3D图像处理时,为了让用户理解某个部件的用法,一般会在部件的旁边标注相应的文本,做为注释来;文本注释对视觉理解方面是不可或缺的。
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在 VTK 中提供了两种文本注释方法:微信
2D 文本注释,这种方式的特色:文本是贴在图像渲染窗口上,视觉效果文本在3D渲染图像的前面,呈现遮挡状态;app
3D文本注释,文本做为 3D Polydata 数据类型建立, 可做为3D集合对象展现,可旋转、可缩放;字体
2D 文本注释
对于第一种,主要用到 2D Actors(vtkActor2D 和它的子类 例如 vtkScaledTextActor) 、Mappers(vtkMapper 2D 和它的子类 vtkTextMapper ),spa
2DTextActor 和 Mapper 与 3D文本注释类似,二者最大区别:.net
一种是文本以2D文本贴到窗口上,位置固定不可动;一种是文本以3D对象建立,可旋转、可缩放(绘制窗口设置了交互效果);3d
下面这个例子中展现的就是 2D Text 文本注释,例子中建立了两个对象:code
1,Sphere 3D 图像,以 vtkLODActor 类建立,做为 3D 对象;orm
2,Text 文本,以 vtkTextActor 类建立,用于做为注释文本;对象
绘制时,把两个 Actor 所有加入 Renderer (绘制器)中;这里文本属性用到 vtkTextProperty 类,用于设置文本走向(垂直、水平)、颜色、坐标及文字类型(大小、字体)等;
#include<vtkSphereSource.h>
#include<vtkLODActor.h>
#include<vtkTextActor.h>
#include<vtkPolyDataMapper.h>
#include<vtkRenderer.h>
#include<vtkRenderWindow.h>
#include<vtkRenderWindowInteractor.h>
#include<vtkNamedColors.h>
#include<vtkAutoInit.h>
#include<vtkTextProperty.h>
VTK_MODULE_INIT(vtkRenderingOpenGL2);
VTK_MODULE_INIT(vtkInteractionStyle);
VTK_MODULE_INIT(vtkRenderingFreeType)
VTK_MODULE_INIT(vtkRenderingVolumeOpenGL2);
int main()
{
vtkSmartPointer<vtkSphereSource> sphere =
vtkSmartPointer<vtkSphereSource>::New();
vtkSmartPointer<vtkPolyDataMapper> polymapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
vtkSmartPointer<vtkLODActor> sphereActor =
vtkSmartPointer<vtkLODActor>::New();
vtkSmartPointer<vtkTextActor> textActor =
vtkSmartPointer<vtkTextActor>::New();
vtkSmartPointer<vtkNamedColors> colors =
vtkSmartPointer<vtkNamedColors>::New();
polymapper->SetInputConnection(sphere->GetOutputPort());
polymapper->GlobalImmediateModeRenderingOn();//ImmadianteMode on;
sphereActor->SetMapper(polymapper);
textActor->SetTextScaleModeToProp();
textActor->SetDisplayPosition(90, 50);//Position
textActor->SetInput("VTK Text Diaplayed!");
textActor->GetActualPosition2Coordinate()->SetCoordinateSystemToNormalizedViewport();
textActor->GetPosition2Coordinate()->SetValue(0.6, 0.1);
textActor->GetTextProperty()->SetFontSize(18);
textActor->GetTextProperty()->SetFontFamilyToArial();
textActor->GetTextProperty()->SetJustificationToCentered();
textActor->GetTextProperty()->BoldOn();
textActor->GetTextProperty()->ItalicOn();
textActor->GetTextProperty()->ShadowOn();
textActor->GetTextProperty()->SetColor(0, 0, 1);
vtkSmartPointer<vtkRenderer> ren = vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();
ren->SetBackground(colors->GetColor3d("SlateGray").GetData());
ren->AddViewProp(textActor);
ren->AddActor(sphereActor);
renWin->AddRenderer(ren);
iren->SetRenderWindow(renWin);
try
{
renWin->Render();
iren->Start();
}
catch (std::exception & e)
{
std::cout << "Exceptation caught!" << std::endl;
std::cout << e.what() << std::endl;
return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}
展现效果以下:

3D 文本注释 vtkFollower
3D文本注释利用 vtkVectorText 来建立一个 文本字符串的 polygonal 表示方式,而后将其放置在场景的合适位置;
定位 3D Text有用的类为 vtkFollower ,此类是常常面向 Renderer 的 active camera 表示的是 Actor 的类,借此确保文本可读性;
下面的代码部分就是关于 3D文本注释的效果实现,建立 一个数轴,结合 vtkVectorText 与 vtkFollower 对数轴原点进行标注;
#include<vtkRenderer.h>
#include<vtkPolyDataMapper.h>
#include<vtkActor.h>
#include<vtkRenderWindow.h>
#include<vtkPolyDataMapper.h>
#include<vtkFollower.h>
#include<vtkVectorText.h>
#include<vtkAxes.h>
#include<vtkProperty.h>
#include<vtkNamedColors.h>
#include<vtkRenderWindowInteractor.h>
#include<vtkAutoInit.h>
int main()
{
vtkSmartPointer<vtkAxes> axes = vtkSmartPointer<vtkAxes>::New();
vtkSmartPointer<vtkPolyDataMapper> polymapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
vtkSmartPointer<vtkNamedColors> colors =
vtkSmartPointer<vtkNamedColors>::New();
polymapper->SetInputConnection(axes->GetOutputPort());// axes object;
vtkSmartPointer<vtkActor> axesActor = vtkSmartPointer<vtkActor>::New();
axesActor->SetMapper(polymapper);
vtkSmartPointer<vtkVectorText> atext = vtkSmartPointer<vtkVectorText>::New();
atext->SetText("Origin");
vtkSmartPointer<vtkPolyDataMapper> textMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
textMapper->SetInputConnection(atext->GetOutputPort());
vtkSmartPointer<vtkFollower> textActor =// vtkVectorActor vtkFollwer;
vtkSmartPointer<vtkFollower>::New();
textActor->SetMapper(textMapper);
textActor->SetScale(0.2, 0.2, 0.2);
textActor->AddPosition(0, 0.1, 0);
textActor->GetProperty()->SetColor(0, 0, 1);
vtkSmartPointer<vtkRenderer> ren = vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renWin = vtkSmartPointer<vtkRenderWindow>::New();
vtkSmartPointer<vtkRenderWindowInteractor> iren = vtkSmartPointer<vtkRenderWindowInteractor>::New();
ren->AddViewProp(textActor);//Add Actor;
ren->AddActor(axesActor);
ren->SetBackground(colors->GetColor3d("StateGray").GetData());//back ground color;
textActor->SetCamera(ren->GetActiveCamera());
renWin->AddRenderer(ren);
iren->SetRenderWindow(renWin);
renWin->Render();
iren->Start();
}
最终结果展现以下:

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