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164 lines
6.0 KiB
C++
164 lines
6.0 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkCosmicTreeLayoutStrategy.h
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=========================================================================*/
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/*----------------------------------------------------------------------------
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Copyright (c) Sandia Corporation
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See Copyright.txt or http://www.paraview.org/HTML/Copyright.html for details.
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----------------------------------------------------------------------------*/
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/**
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* @class vtkCosmicTreeLayoutStrategy
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* @brief tree layout strategy reminiscent of astronomical systems
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*
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*
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* This layout strategy takes an input tree and places all the children of a
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* node into a containing circle. The placement is such that each child
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* placed can be represented with a circle tangent to the containing circle
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* and (usually) 2 other children. The interior of the circle is left empty
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* so that graph edges drawn on top of the tree will not obfuscate the tree.
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* However, when one child is much larger than all the others, it may
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* encroach on the center of the containing circle; that's OK, because it's
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* large enough not to be obscured by edges drawn atop it.
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*
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* @par Thanks:
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* Thanks to the galaxy and David Thompson hierarchically nested inside it
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* for inspiring this layout strategy.
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*/
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#ifndef vtkCosmicTreeLayoutStrategy_h
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#define vtkCosmicTreeLayoutStrategy_h
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#include "vtkGraphLayoutStrategy.h"
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#include "vtkInfovisLayoutModule.h" // For export macro
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class vtkDoubleArray;
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class vtkDataArray;
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class vtkPoints;
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class vtkTree;
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class VTKINFOVISLAYOUT_EXPORT vtkCosmicTreeLayoutStrategy : public vtkGraphLayoutStrategy
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{
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public:
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static vtkCosmicTreeLayoutStrategy* New();
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void PrintSelf(ostream& os, vtkIndent indent) override;
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vtkTypeMacro(vtkCosmicTreeLayoutStrategy, vtkGraphLayoutStrategy);
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/**
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* Perform the layout.
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*/
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void Layout() override;
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//@{
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/**
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* Should node size specifications be obeyed at leaf nodes only or
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* (with scaling as required to meet constraints) at every node in
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* the tree?
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* This defaults to true, so that leaf nodes are scaled according to
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* the size specification provided, and the parent node sizes are
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* calculated by the algorithm.
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*/
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vtkSetMacro(SizeLeafNodesOnly, vtkTypeBool);
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vtkGetMacro(SizeLeafNodesOnly, vtkTypeBool);
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vtkBooleanMacro(SizeLeafNodesOnly, vtkTypeBool);
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//@}
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//@{
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/**
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* How many levels of the tree should be laid out?
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* For large trees, you may wish to set the root and maximum depth
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* in order to retrieve the layout for the visible portion of the tree.
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* When this value is zero or negative, all nodes below and including
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* the LayoutRoot will be presented.
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* This defaults to 0.
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*/
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vtkSetMacro(LayoutDepth, int);
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vtkGetMacro(LayoutDepth, int);
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//@}
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//@{
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/**
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* What is the top-most tree node to lay out?
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* This node will become the largest containing circle in the layout.
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* Use this in combination with SetLayoutDepth to retrieve the
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* layout of a subtree of interest for rendering.
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* Setting LayoutRoot to a negative number signals that the root node
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* of the tree should be used as the root node of the layout.
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* This defaults to -1.
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*/
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vtkSetMacro(LayoutRoot, vtkIdType);
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vtkGetMacro(LayoutRoot, vtkIdType);
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//@}
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//@{
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/**
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* Set the array to be used for sizing nodes.
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* If this is set to an empty string or nullptr (the default),
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* then all leaf nodes (or all nodes, when SizeLeafNodesOnly is false)
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* will be assigned a unit size.
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*/
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vtkSetStringMacro(NodeSizeArrayName);
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vtkGetStringMacro(NodeSizeArrayName);
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//@}
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protected:
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/// How are node sizes specified?
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enum RadiusMode
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{
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NONE, //!< No node sizes specified... unit radius is assumed.
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LEAVES, //!< Only leaf node sizes specified... parents are calculated during layout.
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ALL //!< All node sizes specified (overconstrained, so a scale factor for each parent is
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//!< calculated during layout).
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};
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vtkCosmicTreeLayoutStrategy();
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~vtkCosmicTreeLayoutStrategy() override;
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/**
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* Recursive routine used to lay out tree nodes. Called from Layout().
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*/
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void LayoutChildren(vtkTree* tree, vtkPoints* newPoints, vtkDoubleArray* radii,
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vtkDoubleArray* scale, vtkIdType root, int depth, RadiusMode mode);
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/**
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* Recursive routine that adds each parent node's (x,y) position to its children.
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* This must be done only after all the children have been laid out at the origin
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* since we will not know the parent's position until after the child radii have
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* been determined.
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*/
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void OffsetChildren(vtkTree* tree, vtkPoints* pts, vtkDoubleArray* radii, vtkDoubleArray* scale,
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double parent[4], vtkIdType root, int depth, RadiusMode mode);
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/**
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* Create an array to hold radii, named appropriately (depends on \a NodeSizeArrayName)
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* and initialized to either (a) -1.0 for each node or (b) a deep copy of an existing array.
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* @param numVertices The number of vertices on the tree.
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* @param initialValue The starting value of each node's radius. Only used when \a inputRadii is
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* nullptr.
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* @param inputRadii Either nullptr or the address of another array to be copied into the output
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* array
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* @retval The array of node radii to be set on the output
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*/
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vtkDoubleArray* CreateRadii(vtkIdType numVertices, double initialValue, vtkDataArray* inputRadii);
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/**
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* Create an array to hold scale factors, named appropriately (depends on \a NodeSizeArrayName)
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* and initialized to -1.0.
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* @param numVertices The number of vertices on the tree.
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* @retval The array of node scale factors to be set on the output
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*/
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vtkDoubleArray* CreateScaleFactors(vtkIdType numVertices);
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vtkTypeBool SizeLeafNodesOnly;
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int LayoutDepth;
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vtkIdType LayoutRoot;
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char* NodeSizeArrayName;
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private:
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vtkCosmicTreeLayoutStrategy(const vtkCosmicTreeLayoutStrategy&) = delete;
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void operator=(const vtkCosmicTreeLayoutStrategy&) = delete;
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};
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#endif // vtkCosmicTreeLayoutStrategy_h
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