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203 lines
5.8 KiB
C++
203 lines
5.8 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkProp3DAxisFollower.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 vtkProp3DAxisFollower
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* @brief a subclass of vtkProp3DFollower that ensures
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* that data is always parallel to the axis defined by a vtkAxisActor.
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*
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* vtkProp3DAxisFollower is a subclass of vtkProp3DFollower that always follows
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* its specified axis. More specifically it will not change its position or
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* scale, but it will continually update its orientation so that it is aligned
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* with the axis and facing at angle to the camera to provide maximum visibilty.
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* This is typically used for text labels for 3d plots.
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* @sa
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* vtkFollower vtkAxisFollower vtkProp3DFollower
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*/
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#ifndef vtkProp3DAxisFollower_h
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#define vtkProp3DAxisFollower_h
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#include "vtkProp3DFollower.h"
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#include "vtkRenderingAnnotationModule.h" // For export macro
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#include "vtkWeakPointer.h" // For vtkWeakPointer
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class vtkAxisActor;
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class vtkViewport;
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class VTKRENDERINGANNOTATION_EXPORT vtkProp3DAxisFollower : public vtkProp3DFollower
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{
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public:
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/**
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* Creates a follower with no camera set.
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*/
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static vtkProp3DAxisFollower* New();
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//@{
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/**
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* Standard VTK methods for type and printing.
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*/
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vtkTypeMacro(vtkProp3DAxisFollower, vtkProp3DFollower);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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//@}
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//@{
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/**
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* Set axis that needs to be followed.
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*/
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virtual void SetAxis(vtkAxisActor*);
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virtual vtkAxisActor* GetAxis();
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//@}
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//@{
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/**
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* Set/Get state of auto center mode where additional
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* translation will be added to make sure the underlying
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* geometry has its pivot point at the center of its bounds.
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*/
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vtkSetMacro(AutoCenter, vtkTypeBool);
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vtkGetMacro(AutoCenter, vtkTypeBool);
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vtkBooleanMacro(AutoCenter, vtkTypeBool);
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//@}
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//@{
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/**
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* Enable / disable use of distance based LOD. If enabled the actor
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* will not be visible at a certain distance from the camera.
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* Default is false.
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*/
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vtkSetMacro(EnableDistanceLOD, int);
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vtkGetMacro(EnableDistanceLOD, int);
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//@}
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//@{
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/**
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* Set distance LOD threshold (0.0 - 1.0).This determines at what fraction
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* of camera far clip range, actor is not visible.
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* Default is 0.80.
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*/
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vtkSetClampMacro(DistanceLODThreshold, double, 0.0, 1.0);
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vtkGetMacro(DistanceLODThreshold, double);
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//@}
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//@{
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/**
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* Enable / disable use of view angle based LOD. If enabled the actor
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* will not be visible at a certain view angle.
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* Default is true.
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*/
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vtkSetMacro(EnableViewAngleLOD, int);
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vtkGetMacro(EnableViewAngleLOD, int);
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//@}
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//@{
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/**
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* Set view angle LOD threshold (0.0 - 1.0).This determines at what view
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* angle to geometry will make the geometry not visible.
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* Default is 0.34.
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*/
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vtkSetClampMacro(ViewAngleLODThreshold, double, 0.0, 1.0);
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vtkGetMacro(ViewAngleLODThreshold, double);
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//@}
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//@{
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/**
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* Set/Get the desired screen vertical offset from the axis.
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* Convenience method, using a zero horizontal offset
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*/
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double GetScreenOffset();
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void SetScreenOffset(double offset);
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//@}
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//@{
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/**
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* Set/Get the desired screen offset from the axis.
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*/
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vtkSetVector2Macro(ScreenOffsetVector, double);
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vtkGetVector2Macro(ScreenOffsetVector, double);
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//@}
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/**
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* Generate the matrix based on ivars. This method overloads its superclasses
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* ComputeMatrix() method due to the special vtkProp3DAxisFollower matrix operations.
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*/
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void ComputeMatrix() override;
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/**
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* Shallow copy of a follower. Overloads the virtual vtkProp method.
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*/
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void ShallowCopy(vtkProp* prop) override;
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/**
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* Calculate scale factor to maintain same size of a object
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* on the screen.
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*/
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static double AutoScale(
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vtkViewport* viewport, vtkCamera* camera, double screenSize, double position[3]);
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//@{
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/**
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* This causes the actor to be rendered. It in turn will render the actor's
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* property, texture map and then mapper. If a property hasn't been
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* assigned, then the actor will create one automatically.
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*/
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int RenderOpaqueGeometry(vtkViewport* viewport) override;
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int RenderTranslucentPolygonalGeometry(vtkViewport* viewport) override;
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int RenderVolumetricGeometry(vtkViewport* viewport) override;
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//@}
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virtual void SetViewport(vtkViewport* viewport);
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virtual vtkViewport* GetViewport();
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protected:
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vtkProp3DAxisFollower();
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~vtkProp3DAxisFollower() override;
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void CalculateOrthogonalVectors(
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double Rx[3], double Ry[3], double Rz[3], vtkAxisActor* axis1, double* dop, vtkViewport* ren);
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void ComputeRotationAndTranlation(vtkViewport* ren, double translation[3], double Rx[3],
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double Ry[3], double Rz[3], vtkAxisActor* axis);
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// \NOTE: Not used as of now.
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void ComputerAutoCenterTranslation(const double& autoScaleFactor, double translation[3]);
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int TestDistanceVisibility();
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void ExecuteViewAngleVisibility(double normal[3]);
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bool IsTextUpsideDown(double* a, double* b);
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vtkTypeBool AutoCenter;
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int EnableDistanceLOD;
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double DistanceLODThreshold;
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int EnableViewAngleLOD;
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double ViewAngleLODThreshold;
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double ScreenOffsetVector[2];
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vtkWeakPointer<vtkAxisActor> Axis;
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vtkWeakPointer<vtkViewport> Viewport;
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private:
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vtkProp3DAxisFollower(const vtkProp3DAxisFollower&) = delete;
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void operator=(const vtkProp3DAxisFollower&) = delete;
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int TextUpsideDown;
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int VisibleAtCurrentViewAngle;
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};
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#endif
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