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111 lines
3.4 KiB
C++
111 lines
3.4 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkFocalPlanePointPlacer.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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// .SECTION Description
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//
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//
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// .SECTION See Also
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#ifndef vtkFocalPlanePointPlacer_h
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#define vtkFocalPlanePointPlacer_h
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#include "vtkInteractionWidgetsModule.h" // For export macro
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#include "vtkPointPlacer.h"
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class vtkRenderer;
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class VTKINTERACTIONWIDGETS_EXPORT vtkFocalPlanePointPlacer : public vtkPointPlacer
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{
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public:
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/**
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* Instantiate this class.
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*/
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static vtkFocalPlanePointPlacer* New();
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//@{
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/**
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* Standard methods for instances of this class.
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*/
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vtkTypeMacro(vtkFocalPlanePointPlacer, vtkPointPlacer);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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//@}
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// Description:
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// Given a renderer and a display position, compute
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// the world position and orientation. The orientation
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// computed by the placer will always line up with the
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// standard coordinate axes. The world position will be
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// computed by projecting the display position onto the
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// focal plane. This method is typically used to place a
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// point for the first time.
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int ComputeWorldPosition(
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vtkRenderer* ren, double displayPos[2], double worldPos[3], double worldOrient[9]) override;
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/**
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* Given a renderer, a display position, and a reference
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* world position, compute a new world position. The
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* orientation will be the standard coordinate axes, and the
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* computed world position will be created by projecting
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* the display point onto a plane that is parallel to
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* the focal plane and runs through the reference world
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* position. This method is typically used to move existing
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* points.
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*/
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int ComputeWorldPosition(vtkRenderer* ren, double displayPos[2], double refWorldPos[3],
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double worldPos[3], double worldOrient[9]) override;
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//@{
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/**
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* Validate a world position. All world positions
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* are valid so these methods always return 1.
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*/
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int ValidateWorldPosition(double worldPos[3]) override;
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int ValidateWorldPosition(double worldPos[3], double worldOrient[9]) override;
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//@}
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//@{
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/**
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* Optionally specify a signed offset from the focal plane for the points to
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* be placed at. If negative, the constraint plane is offset closer to the
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* camera. If positive, its further away from the camera.
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*/
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vtkSetMacro(Offset, double);
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vtkGetMacro(Offset, double);
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//@}
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//@{
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/**
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* Optionally Restrict the points to a set of bounds. The placer will
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* invalidate points outside these bounds.
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*/
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vtkSetVector6Macro(PointBounds, double);
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vtkGetVector6Macro(PointBounds, double);
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//@}
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protected:
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vtkFocalPlanePointPlacer();
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~vtkFocalPlanePointPlacer() override;
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void GetCurrentOrientation(double worldOrient[9]);
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double PointBounds[6];
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double Offset;
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private:
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vtkFocalPlanePointPlacer(const vtkFocalPlanePointPlacer&) = delete;
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void operator=(const vtkFocalPlanePointPlacer&) = delete;
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};
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#endif
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