/*========================================================================= Program: Visualization Toolkit Module: vtkProp3D.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 vtkProp3D * @brief represents an 3D object for placement in a rendered scene * * vtkProp3D is an abstract class used to represent an entity in a rendering * scene (i.e., vtkProp3D is a vtkProp with an associated transformation * matrix). It handles functions related to the position, orientation and * scaling. It combines these instance variables into one 4x4 transformation * matrix as follows: [x y z 1] = [x y z 1] Translate(-origin) Scale(scale) * Rot(y) Rot(x) Rot (z) Trans(origin) Trans(position). Both vtkActor and * vtkVolume are specializations of class vtkProp. The constructor defaults * to: origin(0,0,0) position=(0,0,0) orientation=(0,0,0), no user defined * matrix or transform, and no texture map. * * @sa * vtkProp vtkActor vtkAssembly vtkVolume */ #ifndef vtkProp3D_h #define vtkProp3D_h #include "vtkProp.h" #include "vtkRenderingCoreModule.h" // For export macro class vtkRenderer; class vtkTransform; class vtkLinearTransform; class VTKRENDERINGCORE_EXPORT vtkProp3D : public vtkProp { public: vtkTypeMacro(vtkProp3D, vtkProp); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Shallow copy of this vtkProp3D. */ void ShallowCopy(vtkProp* prop) override; //@{ /** * Set/Get/Add the position of the Prop3D in world coordinates. */ virtual void SetPosition(double x, double y, double z) { vtkDebugMacro(<< this->GetClassName() << " (" << this << "): setting Position to (" << x << "," << y << "," << z << ")"); if ((this->Position[0] != x) || (this->Position[1] != y) || (this->Position[2] != z)) { this->Position[0] = x; this->Position[1] = y; this->Position[2] = z; this->Modified(); this->IsIdentity = 0; } }; //@} virtual void SetPosition(double pos[3]) { this->SetPosition(pos[0], pos[1], pos[2]); } vtkGetVectorMacro(Position, double, 3); void AddPosition(double deltaPosition[3]); void AddPosition(double deltaX, double deltaY, double deltaZ); //@{ /** * Set/Get the origin of the Prop3D. This is the point about which all * rotations take place. */ virtual void SetOrigin(double x, double y, double z) { vtkDebugMacro(<< this->GetClassName() << " (" << this << "): setting Origin to (" << x << "," << y << "," << z << ")"); if ((this->Origin[0] != x) || (this->Origin[1] != y) || (this->Origin[2] != z)) { this->Origin[0] = x; this->Origin[1] = y; this->Origin[2] = z; this->Modified(); this->IsIdentity = 0; } }; virtual void SetOrigin(const double pos[3]) { this->SetOrigin(pos[0], pos[1], pos[2]); } vtkGetVectorMacro(Origin, double, 3); //@} //@{ /** * Set/Get the scale of the actor. Scaling in performed independently on the * X, Y and Z axis. A scale of zero is illegal and will be replaced with one. */ virtual void SetScale(double x, double y, double z) { vtkDebugMacro(<< this->GetClassName() << " (" << this << "): setting Scale to (" << x << "," << y << "," << z << ")"); if (this->Scale[0] != x || this->Scale[1] != y || this->Scale[2] != z) { this->Scale[0] = x; this->Scale[1] = y; this->Scale[2] = z; this->Modified(); this->IsIdentity = 0; } }; virtual void SetScale(double scale[3]) { this->SetScale(scale[0], scale[1], scale[2]); } vtkGetVectorMacro(Scale, double, 3); //@} /** * Method to set the scale isotropically */ void SetScale(double s) { this->SetScale(s, s, s); } //@{ /** * In addition to the instance variables such as position and orientation, * you can add an additional transformation for your own use. This * transformation is concatenated with the actor's internal transformation, * which you implicitly create through the use of SetPosition(), * SetOrigin() and SetOrientation(). *
If the internal transformation * is identity (i.e. if you don't set the Position, Origin, or * Orientation) then the actors final transformation will be the * UserTransform, concatenated with the UserMatrix if the UserMatrix * is present. */ void SetUserTransform(vtkLinearTransform* transform); vtkGetObjectMacro(UserTransform, vtkLinearTransform); //@} //@{ /** * The UserMatrix can be used in place of UserTransform. */ void SetUserMatrix(vtkMatrix4x4* matrix); vtkMatrix4x4* GetUserMatrix(); //@} //@{ /** * Return a reference to the Prop3D's 4x4 composite matrix. * Get the matrix from the position, origin, scale and orientation This * matrix is cached, so multiple GetMatrix() calls will be efficient. */ virtual void GetMatrix(vtkMatrix4x4* m); virtual void GetMatrix(double m[16]); //@} /** * Return a reference to the Prop3D's composite transform. */ //@{ /** * Get the bounds for this Prop3D as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax). */ void GetBounds(double bounds[6]); double* GetBounds() VTK_SIZEHINT(6) override = 0; //@} /** * Get