We can use vtkCoordinate and vtkRenderer objects to convert point’s coordinate from a system to another one. I found vtkCoordinate called the functions of vtkViewport (vtkRenderer is child class of vtkViewport) to accomplish coordinate transformation.

class vtkViewport:
  virtual void LocalDisplayToDisplay(double &x, double &y);
  virtual void DisplayToNormalizedDisplay(double &u, double &v);
  virtual void NormalizedDisplayToViewport(double &x, double &y);
  virtual void ViewportToNormalizedViewport(double &u, double &v);
  virtual void NormalizedViewportToView(double &x, double &y, double &z);
  virtual void ViewToWorld(double &, double &, double &) {}
  virtual void DisplayToLocalDisplay(double &x, double &y);
  virtual void NormalizedDisplayToDisplay(double &u, double &v);
  virtual void ViewportToNormalizedDisplay(double &x, double &y);
  virtual void NormalizedViewportToViewport(double &u, double &v);
  virtual void ViewToNormalizedViewport(double &x, double &y, double &z);
  virtual void WorldToView(double &, double &, double &) {}


void vtkRenderer::WorldToView(double &x, double &y, double &z)

Example:

#define vtkSPtr vtkSmartPointer
#define vtkSPtrNew(Var, Type) vtkSPtr<Type> Var = vtkSPtr<Type>::New();

using namespace std;

int main()
{
    setbuf( stdout, nullptr );

    vtkSPtrNew( cone, vtkConeSource );
    vtkSPtrNew( mapper, vtkPolyDataMapper );
    mapper->SetInputConnection( cone->GetOutputPort() );
    vtkSPtrNew( actor, vtkActor );
    actor->SetMapper( mapper );

    vtkSPtrNew( axes, vtkAxesActor );

    double leftViewport[4] = {0.0, 0.0, 0.5, 1.0};
    double rightViewport[4] = {0.5, 0.0, 1.0, 1.0};

    vtkSPtrNew( leftRenderer, vtkRenderer );
    leftRenderer->AddActor( actor );
    leftRenderer->SetBackground( 0.4, 0.3, 0.6 );
    leftRenderer->SetViewport( leftViewport );
    leftRenderer->ResetCamera();

    vtkSPtrNew( rightRenderer, vtkRenderer );
    rightRenderer->AddActor( axes );
    rightRenderer->SetViewport( rightViewport );
    rightRenderer->ResetCamera();

    vtkSPtrNew( renderWindow, vtkRenderWindow );
    renderWindow->AddRenderer( leftRenderer );
    renderWindow->AddRenderer( rightRenderer );
    renderWindow->SetSize( 600, 300 );
    renderWindow->Render();

    vtkSPtrNew( renderWindowInteractor, vtkRenderWindowInteractor );
    renderWindowInteractor->SetRenderWindow( renderWindow );

    int *windowSize = renderWindow->GetSize();
    printf( "window size: (%d, %d)\n", windowSize[0], windowSize[1] );
    int *leftRenderSize = leftRenderer->GetSize();
    printf( "leftRender size: (%d, %d)\n", leftRenderSize[0], leftRenderSize[1] );

    vtkSPtrNew( coordinate, vtkCoordinate );
    coordinate->SetCoordinateSystemToWorld();
    double *axesPos = axes->GetPosition();
    coordinate->SetValue( axesPos );
    int *ptr = coordinate->GetComputedDisplayValue( rightRenderer );
    printf( "axes displayPos: (%d, %d, %d)\n", ptr[0], ptr[1], ptr[2] );
    ptr = coordinate->GetComputedViewportValue( leftRenderer );
    printf( "axes viewportValue: (%d, %d, %d)\n", ptr[0], ptr[1], ptr[2] );

    rightRenderer->SetWorldPoint( axes->GetPosition() );
    rightRenderer->WorldToDisplay();
    double *tmp = rightRenderer->GetDisplayPoint();
    printf( "axes displayPos: (%lf, %lf, %lf)\n", tmp[0], tmp[1], tmp[2] );

    renderWindowInteractor->Start();
    return 0;
}

Output:

window size: (600, 300)
leftRender size: (300, 300)
axes displayPos: (450, 150, -1966393448)
axes viewportValue: (150, 150, 0)
axes displayPos: (450.000000, 150.000000, 0.612942)

It’s recommended to use vtkRenderer to convert coordinate value directly because it’s convenient and accurate.

Categories: VTK

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