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