------------------------------------------------------------------------------ Update the SliceToWorld transformation matrix
| 495 | //------------------------------------------------------------------------------ |
| 496 | // Update the SliceToWorld transformation matrix |
| 497 | void vtkImageResliceMapper::UpdateSliceToWorldMatrix(vtkCamera* camera) |
| 498 | { |
| 499 | // Get slice plane in world coords by passing null as the prop matrix |
| 500 | double plane[4]; |
| 501 | this->GetSlicePlaneInDataCoords(nullptr, plane); |
| 502 | |
| 503 | // Make sure normal is facing towards camera |
| 504 | vtkMatrix4x4* viewMatrix = camera->GetViewTransformMatrix(); |
| 505 | double* ndop = viewMatrix->Element[2]; |
| 506 | if (vtkMath::Dot(ndop, plane) < 0) |
| 507 | { |
| 508 | plane[0] = -plane[0]; |
| 509 | plane[1] = -plane[1]; |
| 510 | plane[2] = -plane[2]; |
| 511 | plane[3] = -plane[3]; |
| 512 | } |
| 513 | |
| 514 | // The normal is the first three elements |
| 515 | double* normal = plane; |
| 516 | |
| 517 | // The last element is -dot(normal, origin) |
| 518 | double dp = -plane[3]; |
| 519 | |
| 520 | // Compute rotation angle between camera axis and slice normal |
| 521 | double vec[3]; |
| 522 | vtkMath::Cross(ndop, normal, vec); |
| 523 | double costheta = vtkMath::Dot(ndop, normal); |
| 524 | double sintheta = vtkMath::Norm(vec); |
| 525 | double theta = atan2(sintheta, costheta); |
| 526 | if (sintheta != 0) |
| 527 | { |
| 528 | vec[0] /= sintheta; |
| 529 | vec[1] /= sintheta; |
| 530 | vec[2] /= sintheta; |
| 531 | } |
| 532 | // convert to quaternion |
| 533 | costheta = cos(0.5 * theta); |
| 534 | sintheta = sin(0.5 * theta); |
| 535 | double quat[4]; |
| 536 | quat[0] = costheta; |
| 537 | quat[1] = vec[0] * sintheta; |
| 538 | quat[2] = vec[1] * sintheta; |
| 539 | quat[3] = vec[2] * sintheta; |
| 540 | // convert to matrix |
| 541 | double mat[3][3]; |
| 542 | vtkMath::QuaternionToMatrix3x3(quat, mat); |
| 543 | |
| 544 | // Create a slice-to-world transform matrix |
| 545 | // The columns are v1, v2, normal |
| 546 | vtkMatrix4x4* sliceToWorld = this->SliceToWorldMatrix; |
| 547 | |
| 548 | double v1[3], v2[3]; |
| 549 | vtkMath::Multiply3x3(mat, viewMatrix->Element[0], v1); |
| 550 | vtkMath::Multiply3x3(mat, viewMatrix->Element[1], v2); |
| 551 | |
| 552 | sliceToWorld->Element[0][0] = v1[0]; |
| 553 | sliceToWorld->Element[1][0] = v1[1]; |
| 554 | sliceToWorld->Element[2][0] = v1[2]; |
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