/*========================================================================= Program: Visualization Toolkit Module: vtkContourRepresentation.h Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ /** * @class vtkContourRepresentation * @brief represent the vtkContourWidget * * The vtkContourRepresentation is a superclass for various types of * representations for vtkContourWidget. * * @par Managing contour points: * The classes vtkContourRepresentationNode, vtkContourRepresentationInternals, * and vtkContourRepresentationPoint manage the data structure used to represent * nodes and points on a contour. A contour may contain several nodes and * several additional points. Nodes are usually the result of user-clicked points * on the contour. Additional points are created between nodes to generate a * smooth curve using some Interpolator -- see the method \c SetLineInterpolator. * * @par Managing contour points: * \par * The data structure stores both the world and display positions for every * point. (This may seem like a duplication.) The default behaviour of this * class is to use the WorldPosition to do all the math. Typically a point is * added at a given display position. Its corresponding world position is * computed using the point placer, and stored. Any query of the display * position of a stored point is done via the Renderer, which computes the * display position given a world position. * * @par Managing contour points: * \par * So why maintain the display position? Consider drawing a contour on a * volume widget. You might want the contour to be located at a certain world * position in the volume or you might want to be overlaid over the window * like an Actor2D. The default behaviour of this class is to provide the * former behaviour. * * @par Managing contour points: * \par * To achieve the latter behaviour, override the methods that return the display * position (to return the set display position instead of computing it from * the world positions) and the method \c BuildLines() to interpolate lines * using their display positions instead of world positions. * * @sa * vtkContourWidget */ #ifndef vtkContourRepresentation_h #define vtkContourRepresentation_h #include "vtkInteractionWidgetsModule.h" // For export macro #include "vtkWidgetRepresentation.h" #include // STL Header; Required for vector class vtkContourLineInterpolator; class vtkIncrementalOctreePointLocator; class vtkPointPlacer; class vtkPolyData; class vtkIdList; //---------------------------------------------------------------------- class vtkContourRepresentationPoint { public: double WorldPosition[3]; double NormalizedDisplayPosition[2]; // The point id. This is blank except in the case of // vtkPolygonalSurfaceContourLineInterpolator vtkIdType PointId; }; class vtkContourRepresentationNode { public: double WorldPosition[3]; double WorldOrientation[9]; double NormalizedDisplayPosition[2]; int Selected; std::vector Points; // The point id. This is blank except in the case of // vtkPolygonalSurfaceContourLineInterpolator vtkIdType PointId; }; class vtkContourRepresentationInternals { public: std::vector Nodes; void ClearNodes() { for (unsigned int i = 0; i < this->Nodes.size(); i++) { for (unsigned int j = 0; j < this->Nodes[i]->Points.size(); j++) { delete this->Nodes[i]->Points[j]; } this->Nodes[i]->Points.clear(); delete this->Nodes[i]; } this->Nodes.clear(); } }; class VTKINTERACTIONWIDGETS_EXPORT vtkContourRepresentation : public vtkWidgetRepresentation { friend class vtkContourWidget; public: //@{ /** * Standard VTK methods. */ vtkTypeMacro(vtkContourRepresentation, vtkWidgetRepresentation); void PrintSelf(ostream& os, vtkIndent indent) override; //@} //@{ /** * Add a node at a specific world position. Returns 0 if the * node could not be added, 1 otherwise. */ virtual int AddNodeAtWorldPosition(double x, double y, double z); virtual int AddNodeAtWorldPosition(double worldPos[3]); virtual int AddNodeAtWorldPosition(double worldPos[3], double worldOrient[9]); //@} //@{ /** * Add a node at a