, 0, 1 }; this->SetBounds( bounds ); this->SetIndexToWorldTransform( transform ); }
void PlaneGeometry::EnsurePerpendicularNormal( mitk::AffineTransform3D *transform ) { /** \brief ensure column(2) of indexToWorldTransform-matrix to be perpendicular to plane, keep length and handedness. */ VnlVector normal = vnl_cross_3d( transform->GetMatrix().GetVnlMatrix().get_column(0), transform->GetMatrix().GetVnlMatrix().get_column(1) ); normal.normalize(); // Now normal is a righthand normal unit vector, perpendicular to the plane. ScalarType len = transform->GetMatrix().GetVnlMatrix().get_column(2).two_norm(); if (len==0) { len = 1; } normal *= len; // Get the existing normal vector zed: vnl_vector_fixed<double, 3> zed = transform->GetMatrix().GetVnlMatrix().get_column(2); /** If det(matrix)<0, multiply normal vector by (-1) to keep geometry lefthanded. */ if( vnl_determinant( transform->GetMatrix().GetVnlMatrix()) < 0 ) { MITK_DEBUG << "EnsurePerpendicularNormal(): Lefthanded geometry preserved, rh-normal: [ " << normal << " ],"; normal *= (-1.0); MITK_DEBUG << "lh-normal: [ " << normal << " ], original vector zed is: [ " << zed << " ]"; } // Now lets compare and only replace if necessary and only then warn the user: // float epsilon is precise enough here, but we need to respect numerical condition: // Higham, N., 2002, Accuracy and Stability of Numerical Algorithms, // SIAM, page 37, 2nd edition: double feps = std::numeric_limits<float>::epsilon(); double zedsMagnitude = zed.two_norm(); feps = feps * zedsMagnitude * 2; /** Check if normal (3. column) was perpendicular: If not, replace with calculated normal vector: */ if( normal != zed ) { vnl_vector_fixed<double, 3> parallel; for ( unsigned int i = 0; i<3 ; ++i ) { parallel[i] = normal[i] / zed[i]; // Remember linear algebra: checking for parallelity. } // Checking if really not paralell i.e. non-colinear vectors by comparing these floating point numbers: if( (parallel[0]+feps < parallel[1] || feps+parallel[1] < parallel[0]) && (parallel[0]+feps < parallel[2] || feps+parallel[2] < parallel[0]) ) { MITK_WARN << "EnsurePerpendicularNormal(): Plane geometry was _/askew/_, so here it gets rectified by substituting" << " the 3rd column of the indexToWorldMatrix with an appropriate normal vector: [ " << normal << " ], original vector zed was: [ " << zed << " ]."; Matrix3D matrix = transform->GetMatrix(); matrix.GetVnlMatrix().set_column( 2, normal ); transform->SetMatrix( matrix ); } } else { // Nothing to do, 3rd column of indexToWorldTransformMatrix already was perfectly perpendicular. } }
void PlaneGeometry::SetMatrixByVectors( const VnlVector &rightVector, const VnlVector &downVector, ScalarType thickness ) { VnlVector normal = vnl_cross_3d(rightVector, downVector); normal.normalize(); normal *= thickness; AffineTransform3D::Pointer transform = AffineTransform3D::New(); Matrix3D matrix; matrix.GetVnlMatrix().set_column(0, rightVector); matrix.GetVnlMatrix().set_column(1, downVector); matrix.GetVnlMatrix().set_column(2, normal); transform->SetMatrix(matrix); transform->SetOffset(m_IndexToWorldTransform->GetOffset()); SetIndexToWorldTransform(transform); }
void PlaneGeometry::SetMatrixByVectors( const VnlVector &rightVector, const VnlVector &downVector, ScalarType thickness /* = 1.0 */ ) { VnlVector normal = vnl_cross_3d(rightVector, downVector); normal.normalize(); normal *= thickness; // Crossproduct vnl_cross_3d is always righthanded, but that is okay here // because in this method we create a new IndexToWorldTransform and // a negative thickness could still make it lefthanded. AffineTransform3D::Pointer transform = AffineTransform3D::New(); Matrix3D matrix; matrix.GetVnlMatrix().set_column(0, rightVector); matrix.GetVnlMatrix().set_column(1, downVector); matrix.GetVnlMatrix().set_column(2, normal); transform->SetMatrix(matrix); transform->SetOffset(this->GetIndexToWorldTransform()->GetOffset()); SetIndexToWorldTransform(transform); }
unsigned int mitk::PlanePositionManagerService::AddNewPlanePosition ( const Geometry2D* plane, unsigned int sliceIndex ) { for (unsigned int i = 0; i < m_PositionList.size(); ++i) { if (m_PositionList[i] != 0) { bool isSameMatrix(true); bool isSameOffset(true); isSameOffset = mitk::Equal(m_PositionList[i]->GetTransform()->GetOffset(), plane->GetIndexToWorldTransform()->GetOffset()); if(!isSameOffset || sliceIndex != m_PositionList[i]->GetPos()) continue; isSameMatrix = mitk::MatrixEqualElementWise(m_PositionList[i]->GetTransform()->GetMatrix(), plane->GetIndexToWorldTransform()->GetMatrix()); if(isSameMatrix) return i; } } AffineTransform3D::Pointer transform = AffineTransform3D::New(); Matrix3D