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/*=========================================================================
Program: Visualization Toolkit
Module: vtkAssembly.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 vtkAssembly
* @brief create hierarchies of vtkProp3Ds (transformable props)
*
* vtkAssembly is an object that groups vtkProp3Ds, its subclasses, and
* other assemblies into a tree-like hierarchy. The vtkProp3Ds and
* assemblies can then be transformed together by transforming just the root
* assembly of the hierarchy.
*
* A vtkAssembly object can be used in place of an vtkProp3D since it is a
* subclass of vtkProp3D. The difference is that vtkAssembly maintains a list
* of vtkProp3D instances (its "parts") that form the assembly. Then, any
* operation that transforms (i.e., scales, rotates, translates) the parent
* assembly will transform all its parts. Note that this process is
* recursive: you can create groups consisting of assemblies and/or
* vtkProp3Ds to arbitrary depth.
*
* To add an assembly to the renderer's list of props, you only need to
* add the root of the assembly. During rendering, the parts of the
* assembly are rendered during a hierarchical traversal process.
*
* @warning
* Collections of assemblies are slower to render than an equivalent list
* of actors. This is because to support arbitrary nesting of assemblies,
* the state of the assemblies (i.e., transformation matrices) must
* be propagated through the assembly hierarchy.
*
* @warning
* Assemblies can consist of hierarchies of assemblies, where one actor or
* assembly used in one hierarchy is also used in other hierarchies. However,
* make that there are no cycles (e.g., parent->child->parent), this will
* cause program failure.
*
* @warning
* If you wish to create assemblies without any transformation (using the
* assembly strictly as a grouping mechanism), then you may wish to
* consider using vtkPropAssembly.
*
* @sa
* vtkActor vtkTransform vtkMapper vtkPolyDataMapper vtkPropAssembly
*/
#ifndef vtkAssembly_h
#define vtkAssembly_h
#include "vtkProp3D.h"
#include "vtkRenderingCoreModule.h" // For export macro
class vtkAssemblyPaths;
class vtkProp3DCollection;
class vtkMapper;
class vtkProperty;
class vtkActor;
class VTKRENDERINGCORE_EXPORT vtkAssembly : public vtkProp3D
{
public:
static vtkAssembly* New();
vtkTypeMacro(vtkAssembly, vtkProp3D);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Add a part to the list of parts.
*/
void AddPart(vtkProp3D*);
/**
* Remove a part from the list of parts,
*/
void RemovePart(vtkProp3D*);
/**
* Return the parts (direct descendants) of this assembly.
*/
vtkProp3DCollection* GetParts() { return this->Parts; }
//@{
/**
* For some exporters and other other operations we must be
* able to collect all the actors or volumes. These methods
* are used in that process.
*/
void GetActors(vtkPropCollection*) override;
void GetVolumes(vtkPropCollection*) override;
//@}
//@{
/**
* Render this assembly and all its parts.
* The rendering process is recursive.
* Note that a mapper need not be defined. If not defined, then no geometry
* will be drawn for this assembly. This allows you to create "logical"
* assemblies; that is, assemblies that only serve to group and transform
* its parts.
*/
int RenderOpaqueGeometry(vtkViewport* ren) override;
int RenderTranslucentPolygonalGeometry(vtkViewport* ren) override;
int RenderVolumetricGeometry(vtkViewport* ren) override;
//@}
/**
* Does this prop have some translucent polygonal geometry?
*/
vtkTypeBool HasTranslucentPolygonalGeometry() override;
/**
* Release any graphics resources that are being consumed by this actor.
* The parameter window could be used to determine which graphic
* resources to release.
*/
void ReleaseGraphicsResources(vtkWindow*) override;
//@{
/**
* Methods to traverse the parts of an assembly. Each part (starting from
* the root) will appear properly transformed and with the correct
* properties (depending upon the ApplyProperty and ApplyTransform ivars).
* Note that the part appears as an instance of vtkProp. These methods
* should be contrasted to those that traverse the list of parts using
* GetParts(). GetParts() returns a list of children of this assembly, not
* necessarily with the correct transformation or properties. To use the
* methods below - first invoke InitPathTraversal() followed by repeated
* calls to GetNextPath(). GetNextPath() returns a NULL pointer when the
* list is exhausted.
*/
void InitPathTraversal() override;
vtkAssemblyPath* GetNextPath() override;
int GetNumberOfPaths() override;
//@}
/**
* Get the bounds for the assembly as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
*/
void GetBounds(double bounds[6]) { this->vtkProp3D::GetBounds(bounds); }
double* GetBounds() VTK_SIZEHINT(6) override;
/**
* Override default GetMTime method to also consider all of the
* assembly's parts.
*/
vtkMTimeType GetMTime() override;
/**
* Shallow copy of an assembly. Overloads the virtual vtkProp method.
*/
void ShallowCopy(vtkProp* prop) override;
/**
* WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS
* METHOD OUTSIDE OF THE RENDERING PROCESS Overload the superclass' vtkProp
* BuildPaths() method. Paths consist of an ordered sequence of actors,
* with transformations properly concatenated.
*/
void BuildPaths(vtkAssemblyPaths* paths, vtkAssemblyPath* path) override;
protected:
vtkAssembly();
~vtkAssembly() override;
// Keep a list of direct descendants of the assembly hierarchy
vtkProp3DCollection* Parts;
// Support the BuildPaths() method. Caches last paths built for
// performance.
vtkTimeStamp PathTime;
virtual void UpdatePaths(); // apply transformations and properties recursively
private:
vtkAssembly(const vtkAssembly&) = delete;
void operator=(const vtkAssembly&) = delete;
};
#endif