specific display position. This will be * converted into a world position according to the current * constraints of the point placer. Return 0 if a point could * not be added, 1 otherwise. */ virtual int AddNodeAtDisplayPosition(double displayPos[2]); virtual int AddNodeAtDisplayPosition(int displayPos[2]); virtual int AddNodeAtDisplayPosition(int X, int Y); //@} //@{ /** * Given a display position, activate a node. The closest * node within tolerance will be activated. If a node is * activated, 1 will be returned, otherwise 0 will be * returned. */ virtual int ActivateNode(double displayPos[2]); virtual int ActivateNode(int displayPos[2]); virtual int ActivateNode(int X, int Y); //@} // Description: // Move the active node to a specified world position. // Will return 0 if there is no active node or the node // could not be moved to that position. 1 will be returned // on success. virtual int SetActiveNodeToWorldPosition(double pos[3]); virtual int SetActiveNodeToWorldPosition(double pos[3], double orient[9]); //@{ /** * Move the active node based on a specified display position. * The display position will be converted into a world * position. If the new position is not valid or there is * no active node, a 0 will be returned. Otherwise, on * success a 1 will be returned. */ virtual int SetActiveNodeToDisplayPosition(double pos[2]); virtual int SetActiveNodeToDisplayPosition(int pos[2]); virtual int SetActiveNodeToDisplayPosition(int X, int Y); //@} //@{ /** * Set/Get whether the active or nth node is selected. */ virtual int ToggleActiveNodeSelected(); virtual int GetActiveNodeSelected(); virtual int GetNthNodeSelected(int); virtual int SetNthNodeSelected(int); //@} /** * Get the world position of the active node. Will return * 0 if there is no active node, or 1 otherwise. */ virtual int GetActiveNodeWorldPosition(double pos[3]); /** * Get the world orientation of the active node. Will return * 0 if there is no active node, or 1 otherwise. */ virtual int GetActiveNodeWorldOrientation(double orient[9]); /** * Get the display position of the active node. Will return * 0 if there is no active node, or 1 otherwise. */ virtual int GetActiveNodeDisplayPosition(double pos[2]); /** * Get the number of nodes. */ virtual int GetNumberOfNodes(); /** * Get the nth node's display position. Will return * 1 on success, or 0 if there are not at least * (n+1) nodes (0 based counting). */ virtual int GetNthNodeDisplayPosition(int n, double pos[2]); /** * Get the nth node's world position. Will return * 1 on success, or 0 if there are not at least * (n+1) nodes (0 based counting). */ virtual int GetNthNodeWorldPosition(int n, double pos[3]); /** * Get the nth node. */ virtual vtkContourRepresentationNode* GetNthNode(int n); /** * Get the nth node's world orientation. Will return * 1 on success, or 0 if there are not at least * (n+1) nodes (0 based counting). */ virtual int GetNthNodeWorldOrientation(int n, double orient[9]); //@{ /** * Set the nth node's display position. Display position * will be converted into world position according to the * constraints of the point placer. Will return * 1 on success, or 0 if there are not at least * (n+1) nodes (0 based counting) or the world position * is not valid. */ virtual int SetNthNodeDisplayPosition(int n, int X, int Y); virtual int SetNthNodeDisplayPosition(int n, int pos[2]); virtual int SetNthNodeDisplayPosition(int n, double pos[2]); //@} //@{ /** * Set the nth node's world position. Will return * 1 on success, or 0 if there are not at least * (n+1) nodes (0 based counting) or the world * position is not valid according to the point * placer. */ virtual int SetNthNodeWorldPosition(int n, double pos[3]); virtual int SetNthNodeWorldPosition(int n, double pos[3], double orient[9]); //@} /** * Get the nth node's slope. Will return * 1 on success, or 0 if there are not at least * (n+1) nodes (0 based counting). */ virtual int GetNthNodeSlope(int idx, double slope[3]); // Description: // For a given node n, get the number of intermediate // points between this node and the node at // (n+1). If n is the last node and the loop is // closed, this is the number of intermediate points // between node n and node 0. 