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C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkProp3DFollower.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 vtkProp3DFollower
* @brief a vtkProp3D that always faces the camera
*
* vtkProp3DFollower is a type of vtkProp3D that always faces the camera.
* More specifically it will not change its position or scale,
* but it will continually update its orientation so that it is right side
* up and facing the camera. This is typically used for complex billboards
* or props that need to face the viewer at all times.
*
* Note: All of the transformations that can be made to a vtkProp3D will take
* effect with the follower. Thus, if you change the orientation of the
* follower by 90 degrees, then it will follow the camera, but be off by 90
* degrees.
*
* @sa
* vtkFollower vtkProp3D vtkCamera vtkProp3DAxisFollower
*/
#ifndef vtkProp3DFollower_h
#define vtkProp3DFollower_h
#include "vtkProp3D.h"
#include "vtkRenderingCoreModule.h" // For export macro
class vtkCamera;
class vtkMapper;
class VTKRENDERINGCORE_EXPORT vtkProp3DFollower : public vtkProp3D
{
public:
/**
* Creates a follower with no camera set.
*/
static vtkProp3DFollower* New();
//@{
/**
* Standard VTK methods for type and printing.
*/
vtkTypeMacro(vtkProp3DFollower, vtkProp3D);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@}
//@{
/**
* Set/Get the vtkProp3D to control (i.e., face the camera).
*/
virtual void SetProp3D(vtkProp3D* prop);
virtual vtkProp3D* GetProp3D();
//@}
//@{
/**
* Set/Get the camera to follow. If this is not set, then the follower
* won't know what to follow and will act like a normal vtkProp3D.
*/
virtual void SetCamera(vtkCamera*);
vtkGetObjectMacro(Camera, vtkCamera);
//@}
//@{
/**
* This causes the actor to be rendered. It in turn will render the actor's
* property, texture map and then mapper. If a property hasn't been
* assigned, then the actor will create one automatically.
*/
int RenderOpaqueGeometry(vtkViewport* viewport) override;
int RenderTranslucentPolygonalGeometry(vtkViewport* viewport) override;
int RenderVolumetricGeometry(vtkViewport* viewport) override;
//@}
/**
* Does this prop have some translucent polygonal geometry?
*/
vtkTypeBool HasTranslucentPolygonalGeometry() override;
/**
* Release any graphics resources associated with this vtkProp3DFollower.
*/
void ReleaseGraphicsResources(vtkWindow*) override;
/**
* Generate the matrix based on ivars. This method overloads its superclasses
* ComputeMatrix() method due to the special vtkProp3DFollower matrix operations.
*/
void ComputeMatrix() override;
/**
* Shallow copy of a follower. Overloads the virtual vtkProp method.
*/
void ShallowCopy(vtkProp* prop) override;
/**
* Return the bounds of this vtkProp3D.
*/
double* GetBounds() override;
//@{
/**
* Overload vtkProp's method for setting up assembly paths. See
* the documentation for vtkProp.
*/
void InitPathTraversal() override;
vtkAssemblyPath* GetNextPath() override;
//@}
protected:
vtkProp3DFollower();
~vtkProp3DFollower() override;
vtkCamera* Camera;
vtkProp3D* Device;
// Internal matrices to avoid New/Delete for performance reasons
vtkMatrix4x4* InternalMatrix;
private:
vtkProp3DFollower(const vtkProp3DFollower&) = delete;
void operator=(const vtkProp3DFollower&) = delete;
};
#endif