示例#1
0
bool mitk::WiiMoteInteractor::FixedRotationAndTranslation(const mitk::WiiMoteAllDataEvent* wiiMoteEvent)
{

  Geometry3D* geometry = this->TransformCurrentDataInGeometry3D();

  m_OrientationX = wiiMoteEvent->GetOrientationX();
  m_OrientationY = wiiMoteEvent->GetOrientationY();
  m_OrientationZ = wiiMoteEvent->GetOrientationZ();

  ScalarType pitchSpeed = wiiMoteEvent->GetPitchSpeed();
  ScalarType rollSpeed = wiiMoteEvent->GetRollSpeed();
  ScalarType yawSpeed = wiiMoteEvent->GetYawSpeed();

  // angle x
  if(std::abs(pitchSpeed) < 200)
    pitchSpeed = 0;

  m_xAngle += (pitchSpeed / 1500);

  // angle y
  if(std::abs(rollSpeed) < 200)
    rollSpeed = 0;

  m_yAngle += (rollSpeed / 1500);

  // angle z
  if(std::abs(yawSpeed) < 200)
    yawSpeed = 0;

  m_zAngle += (yawSpeed / 1500);

  if(  std::abs(pitchSpeed) > 200
    || std::abs(rollSpeed) > 200
    || std::abs(yawSpeed) > 200)
  {
    m_InRotation = true;
    //// depending on a combination of the
    //// orientation the angleX wil be altered
    //// because the range from roll is limited
    //// range: -90° to 90° by the wiimote
    //if(wiiMoteEvent->GetOrientationZ() < 0)
    //{
    //  // value is positive
    //  if(wiiMoteEvent->GetOrientationX() > 0)
    //  {
    //    // the degree measured decreases after it reaches
    //    // in the "real" world the 90 degree angle
    //    // (rotation to the right side)
    //    // therefore it needs to artificially increased

    //    // measured value drops -> computated angle increases
    //    angleX = 90 - angleX;

    //    // now add the "new" angle to 90 degree threshold
    //    angleX += 90;
    //  }
    //  // value is negative
    //  else if(wiiMoteEvent->GetOrientationX() < 0)
    //  {
    //    // the degree measured increases after it reaches
    //    // in the "real" world -90 degree
    //    // (rotation to the left side)
    //    // therefore it needs to be artificially decreased
    //    // (example -90 -> -70, but -110 is needed)

    //    // measured value increases -> computated angle decreases
    //    angleX = 90 + angleX;

    //    // invert the algebraic sign, because it is the "negative"
    //    // side of the rotation
    //    angleX = -angleX;

    //    // now add the negative value to the -90 degree threshold
    //    // to decrease the value further
    //    angleX -= 90;
    //  }
    //  else if(wiiMoteEvent->GetOrientationX() == 0)
    //  {
    //    // i.e. wiimote is flipped upside down
    //    angleX = 180;
    //  }
    //}

    //rotation
    vtkTransform *vtkTransform = vtkTransform::New();

    //copy m_vtkMatrix to m_VtkIndexToWorldTransform
    geometry->TransferItkToVtkTransform();

    //////m_VtkIndexToWorldTransform as vtkLinearTransform*
    vtkTransform->SetMatrix(geometry->GetVtkTransform()->GetMatrix());

    // rotation from center is different
    // from rotation while translated
    // hence one needs the center of the object
    Point3D center = geometry->GetOrigin();

    vtkTransform->PostMultiply();
    vtkTransform->Translate(-center[0], -center[1], -center[2]);
    //vtkTransform->RotateWXYZ(angle, rotationVector[0], rotationVector[1], rotationVector[2]);

    vtkTransform->RotateX(m_xAngle);

    vtkTransform->RotateY(m_zAngle);

    vtkTransform->RotateZ(m_yAngle);

    vtkTransform->Translate(center[0], center[1], center[2]);
    vtkTransform->PreMultiply();

    geometry->SetIndexToWorldTransformByVtkMatrix(vtkTransform->GetMatrix());
    geometry->Modified();

    // indicate modification of data tree node
    m_DataNode->Modified();

    vtkTransform->Delete();

    //update rendering
    mitk::RenderingManager::GetInstance()->RequestUpdateAll();

    return true;

  }
  else if(!m_InRotation)
  {
    float xValue = wiiMoteEvent->GetXAcceleration();
    float yValue = wiiMoteEvent->GetYAcceleration();
    float zValue = wiiMoteEvent->GetZAcceleration();

    float pitch = wiiMoteEvent->GetPitch();
    float roll = wiiMoteEvent->GetRoll();

    // substracts the proportionate force
    // applied by gravity depending on the
    // orientation

    float sinP = sin(pitch/180.0 * M_PI);
    float cosP = cos(pitch/180.0 * M_PI);
    float sinR = sin(roll/180.0 * M_PI);
    float cosR = cos(roll/180.0 * M_PI);

    // x acceleration
    if(m_OrientationZ >= 0)
      xValue = xValue - sinR * cosP;
    else
      xValue = xValue + sinR * cosP;

    // against drift
    if(std::abs(xValue) < 0.2)
      xValue = 0;

    // y acceleration
    yValue = yValue + sinP;

    // against drift
    if(std::abs(yValue) < 0.2)
      yValue = 0;

    // z acceleration
    zValue = zValue - cosP * cosR;

    // against drift
    if(std::abs(zValue) < 0.3)
      zValue = 0;