matrix; matrix.GetVnlMatrix().set_column(0, plane->GetIndexToWorldTransform()->GetMatrix().GetVnlMatrix().get_column(0)); matrix.GetVnlMatrix().set_column(1, plane->GetIndexToWorldTransform()->GetMatrix().GetVnlMatrix().get_column(1)); matrix.GetVnlMatrix().set_column(2, plane->GetIndexToWorldTransform()->GetMatrix().GetVnlMatrix().get_column(2)); transform->SetMatrix(matrix); transform->SetOffset(plane->GetIndexToWorldTransform()->GetOffset()); mitk::Vector3D direction; direction[0] = plane->GetIndexToWorldTransform()->GetMatrix().GetVnlMatrix().get_column(2)[0]; direction[1] = plane->GetIndexToWorldTransform()->GetMatrix().GetVnlMatrix().get_column(2)[1]; direction[2] = plane->GetIndexToWorldTransform()->GetMatrix().GetVnlMatrix().get_column(2)[2]; direction.Normalize(); mitk::RestorePlanePositionOperation* newOp = new mitk::RestorePlanePositionOperation (OpRESTOREPLANEPOSITION, plane->GetExtent(0), plane->GetExtent(1), plane->GetSpacing(), sliceIndex, direction, transform); m_PositionList.push_back( newOp ); return GetNumberOfPlanePositions()-1; }
void PlaneGeometry::InitializeStandardPlane( mitk::ScalarType width, ScalarType height, const VnlVector &rightVector, const VnlVector &downVector, const Vector3D *spacing ) { assert(width > 0); assert(height > 0); VnlVector rightDV = rightVector; rightDV.normalize(); VnlVector downDV = downVector; downDV.normalize(); VnlVector normal = vnl_cross_3d(rightVector, downVector); normal.normalize(); // Crossproduct vnl_cross_3d is always righthanded, but that is okay here // because in this method we create a new IndexToWorldTransform and // spacing with 1 or 3 negative components could still make it lefthanded. if(spacing!=nullptr) { rightDV *= (*spacing)[0]; downDV *= (*spacing)[1]; normal *= (*spacing)[2]; } AffineTransform3D::Pointer transform = AffineTransform3D::New(); Matrix3D matrix; matrix.GetVnlMatrix().set_column(0, rightDV); matrix.GetVnlMatrix().set_column(1, downDV); matrix.GetVnlMatrix().set_column(2, normal); transform->SetMatrix(matrix); transform->SetOffset(this->GetIndexToWorldTransform()->GetOffset()); ScalarType bounds[6] = { 0, width, 0, height, 0, 1 }; this->SetBounds( bounds ); this->SetIndexToWorldTransform( transform ); }
void PlaneGeometry::EnsurePerpendicularNormal(mitk::AffineTransform3D *transform) { //ensure row(2) of transform to be perpendicular to plane, keep length. VnlVector normal = vnl_cross_3d( transform->GetMatrix().GetVnlMatrix().get_column(0), transform->GetMatrix().GetVnlMatrix().get_column(1) ); normal.normalize(); ScalarType len = transform->GetMatrix() .GetVnlMatrix().get_column(2).two_norm(); if (len==0) len = 1; normal*=len; Matrix3D matrix = transform->GetMatrix(); matrix.GetVnlMatrix().set_column(2, normal); transform->SetMatrix(matrix); }
void PlaneGeometry::ExecuteOperation( Operation *operation ) { vtkTransform *transform = vtkTransform::New(); transform->SetMatrix( m_VtkMatrix ); switch ( operation->GetOperationType() ) { case OpORIENT: { mitk::PlaneOperation *planeOp = dynamic_cast< mitk::PlaneOperation * >( operation ); if ( planeOp == NULL ) { return; } Point3D center = planeOp->GetPoint(); Vector3D orientationVector = planeOp->GetNormal(); Vector3D defaultVector; FillVector3D( defaultVector, 0.0, 0.0, 1.0 ); Vector3D rotationAxis = itk::CrossProduct( orientationVector, defaultVector ); //vtkFloatingPointType rotationAngle = acos( orientationVector[2] / orientationVector.GetNorm() ); vtkFloatingPointType rotationAngle = atan2( (double) rotationAxis.GetNorm(), (double) (orientationVector * defaultVector) ); rotationAngle *= 180.0 / vnl_math::pi; transform->PostMultiply(); transform->Identity(); transform->Translate( center[0], center[1], center[2] ); transform->RotateWXYZ( rotationAngle, rotationAxis[0], rotationAxis[1], rotationAxis[2] ); transform->Translate( -center[0], -center[1], -center[2] ); break; } case OpRESTOREPLANEPOSITION: { RestorePlanePositionOperation *op = dynamic_cast< mitk::RestorePlanePositionOperation* >(operation); if(op == NULL) { return; } AffineTransform3D::Pointer transform2 = AffineTransform3D::New(); Matrix3D matrix; matrix.GetVnlMatrix().set_column(0, op->GetTransform()->GetMatrix().GetVnlMatrix().get_column(0)); matrix.GetVnlMatrix().set_column(1, op->GetTransform()->GetMatrix().GetVnlMatrix().get_column(1)); matrix.GetVnlMatrix().set_column(2, op->GetTransform()->GetMatrix().GetVnlMatrix().get_column(2)); transform2->SetMatrix(matrix); Vector3D offset = op->GetTransform()->GetOffset(); transform2->SetOffset(offset); this->SetIndexToWorldTransform(transform2); ScalarType bounds[6] = {0, op->GetWidth(), 0, op->GetHeight(), 0 ,1 }; this->SetBounds(bounds); TransferItkToVtkTransform(); this->Modified(); transform->Delete(); return; } default: Superclass::ExecuteOperation( operation ); transform->Delete(); return; } m_VtkMatrix->DeepCopy(transform->GetMatrix()); this->TransferVtkToItkTransform(); this->Modified(); transform->Delete(); }