0 is returned if n is // out of range. virtual int GetNumberOfIntermediatePoints(int n); /** * Get the world position of the intermediate point at * index idx between nodes n and (n+1) (or n and 0 if * n is the last node and the loop is closed). Returns * 1 on success or 0 if n or idx are out of range. */ virtual int GetIntermediatePointWorldPosition(int n, int idx, double point[3]); /** * Add an intermediate point between node n and n+1 * (or n and 0 if n is the last node and the loop is closed). * Returns 1 on success or 0 if n is out of range. */ virtual int AddIntermediatePointWorldPosition(int n, double point[3]); /** * Add an intermediate point between node n and n+1 * (or n and 0 if n is the last node and the loop is closed). * Returns 1 on success or 0 if n is out of range. The added point is * assigned a ptId as supplied. */ virtual int AddIntermediatePointWorldPosition(int n, double point[3], vtkIdType ptId); /** * Delete the last node. Returns 1 on success or 0 if * there were not any nodes. */ virtual int DeleteLastNode(); /** * Delete the active node. Returns 1 on success or 0 if * the active node did not indicate a valid node. */ virtual int DeleteActiveNode(); /** * Delete the nth node. Return 1 on success or 0 if n * is out of range. */ virtual int DeleteNthNode(int n); /** * Delete all nodes. */ virtual void ClearAllNodes(); /** * Given a specific X, Y pixel location, add a new node * on the contour at this location. */ virtual int AddNodeOnContour(int X, int Y); //@{ /** * The tolerance to use when calculations are performed in * display coordinates */ vtkSetClampMacro(PixelTolerance, int, 1, 100); vtkGetMacro(PixelTolerance, int); //@} //@{ /** * The tolerance to use when calculations are performed in * world coordinates */ vtkSetClampMacro(WorldTolerance, double, 0.0, VTK_DOUBLE_MAX); vtkGetMacro(WorldTolerance, double); //@} // Used to communicate about the state of the representation enum { Outside = 0, Nearby }; enum { Inactive = 0, Translate, Shift, Scale }; //@{ /** * Set / get the current operation. The widget is either * inactive, or it is being translated. */ vtkGetMacro(CurrentOperation, int); vtkSetClampMacro( CurrentOperation, int, vtkContourRepresentation::Inactive, vtkContourRepresentation::Scale); void SetCurrentOperationToInactive() { this->SetCurrentOperation(vtkContourRepresentation::Inactive); } void SetCurrentOperationToTranslate() { this->SetCurrentOperation(vtkContourRepresentation::Translate); } void SetCurrentOperationToShift() { this->SetCurrentOperation(vtkContourRepresentation::Shift); } void SetCurrentOperationToScale() { this->SetCurrentOperation(vtkContourRepresentation::Scale); } //@} // Description: // Set / get the Point Placer. The point placer is // responsible for converting display coordinates into // world coordinates according to some constraints, and // for validating world positions. void SetPointPlacer(vtkPointPlacer*); vtkGetObjectMacro(PointPlacer, vtkPointPlacer); //@{ /** * Set / Get the Line Interpolator. The line interpolator * is responsible for generating the line segments connecting * nodes. */ void SetLineInterpolator(vtkContourLineInterpolator*); vtkGetObjectMacro(LineInterpolator, vtkContourLineInterpolator); //@} //@{ /** * These are methods that satisfy vtkWidgetRepresentation's API. */ void BuildRepresentation() override = 0; int ComputeInteractionState(int X, int Y, int modified = 0) override = 0; void StartWidgetInteraction(double e[2]) override = 0; void WidgetInteraction(double e[2]) override = 0; //@} //@{ /** * Methods required by vtkProp superclass. */ void ReleaseGraphicsResources(vtkWindow* w) override = 0; int RenderOverlay(vtkViewport* viewport) override = 0; int RenderOpaqueGeometry(vtkViewport* viewport) override = 0; int RenderTranslucentPolygonalGeometry(vtkViewport* viewport) override = 0; vtkTypeBool