<table cellspacing="0" cellpadding="0" border="0" ><tr><td valign="top" style="font: inherit;">Hello<br>I am viewing a 3D image in the renderwindow. What i want to do is When i click mouse at a point on the image in the renderwindow i want to know to which slice does that point picked by the mouse belong to? i am getting the x and y position but the z cordinate (which is basicaly the slice number in case of a 3D image ) is in fractions. <br>please help.<br><br>Frency<br>here is the code<br>#include <iostream><br>#include <fstream><br>#include <string><br><br>#include "vtkImageImport.h"<br>#include "vtkRenderWindowInteractor.h"<br>#include "vtkRenderer.h"<br>#include "vtkRenderWindow.h"<br>#include "vtkContourFilter.h"<br>#include "vtkPolyDataNormals.h"<br>#include "vtkPolyDataMapper.h"<br>#include "vtkActor.h"<br>#include "vtkOutlineFilter.h"<br>#include "vtkCamera.h"<br>#include "vtkCommand.h"<br>#include "vtkCellPicker.h"<br>#include
"vtkPointPicker.h"<br>#include "vtkProp3D.h"<br>vtkImageImport *Importer = vtkImageImport::New();<br>vtkContourFilter *skinExtractor = vtkContourFilter::New();<br>vtkPolyDataNormals *skinNormals = vtkPolyDataNormals::New();<br>vtkPolyDataMapper *skinMapper = vtkPolyDataMapper::New();<br>vtkActor *skin = vtkActor::New();<br>vtkRenderer *aRenderer = vtkRenderer::New();<br>vtkRenderWindow *renWin = vtkRenderWindow::New();<br><br>//** constants and variables defined**//<br><br>int t=0;<br><br> // No. of iterations to be done//<br>int x_max=54;<br>int y_max=47;<br>int z_max=63;<br>const int x_neigh=50000;<br>const int y_neigh=50000;<br>const int z_neigh=50000;<br>int count_vv;<br><br>//**reading image into an array**//<br><br>int x,y,z;<br><br><br>unsigned short* ImageArray= new unsigned short[x_max*y_max*z_max];<br><br><br>//**call back function for keypress**//<br><br>class vtkMyCallback : public vtkCommand<br>{<br>public:<br> static
vtkMyCallback *New()<br> { return new vtkMyCallback;}<br> void Delete()<br> { delete this; }<br><br> virtual void Execute(vtkObject *caller, unsigned long, void*)<br> {<br><br> vtkRenderWindowInteractor *iren= reinterpret_cast<vtkRenderWindowInteractor*>(caller);<br> {<br> int mouseX, mouseY;<br>float z;<br>iren->GetMousePosition(&mouseX, &mouseY);<br>z=aRenderer->GetZ(mouseX,mouseY);<br><br> cout<<"z"<<z<<"mouseX"<<mouseX<<"mouseY"<<mouseY<<endl;<br><br> }<br><br><br> //**Update the pipeline so that the renderwindow is
updated**//<br> Importer->Modified();<br> skinExtractor->Modified();<br> skinNormals->Modified();<br> skinMapper->Modified();<br> skinExtractor->SetInputConnection(Importer->GetOutputPort());<br> skin->SetMapper(skinMapper);<br> renWin->Render();<br><br><br><br> }<br>};<br><br>using namespace std;<br><br>//*****Main program starts****//<br><br>int main()<br> {<br> int x;<br> int y;<br> int z;<br><br>//**reading the .raw image into and array **//<br><br> ifstream inputFile;<br>
inputFile.open("/home/owner/Desktop/iteration/15s.raw",ios::binary);<br> for(z=0; z<z_max; z++)<br> {<br> for(y=0; y<y_max; y++)<br> {<br> for(x=0; x<x_max; x++)<br> {<br> inputFile.read((char*) &(ImageArray[z*x_max*y_max+y*x_max+x]),2);<br><br> }<br><br> }<br> }<br><br><br><br> //** Create the renderer, the render window, and the
interactor.**//<br> //** The renderer draws into the render window, the interactor keyboard-based interaction with the data within the render window.**//<br><br><br> renWin->AddRenderer(aRenderer);<br> vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();<br> iren->SetRenderWindow(renWin);<br><br>//**using image import class the inmage in the array is moved into the buffer**//<br><br> Importer->SetDataExtent(0, 53, 0, 46, 0, 62);<br> Importer->SetWholeExtent(0, 53, 0, 46, 0, 62);<br> Importer->SetDataSpacing(1.0,1.0,1.0);<br> Importer->SetNumberOfScalarComponents(1);<br> Importer->SetDataScalarTypeToUnsignedShort();<br> Importer->SetImportVoidPointer(ImageArray);<br><br>// An isosurface, or
contour value of 100 is known to correspond to the<br> //inner surface. Once generated, a vtkPolyDataNormals filter is<br> // is used to create normals for smooth surface shading during rendering.<br><br> skinExtractor->SetInputConnection(Importer->GetOutputPort());<br> skinExtractor->SetValue(0,109);<br><br> vtkPolyDataNormals *skinNormals = vtkPolyDataNormals::New();<br> skinNormals->SetInputConnection(skinExtractor->GetOutputPort());<br> skinNormals->SetFeatureAngle(60);<br><br><br><br> skinMapper->SetInputConnection(skinNormals->GetOutputPort());<br> skinMapper->ScalarVisibilityOff();<br><br><br> skin->SetMapper(skinMapper);<br><br>// It is convenient to create an initial view of the data. The FocalPoint<br> //
and Position form a vector direction. Later on (ResetCamera() method)<br> // this vector is used to position the camera to look at the data in this direction.<br><br> vtkCamera *aCamera = vtkCamera::New();<br> aCamera->SetViewUp (0, 0, -1);<br> aCamera->SetPosition (0, 1, 0);<br> aCamera->SetFocalPoint (0, 0, 0);<br> aCamera->ComputeViewPlaneNormal();<br><br>// Actors are added to the renderer. An initial camera view is created.<br> // The Dolly() method moves the camera towards the FocalPoint,thereby enlarging the image.<br> // aRenderer->AddActor(outline);<br><br> aRenderer->AddActor(skin);<br> aRenderer->SetActiveCamera(aCamera);<br> aRenderer->ResetCamera ();<br>
aCamera->Dolly(1.5);<br><br>//** defining the vtk windowinteractor**//<br><br> iren =vtkRenderWindowInteractor::New();<br> iren->SetRenderWindow(renWin);<br> renWin->Render();<br> renWin->SetSize(500, 500 );<br><br>//**adding observer to the interactor**//<br> vtkPointPicker *picker = vtkPointPicker::New();<br> picker->SetTolerance(0.01);<br> iren->SetPicker(picker);<br><br> vtkMyCallback *callback = vtkMyCallback::New();<br><br> iren->AddObserver( vtkCommand::LeftButtonPressEvent, callback );<br><br> iren->Initialize();<br> iren->Start();<br><br>//**delete all objects created previously to preventmemory
leaks**//<br><br><br><br> inputFile.close();<br><br> Importer->Delete();<br> skinExtractor->Delete();<br> skinMapper->Delete();<br> skin->Delete();<br> aCamera->Delete();<br> renWin->Delete();<br> aRenderer->Delete();<br> return 0;<br> }<br><br><br><br><br><br></td></tr></table><br>