/*========================================================================= Program: Visualization Toolkit Module: vtkCoordinate.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 vtkCoordinate * @brief perform coordinate transformation, and represent position, in a variety of vtk * coordinate systems * * vtkCoordinate represents position in a variety of coordinate systems, and * converts position to other coordinate systems. It also supports relative * positioning, so you can create a cascade of vtkCoordinate objects (no loops * please!) that refer to each other. The typical usage of this object is * to set the coordinate system in which to represent a position (e.g., * SetCoordinateSystemToNormalizedDisplay()), set the value of the coordinate * (e.g., SetValue()), and then invoke the appropriate method to convert to * another coordinate system (e.g., GetComputedWorldValue()). * * The coordinate systems in vtk are as follows: *
* DISPLAY - x-y pixel values in window * 0, 0 is the lower left of the first pixel, * size, size is the upper right of the last pixel * NORMALIZED DISPLAY - x-y (0,1) normalized values * 0, 0 is the lower left of the first pixel, * 1, 1 is the upper right of the last pixel * VIEWPORT - x-y pixel values in viewport * 0, 0 is the lower left of the first pixel, * size, size is the upper right of the last pixel * NORMALIZED VIEWPORT - x-y (0,1) normalized value in viewport * 0, 0 is the lower left of the first pixel, * 1, 1 is the upper right of the last pixel * VIEW - x-y-z (-1,1) values in pose coordinates. (z is depth) * POSE - world coords translated and rotated to the camera * position and view direction * WORLD - x-y-z global coordinate values * USERDEFINED - x-y-z in User defined space ** * If you cascade vtkCoordinate objects, you refer to another vtkCoordinate * object which in turn can refer to others, and so on. This allows you to * create composite groups of things like vtkActor2D that are positioned * relative to one another. Note that in cascaded sequences, each * vtkCoordinate object may be specified in different coordinate systems! * * @sa * vtkActor2D vtkScalarBarActor */ #ifndef vtkCoordinate_h #define vtkCoordinate_h #include "vtkObject.h" #include "vtkRenderingCoreModule.h" // For export macro class vtkViewport; #define VTK_DISPLAY 0 #define VTK_NORMALIZED_DISPLAY 1 #define VTK_VIEWPORT 2 #define VTK_NORMALIZED_VIEWPORT 3 #define VTK_VIEW 4 #define VTK_POSE 5 #define VTK_WORLD 6 #define VTK_USERDEFINED 7 class VTKRENDERINGCORE_EXPORT vtkCoordinate : public vtkObject { public: vtkTypeMacro(vtkCoordinate, vtkObject); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Creates an instance of this class with the following defaults: * value of (0,0,0) in world coordinates. */ static vtkCoordinate* New(); //@{ /** * Set/get the coordinate system which this coordinate * is defined in. The options are Display, Normalized Display, * Viewport, Normalized Viewport, View, and World. */ vtkSetMacro(CoordinateSystem, int); vtkGetMacro(CoordinateSystem, int); void SetCoordinateSystemToDisplay() { this->SetCoordinateSystem(VTK_DISPLAY); } void SetCoordinateSystemToNormalizedDisplay() { this->SetCoordinateSystem(VTK_NORMALIZED_DISPLAY); } void SetCoordinateSystemToViewport() { this->SetCoordinateSystem(VTK_VIEWPORT); } void SetCoordinateSystemToNormalizedViewport() { this->SetCoordinateSystem(VTK_NORMALIZED_VIEWPORT); } void SetCoordinateSystemToView() { this->SetCoordinateSystem(VTK_VIEW); } void SetCoordinateSystemToPose() { this->SetCoordinateSystem(VTK_POSE); } void SetCoordinateSystemToWorld() { this->SetCoordinateSystem(VTK_WORLD); } //@} const char* GetCoordinateSystemAsString(); //@{ /** * Set/get the value of this coordinate. This can be thought of as * the position of this coordinate in its coordinate system. */ vtkSetVector3Macro(Value, double); vtkGetVector3Macro(Value, double); void SetValue(double a, double b) { this->SetValue(a, b, 0.0); } //@} //@{ /** * If this coordinate is relative to another coordinate, * then specify that coordinate as the ReferenceCoordinate. * If this is NULL the coordinate is assumed to be absolute. */ virtual void SetReferenceCoordinate(vtkCoordinate*); vtkGetObjectMacro(ReferenceCoordinate, vtkCoordinate); //@} //@{ /** * If you want this coordinate to be relative to a specific * vtkViewport (vtkRenderer) then you can specify that here. * NOTE: this is a raw pointer, not a weak pointer nor a reference counted * object, to avoid reference cycle loop between rendering classes and filter * classes. */ void SetViewport(vtkViewport* viewport); vtkGetObjectMacro(Viewport, vtkViewport); //@} //@{ /** * Return the computed value in a specified coordinate system. */ double* GetComputedWorldValue(vtkViewport*) VTK_SIZEHINT(3); int* GetComputedViewportValue(vtkViewport*) VTK_SIZEHINT(2); int* GetComputedDisplayValue(vtkViewport*) VTK_SIZEHINT(2); int* GetComputedLocalDisplayValue(vtkViewport*) VTK_SIZEHINT(2); //@} double* GetComputedDoubleViewportValue(vtkViewport*) VTK_SIZEHINT(2); double* GetComputedDoubleDisplayValue(vtkViewport*) VTK_SIZEHINT(2); /** * GetComputedValue() will return either World, Viewport or * Display based on what has been set as the coordinate system. * This is good for objects like vtkLineSource, where the * user might want to use them as World or Viewport coordinates. */ double* GetComputedValue(vtkViewport*) VTK_SIZEHINT(3); /** * GetComputedUserDefinedValue() is to be used only when * the coordinate system is VTK_USERDEFINED. The user * must subclass vtkCoordinate and override this function, * when set as the TransformCoordinate in 2D-Mappers, the user * can customize display of 2D polygons */ virtual double* GetComputedUserDefinedValue(vtkViewport*) VTK_SIZEHINT(3) { return this->Value; } protected: vtkCoordinate(); ~vtkCoordinate() override; double Value[3]; int CoordinateSystem; vtkCoordinate* ReferenceCoordinate; vtkViewport* Viewport; double ComputedWorldValue[3]; int ComputedDisplayValue[2]; int ComputedViewportValue[2]; int Computing; double ComputedDoubleDisplayValue[2]; double ComputedDoubleViewportValue[2]; double ComputedUserDefinedValue[3]; private: vtkCoordinate(const vtkCoordinate&) = delete; void operator=(const vtkCoordinate&) = delete; }; #endif