Difference between revisions of "Slicer3 FlexibleLayouts"
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<h3>Progress</h3> | <h3>Progress</h3> | ||
+ | * We had a nice design meeting, some notes from it are captured below | ||
+ | * Sebastien has mature implementation in vtkMRMLViewNode and vtkMRMLCameraNode to provide multiple views of the MRMLScene. | ||
+ | * Alex and Andreas will be looking at the current implementation of vtkSlicerViewerWidget and designing an appropriate superclass for this widget | ||
+ | * New class hierarchy will be developed (diagram) to generalize layout representation | ||
+ | * Custom Layout MRML/Logic maturing and will be checked in to trunk soon | ||
+ | * Custom Layout GUI will follow | ||
+ | |||
+ | [[image:SlicerCustomLayoutFramework.png]] | ||
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+ | [[image:SlicerCustomLayoutContent.png]] | ||
</div> | </div> | ||
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==References== | ==References== | ||
− | * [ | + | * [https://www.slicer.org/wiki/Slicer3:UIDesign:WorkingProblems:SlicerFlexibleLayout:UXP#User_experience_design_for_Slicer_flexible_layouts User Experience Design] |
− | * [ | + | * [https://www.slicer.org/wiki/Slicer3:UIDesign:WorkingProblems:SlicerFlexibleLayout:Architecture Representation] |
==NOTES:== | ==NOTES:== | ||
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* When populating custom layout, will have to count number of vtkMRMLViewNodes and assign to panes | * When populating custom layout, will have to count number of vtkMRMLViewNodes and assign to panes | ||
* '''Representation for view: vtkMRMLViewNode:''' state for a 3D view vtkSlicerViewerWidget | * '''Representation for view: vtkMRMLViewNode:''' state for a 3D view vtkSlicerViewerWidget | ||
− | * '''Rep for camera: vtkMRMLCameraNode:''' vtkMRMLViewNodes have vtkMRMLCameraNodes; ViewNodes can swap CameraNodes. | + | * '''Rep for camera: vtkMRMLCameraNode:''' |
+ | ** vtkMRMLViewNodes have vtkMRMLCameraNodes; | ||
+ | ** ViewNodes can swap CameraNodes. | ||
** Seb mentions problem with a render being called in a viewer that has (temporarily) no camera, due to a swap -- vtk will create a new camera that has no MRML counterpart. This is addressed as described below. | ** Seb mentions problem with a render being called in a viewer that has (temporarily) no camera, due to a swap -- vtk will create a new camera that has no MRML counterpart. This is addressed as described below. | ||
− | * A viewNode can use the camera from another viewNode (but in this case, a camera swap is implemented under the hood so that no viewer is without a camera.) '''--Can we generate an event when this swap happens in case we want to notify a user?''' | + | ** A viewNode can use the camera from another viewNode (but in this case, a camera swap is implemented under the hood so that no viewer is without a camera.) '''--Can we generate an event when this swap happens in case we want to notify a user?''' |
− | * Many cameras can be created and a single ViewNode can switch to use any of them. | + | ** Many cameras can be created and a single ViewNode can switch to use any of them. |
* Single scene contains all datasets; different datasets can be exposed/hidden in each view. | * Single scene contains all datasets; different datasets can be exposed/hidden in each view. | ||
* How will this work in use: how to configure a node's display parameters for each defined view on the scene? | * How will this work in use: how to configure a node's display parameters for each defined view on the scene? |
Latest revision as of 18:07, 10 July 2017
Home < Slicer3 FlexibleLayouts
Key Investigators
- GE: Jim Miller
- BWH/Isomics: Steve Pieper
- BWH: Wendy Plesniak
- Kitware: Sebastien Barre (the multi-camera / multi-3D view code in the "cameraviewhell" branch has been ported to 3.4 and is being tested).
Objective
- Continue implementing infrastructure and interface for generating custom layouts in Slicer3
Approach, Plan
- Representation and Logic are currently being implemented; finish this implementation and begin testing.
- Add functionality to read/write XML specification
- Integrate with exiting vtkMRMLLayoutNode
- Begin work on building GUI to support UXP design
Progress
- We had a nice design meeting, some notes from it are captured below
- Sebastien has mature implementation in vtkMRMLViewNode and vtkMRMLCameraNode to provide multiple views of the MRMLScene.
- Alex and Andreas will be looking at the current implementation of vtkSlicerViewerWidget and designing an appropriate superclass for this widget
- New class hierarchy will be developed (diagram) to generalize layout representation
- Custom Layout MRML/Logic maturing and will be checked in to trunk soon
- Custom Layout GUI will follow
References
NOTES:
- Sebastien has been allowing creating multiple vtkMRMLViewerWidget or vtkMRMLCameraNode in the scenes
- previously they were singletons
- hard to patch underlying logic to take singleton status out.
- sebastien made new branch off of 3.4 with his changes
- found some bugs in trunk also (e.g. if close scene 3 or 4 times, can't exit slicer)
- He is testing now with multiple cameras and views
- Able to save, load, fiducials work ok
- will give Ron his code to test soon
- will patch 3.4 or put in 3.5 trunk after testing/fixing.
- In current implementation, new 3D views will populate tabbed 3D views...
- When populating custom layout, will have to count number of vtkMRMLViewNodes and assign to panes
- Representation for view: vtkMRMLViewNode: state for a 3D view vtkSlicerViewerWidget
- Rep for camera: vtkMRMLCameraNode:
- vtkMRMLViewNodes have vtkMRMLCameraNodes;
- ViewNodes can swap CameraNodes.
- Seb mentions problem with a render being called in a viewer that has (temporarily) no camera, due to a swap -- vtk will create a new camera that has no MRML counterpart. This is addressed as described below.
- A viewNode can use the camera from another viewNode (but in this case, a camera swap is implemented under the hood so that no viewer is without a camera.) --Can we generate an event when this swap happens in case we want to notify a user?
- Many cameras can be created and a single ViewNode can switch to use any of them.
- Single scene contains all datasets; different datasets can be exposed/hidden in each view.
- How will this work in use: how to configure a node's display parameters for each defined view on the scene?
- Node's display params can consist of kwd/val pairs where kwd is the viewerID, value is the param for that viewer.
- How to present this through the GUI in an intuitive way? Will think about this.
- How about transforming camera with xform vtkCamera API's ApplyTransform() method. Apply this in the Render Method for the viewer widget?
- Discussing difficulty of transforming camera programmatically and combining interactively applied user transforms simultaneously.
- How to encapsulate the presentation mechanism for content in any "pane" in a layout.
- IGT toplevel has had to overload too many methods -- so would be good to have a better constructed superclass for vtkSlicerViewerWidget. (Alex & Andreas) will restructure this architecture a little bit to clean it up.
- Goal: vtkKWWidget <- vtkSlicerLayoutableWidget <- vtkSlicerWidget <- vtkSlicerSliceViewerWidget
- TableViewers, plot viewers would all be subclassed from vtkSlicerLayoutableWidget.
- Layout logic/mrml underway and will be checked in soon.; Layout GUI will take a bit more time.
- Each vertex in layout tree should point to a vtkSlicerLayoutableWidgetNode