diff --git a/Documentation/Doxygen/Properties.dox b/Documentation/Doxygen/Properties.dox index b9471a14ca..c9dd576037 100644 --- a/Documentation/Doxygen/Properties.dox +++ b/Documentation/Doxygen/Properties.dox @@ -1,105 +1,140 @@ /** \page PropertiesPage The MITK Property Concept \section PropertyConcept The Concept Behind MITK Properties TODO: What information to they contain? Why use them? How to use them? What should not be stored in there? Where can they be accessed? \section ListOfIndependentProperty A List Of Module Independent Properties TODO: \subsection FileManagement File Management path - The physical path the file was loaded from name - The node name in the datamanager selected - Whether the node is selected in the datamanager \subsection GenericRenderingProperty Generic Rendering Properties -color - color the surface, grey value image, whatever should be rendered in -(usually white) +color - Color the surface, grey value image, whatever should be rendered in +(default is usually white). There is a special mitk::ColorProperty and you +can use the Getter/Setter methods to access it. The color is defined with +three values (RGB) in the range between 0.0 and 1.0. +\info If you are inside a mapper you can use the following code to access +the color: +\code +float rgb[3]={1.0f, 1.0f, 1.0f}; +GetColor( rgb, BaseRenderer ); +\endcode +(The BaseRenderer is usually known inside a mapper). +\endinfo +\warning +This property will not effect images if you set the property "use color" +to true. In that case a user-defined lookuptable will be used. + in plane resample extent by geometry - Toggles: Resampling grid corresponds to the current world geometry. This means that the spacing of the output 2D image depends on the currently selected world geometry, and *not* on the image itself. Resampling grid corresponds to the input geometry. This means that the spacing of the output 2D image is directly derived from the associated input image, regardless of the currently selected world geometry. -layer - controls what image is considered "on top" of another in case two -should inhabit the same space, higher layer occludes lower layer + +layer - Controls which image is considered "on top" of another. In the case +that two should inhabit the same space, the higher layer occludes lower layer. +TODO Does this also apply for surfaces, points, etc.? + levelwindow - contains the level window of the image + LookupTable - contains lookuptable for use in coloring image -opacity - alpha value of the node/image/surface + +opacity - Alpha (or transparency) value of the node/image/surface etc.. The +range of the opacity is between 0.0 and 1.0. +\info If you are inside a mapper you can use the following code to access +the opacity: +\code +float opacity=1.0f; +GetOpacity( opacity, BaseRenderer ); +\endcode +(The BaseRenderer is usually known inside a mapper). +\endinfo + reslice interpolation - Select interpolation mode (Nearest, Linear, Cubic) + texture interpolation - toggle interpolation + TransferFunction - contains transfer function for use in coloring image -use color - Toggle whether LUT is used (off) or not (on) - Should be redone and -renamed, this is counterintuitive + +use color - This property toggles the use of a user-defined lookuptable +for the rendering. True: use the LUT; False: use the color propery +TODO Provide an example how to set a lookuptable. +TODO Should be redone and renamed, this is counterintuitive + visible - toggle node/image/surface being rendered at all \subsection SurfaceRenderingProperties Surface Rendering Properties ..Surfacerendering: back color - in 2D, color of the normals outside the surface back normal lenth (px) - in 2D, length of the normals in pixels - Missing "g"? (When decreasing it the color using the front color is shorter?) color mode - surface - ??? draw normals 2d - Boolean: in 2D, toggles the presence of normals front color - in 2D, color of the normals inside the surface front normal lenth (px) - in 2D, length of the normals in pixels - Missing "g"? (When decreasing it the color using the back color is shorter?) invert normals - in 2D, switch front/back normals line width - in 2D, controls the thickness of the line where the surface intersects the plane (and normals) material.ambientCoefficient - in 3D ambient lighting material.diffuseCoefficient - in 3D scattering of light material.interpolation - Choose which interpolation algorithm to use for surface construction material.representation - Choose the representation to draw the mesh in (Surface, Wireframe, Point Cloud) material.specularCoefficient - in-/decrease non-scattered reflection material.specularPower - control percentage of non-scattered reflection - ??? difference to specularCoefficient? material.wireframeLineWidth - width of the wires if wireframe representation is scalar mode - surface - ??? scalar visibility - surface - ??? selected shader - which shader to use for surface rendering, currently the options are "fixed" and "mitkShaderLightning" \subsection VolumeRenderingProperties Volume Rendering Properties volumerendering - Boolean: Should the volume be rendered or not volumerendering configuration - Choice between Composite und MIP - ??? volumerendering.cpu.ambient - ambient lighting volumerendering.cpu.diffuse - in-/decrease light dispersion volumerendering.cpu.specular - in-/decrease non-scattered reflection volumerendering.cpu.specular.power - control percentage of non-scattered reflection - ??? difference to just specular? volumerendering.gpu.ambient - same as cpu with gpu volumerendering.gpu.diffuse - same as cpu with gpu volumerendering.gpu.reducesliceartifacts - presumably what the name suggests - ??? volumerendering.gpu.specular - same as cpu with gpu volumerendering.gpu.specular.power - same as cpu with gpu volumerendering.gpu.usetexturecompression - presumably what the name suggests - ??? volumerendering.ray.ambient - same as cpu with ray volumerendering.ray.diffuse - same as cpu with ray volumerendering.ray.specular - same as cpu with ray volumerendering.ray.specular.power - same as cpu with ray volumerendering.usegpu - Boolean: Whether to use the GPU for rendering or not volumerendering.uselod - Boolean: Whether to use the Level Of Detail mechanism or not volumerendering.usemip - Boolean: Whether to utilize maximum intensity projection volumerendering.useray - Boolean: Whether to use raycasting or not Additional comment: uselod can be active with usegpu, usemip, useray, but any of the latter can not be used with another one of them. */