the center of the bounding box in world coordinates. */ double* GetCenter() VTK_SIZEHINT(3); /** * Get the Prop3D's x range in world coordinates. */ double* GetXRange() VTK_SIZEHINT(2); /** * Get the Prop3D's y range in world coordinates. */ double* GetYRange() VTK_SIZEHINT(2); /** * Get the Prop3D's z range in world coordinates. */ double* GetZRange() VTK_SIZEHINT(2); /** * Get the length of the diagonal of the bounding box. */ double GetLength(); /** * Rotate the Prop3D in degrees about the X axis using the right hand * rule. The axis is the Prop3D's X axis, which can change as other * rotations are performed. To rotate about the world X axis use * RotateWXYZ (angle, 1, 0, 0). This rotation is applied before all * others in the current transformation matrix. */ void RotateX(double); /** * Rotate the Prop3D in degrees about the Y axis using the right hand * rule. The axis is the Prop3D's Y axis, which can change as other * rotations are performed. To rotate about the world Y axis use * RotateWXYZ (angle, 0, 1, 0). This rotation is applied before all * others in the current transformation matrix. */ void RotateY(double); /** * Rotate the Prop3D in degrees about the Z axis using the right hand * rule. The axis is the Prop3D's Z axis, which can change as other * rotations are performed. To rotate about the world Z axis use * RotateWXYZ (angle, 0, 0, 1). This rotation is applied before all * others in the current transformation matrix. */ void RotateZ(double); /** * Rotate the Prop3D in degrees about an arbitrary axis specified by * the last three arguments. The axis is specified in world * coordinates. To rotate an about its model axes, use RotateX, * RotateY, RotateZ. */ void RotateWXYZ(double w, double x, double y, double z); /** * Sets the orientation of the Prop3D. Orientation is specified as * X,Y and Z rotations in that order, but they are performed as * RotateZ, RotateX, and finally RotateY. */ void SetOrientation(double x, double y, double z); /** * Sets the orientation of the Prop3D. Orientation is specified as * X,Y and Z rotations in that order, but they are performed as * RotateZ, RotateX, and finally RotateY. */ void SetOrientation(double orientation[3]); //@{ /** * Returns the orientation of the Prop3D as s vector of X,Y and Z rotation. * The ordering in which these rotations must be done to generate the * same matrix is RotateZ, RotateX, and finally RotateY. See also * SetOrientation. */ double* GetOrientation() VTK_SIZEHINT(3); void GetOrientation(double orentation[3]); //@} /** * Returns the WXYZ orientation of the Prop3D. */ double* GetOrientationWXYZ() VTK_SIZEHINT(4); /** * Add to the current orientation. See SetOrientation and * GetOrientation for more details. This basically does a * GetOrientation, adds the passed in arguments, and then calls * SetOrientation. */ void AddOrientation(double x, double y, double z); /** * Add to the current orientation. See SetOrientation and * GetOrientation for more details. This basically does a * GetOrientation, adds the passed in arguments, and then calls * SetOrientation. */ void AddOrientation(double orentation[3]); /** * This method modifies the vtkProp3D so that its transformation * state is set to the matrix specified. The method does this by * setting appropriate transformation-related ivars to initial * values (i.e., not transformed), and placing the user-supplied * matrix into the UserMatrix of this vtkProp3D. If the method is * called again with a NULL matrix, then the original state of the * vtkProp3D will be restored. This method is used to support * picking and assembly structures. */ void PokeMatrix(vtkMatrix4x4* matrix) override; /** * Overload vtkProp's method for setting up assembly paths. See * the documentation for vtkProp. */ void InitPathTraversal() override; /** * Get the vtkProp3D's mtime */ vtkMTimeType GetMTime() override; /** * Get the modified time of the user matrix or user transform. */ vtkMTimeType GetUserTransformMatrixMTime(); /** * Generate the matrix based on ivars */ virtual void ComputeMatrix(); //@{ /** * Get a pointer to an internal vtkMatrix4x4. that represents */ vtkMatrix4x4* GetMatrix() override { this->ComputeMatrix(); return this->Matrix; } //@} //@{ /** * Is the matrix for this actor identity */ vtkGetMacro(IsIdentity, int); //@} protected: vtkProp3D(); ~vtkProp3D() override; vtkLinearTransform* UserTransform; vtkMatrix4x4* UserMatrix; vtkMatrix4x4* Matrix; vtkTimeStamp MatrixMTime; double Origin[3]; double Position[3]; double Orientation[3]; double Scale[3]; double Center[3]; vtkTransform* Transform; double Bounds[6]; vtkProp3D* CachedProp3D; // support the PokeMatrix() method int IsIdentity; private: vtkProp3D(const vtkProp3D&) = delete; void operator=(const vtkProp3D&) = delete; }; #endif