HasTranslucentPolygonalGeometry() override = 0; //@} //@{ /** * Set / Get the ClosedLoop value. This ivar indicates whether the contour * forms a closed loop. */ void SetClosedLoop(vtkTypeBool val); vtkGetMacro(ClosedLoop, vtkTypeBool); vtkBooleanMacro(ClosedLoop, vtkTypeBool); //@} //@{ /** * A flag to indicate whether to show the Selected nodes * Default is to set it to false. */ virtual void SetShowSelectedNodes(vtkTypeBool); vtkGetMacro(ShowSelectedNodes, vtkTypeBool); vtkBooleanMacro(ShowSelectedNodes, vtkTypeBool); //@} /** * Get the points in this contour as a vtkPolyData. */ virtual vtkPolyData* GetContourRepresentationAsPolyData() = 0; /** * Get the nodes and not the intermediate points in this * contour as a vtkPolyData. */ void GetNodePolyData(vtkPolyData* poly); vtkSetMacro(RebuildLocator, bool); protected: vtkContourRepresentation(); ~vtkContourRepresentation() override; // Selection tolerance for the handles int PixelTolerance; double WorldTolerance; vtkPointPlacer* PointPlacer; vtkContourLineInterpolator* LineInterpolator; int ActiveNode; int CurrentOperation; vtkTypeBool ClosedLoop; // A flag to indicate whether to show the Selected nodes vtkTypeBool ShowSelectedNodes; vtkContourRepresentationInternals* Internal; void AddNodeAtPositionInternal(double worldPos[3], double worldOrient[9], int displayPos[2]); void AddNodeAtPositionInternal(double worldPos[3], double worldOrient[9], double displayPos[2]); void SetNthNodeWorldPositionInternal(int n, double worldPos[3], double worldOrient[9]); //@{ /** * Given a world position and orientation, this computes the display position * using the renderer of this class. */ void GetRendererComputedDisplayPositionFromWorldPosition( double worldPos[3], double worldOrient[9], int displayPos[2]); void GetRendererComputedDisplayPositionFromWorldPosition( double worldPos[3], double worldOrient[9], double displayPos[2]); //@} virtual void UpdateLines(int index); void UpdateLine(int idx1, int idx2); virtual int FindClosestPointOnContour(int X, int Y, double worldPos[3], int* idx); virtual void BuildLines() = 0; // This method is called when something changes in the point placer. // It will cause all points to be updated, and all lines to be regenerated. // It should be extended to detect changes in the line interpolator too. virtual int UpdateContour(); vtkTimeStamp ContourBuildTime; void ComputeMidpoint(double p1[3], double p2[3], double mid[3]) { mid[0] = (p1[0] + p2[0]) / 2; mid[1] = (p1[1] + p2[1]) / 2; mid[2] = (p1[2] + p2[2]) / 2; } /** * Build a contour representation from externally supplied PolyData. This * is very useful when you use an external program to compute a set of * contour nodes (let's say based on image features) and subsequently want * to build and display a contour that runs through those points. * This method is protected and accessible only from * vtkContourWidget::Initialize. The idlist here may be used to initialize * a contour widget that uses a vtkPolygonalSurfacePointPlacer. This stores * the point id's of the nodes, since the contour is drawn on the vertices * of a surface mesh. */ virtual void Initialize(vtkPolyData*, vtkIdList*); /** * Overloaded initialize method, that is called when the vtkIdList is nullptr * to maintain backwards compatibility. */ virtual void Initialize(vtkPolyData*); /** * Internal implementation, delegated to another method, so that users who * override the method Initialize that takes in one argument are supported. */ virtual void InitializeContour(vtkPolyData*, vtkIdList*); /** * Adding a point locator to the representation to speed * up lookup of the active node when dealing with large datasets (100k+) */ vtkIncrementalOctreePointLocator* Locator; /** * Deletes the previous locator if it exists and creates * a new locator. Also deletes / recreates the attached data set. */ void ResetLocator(); void BuildLocator(); bool RebuildLocator; private: vtkContourRepresentation(const vtkContourRepresentation&) = delete; void operator=(const vtkContourRepresentation&) = delete; }; #endif