    // simple integration over time
    // resulting in velocity
    switch(m_TranslationMode)
    {
    case 1:
      m_xVelocity -= xValue;
      m_yVelocity -= yValue;
      m_zVelocity += zValue;


      // 1 = movement to the right
      // initially starts with negative acceleration
      // 2 = movement to the left
      // initially starts with positive acceleration
      if(  m_xVelocity > 0 && xValue > 0  // 1
        || m_xVelocity < 0 && xValue < 0) // 2
      {
        m_xVelocity += xValue;
      }
      else if( m_xVelocity > 0 && xValue < 0  // 1
        || m_xVelocity < 0 && xValue > 0)     // 2
      {
        m_xVelocity -= xValue;
      }
      break;

    case 3:

      m_yVelocity -= yValue;
      break;
    case 4:

      // 1 = movement up
      // initially starts with positive acceleration
      // 2 = movement down
      // initially starts with negative acceleration
      if(  m_zVelocity > 0 && zValue < 0  // 1
        || m_zVelocity < 0 && zValue > 0) // 2
      {
        m_zVelocity -= zValue;
      }
      else if(m_zVelocity > 0 && zValue > 0 // 1
        || m_zVelocity < 0 && zValue < 0)   // 2
      {
        m_zVelocity += zValue;
      }
      break;
    }

    // sets the mode of the translation
    // depending on the initial velocity
    if(  std::abs(m_xVelocity) > std::abs(m_yVelocity)
      && std::abs(m_xVelocity) > std::abs(m_zVelocity) )
    {
      m_TranslationMode = 2;
      m_yVelocity = 0;
      m_zVelocity = 0;
    }
    else if( std::abs(m_yVelocity) > std::abs(m_xVelocity)
      && std::abs(m_yVelocity) > std::abs(m_zVelocity) )
    {
      m_TranslationMode = 3;
      m_xVelocity = 0;
      m_zVelocity = 0;
    }
    else if(std::abs(m_zVelocity) > std::abs(m_xVelocity)
      && std::abs(m_zVelocity) > std::abs(m_yVelocity) )
    {
      m_TranslationMode = 4;
      m_xVelocity = 0;
      m_yVelocity = 0;
    }

    // translation
    mitk::Vector3D movementVector;
    movementVector.SetElement(0,m_xVelocity);
    movementVector.SetElement(1,m_yVelocity);
    movementVector.SetElement(2,m_zVelocity);

    geometry->Translate(movementVector);

    // indicate modification of data tree node
    m_DataNode->Modified();

    // update rendering
    mitk::RenderingManager::GetInstance()->RequestUpdateAll();

    return true;
  }

  return false;
}
示例#2
0
std::string
mitk::TestDICOMLoading::DumpImageInformation( const Image* image )
{
  std::stringstream result;

  if (image == NULL) return result.str();

  SetDefaultLocale();

  // basic image data
  DumpLine( "Pixeltype",    TypeIDToString( (image->GetPixelType().GetTypeId()) ));
  DumpLine( "BitsPerPixel", image->GetPixelType().GetBpe() );
  DumpLine( "Dimension",    image->GetDimension() );

  result << "Dimensions: ";
  for (unsigned int dim = 0; dim < image->GetDimension(); ++dim)
    result << image->GetDimension(dim) << " ";
  result << "\n";

  // geometry data
  result << "Geometry: \n";
  Geometry3D* geometry = image->GetGeometry();
  if (geometry)
  {
    AffineTransform3D* transform = geometry->GetIndexToWorldTransform();
    if (transform)
    {
      result << "  " << "Matrix: ";
      const AffineTransform3D::MatrixType& matrix = transform->GetMatrix();
      for (unsigned int i = 0; i < 3; ++i)
        for (unsigned int j = 0; j < 3; ++j)
          result << matrix[i][j] << " ";
      result << "\n";

      result << "  " << "Offset: ";
      const AffineTransform3D::OutputVectorType& offset = transform->GetOffset();
      for (unsigned int i = 0; i < 3; ++i)
          result << offset[i] << " ";
      result << "\n";

      result << "  " << "Center: ";
      const AffineTransform3D::InputPointType& center = transform->GetCenter();
      for (unsigned int i = 0; i < 3; ++i)
          result << center[i] << " ";
      result << "\n";

      result << "  " << "Translation: ";
      const AffineTransform3D::OutputVectorType& translation = transform->GetTranslation();
      for (unsigned int i = 0; i < 3; ++i)
          result << translation[i] << " ";
      result << "\n";

      result << "  " << "Scale: ";
      const double* scale = transform->GetScale();
      for (unsigned int i = 0; i < 3; ++i)
          result << scale[i] << " ";
      result << "\n";

      result << "  " << "Origin: ";
      const Point3D& origin = geometry->GetOrigin();
      for (unsigned int i = 0; i < 3; ++i)
          result << origin[i] << " ";
      result << "\n";

      result << "  " << "Spacing: ";
      const Vector3D& spacing = geometry->GetSpacing();
      for (unsigned int i = 0; i < 3; ++i)
          result << spacing[i] << " ";
      result << "\n";

      result << "  " << "TimeBounds: ";
      const TimeBounds timeBounds = geometry->GetTimeBounds();
      for (unsigned int i = 0; i < 2; ++i)
          result << timeBounds[i] << " ";
      result << "\n";


    }
  }

  ResetUserLocale();

  return result.str();
}