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nmWTAI-Platform/3rd/VTK7.1/source/VTK-7.1.1/Rendering/Annotation/vtkAxisActor2D.cxx

946 lines
28 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkAxisActor2D.cxx
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.
=========================================================================*/
#include "vtkAxisActor2D.h"
#include "vtkCellArray.h"
#include "vtkObjectFactory.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper2D.h"
#include "vtkTextMapper.h"
#include "vtkTextProperty.h"
#include "vtkViewport.h"
#include "vtkWindow.h"
#include "vtkMath.h"
#include <cmath>
#include <limits>
vtkStandardNewMacro(vtkAxisActor2D);
vtkCxxSetObjectMacro(vtkAxisActor2D,LabelTextProperty,vtkTextProperty);
vtkCxxSetObjectMacro(vtkAxisActor2D,TitleTextProperty,vtkTextProperty);
//----------------------------------------------------------------------------
// Instantiate this object.
vtkAxisActor2D::vtkAxisActor2D()
{
this->PositionCoordinate->SetCoordinateSystemToNormalizedViewport();
this->PositionCoordinate->SetValue(0.0, 0.0);
this->Position2Coordinate->SetCoordinateSystemToNormalizedViewport();
this->Position2Coordinate->SetValue(0.75, 0.0);
this->Position2Coordinate->SetReferenceCoordinate(NULL);
this->NumberOfLabels = 5;
this->Title = NULL;
this->TitlePosition = 0.5;
this->AdjustLabels = 1;
this->TickLength = 5;
this->MinorTickLength = 3;
this->TickOffset = 2;
this->NumberOfMinorTicks = 0;
this->Range[0] = 0.0;
this->Range[1] = 1.0;
this->FontFactor = 1.0;
this->LabelFactor = 0.75;
this->SizeFontRelativeToAxis = 0;
this->RulerMode = 0;
this->RulerDistance = 1.0;
this->LabelTextProperty = vtkTextProperty::New();
this->LabelTextProperty->SetBold(1);
this->LabelTextProperty->SetItalic(1);
this->LabelTextProperty->SetShadow(1);
this->LabelTextProperty->SetFontFamilyToArial();
this->TitleTextProperty = vtkTextProperty::New();
this->TitleTextProperty->ShallowCopy(this->LabelTextProperty);
this->LabelFormat = new char[8];
sprintf(this->LabelFormat,"%s","%-#6.3g");
this->TitleMapper = vtkTextMapper::New();
this->TitleActor = vtkActor2D::New();
this->TitleActor->SetMapper(this->TitleMapper);
// To avoid deleting/rebuilding create once up front
this->NumberOfLabelsBuilt = 0;
this->LabelMappers = new vtkTextMapper * [VTK_MAX_LABELS];
this->LabelActors = new vtkActor2D * [VTK_MAX_LABELS];
for ( int i=0; i < VTK_MAX_LABELS; i++)
{
this->LabelMappers[i] = vtkTextMapper::New();
this->LabelActors[i] = vtkActor2D::New();
this->LabelActors[i]->SetMapper(this->LabelMappers[i]);
}
this->Axis = vtkPolyData::New();
this->AxisMapper = vtkPolyDataMapper2D::New();
this->AxisMapper->SetInputData(this->Axis);
this->AxisActor = vtkActor2D::New();
this->AxisActor->SetMapper(this->AxisMapper);
this->AxisVisibility = 1;
this->TickVisibility = 1;
this->LabelVisibility = 1;
this->TitleVisibility = 1;
this->LastPosition[0] = this->LastPosition[1] = 0;
this->LastPosition2[0] = this->LastPosition2[1] = 0;
this->LastSize[0] = this->LastSize[1] = 0;
this->LastMaxLabelSize[0] = this->LastMaxLabelSize[1] = 0;
}
//----------------------------------------------------------------------------
vtkAxisActor2D::~vtkAxisActor2D()
{
delete [] this->LabelFormat;
this->LabelFormat = NULL;
this->TitleMapper->Delete();
this->TitleActor->Delete();
delete [] this->Title;
this->Title = NULL;
if (this->LabelMappers != NULL )
{
for (int i=0; i < VTK_MAX_LABELS; i++)
{
this->LabelMappers[i]->Delete();
this->LabelActors[i]->Delete();
}
delete [] this->LabelMappers;
delete [] this->LabelActors;
}
this->Axis->Delete();
this->AxisMapper->Delete();
this->AxisActor->Delete();
this->SetLabelTextProperty(NULL);
this->SetTitleTextProperty(NULL);
}
//----------------------------------------------------------------------------
// Build the axis, ticks, title, and labels and render.
int vtkAxisActor2D::RenderOpaqueGeometry(vtkViewport *viewport)
{
int i, renderedSomething=0;
this->BuildAxis(viewport);
// Everything is built, just have to render
if ( this->Title != NULL && this->Title[0] != 0 && this->TitleVisibility )
{
renderedSomething += this->TitleActor->RenderOpaqueGeometry(viewport);
}
if ( this->AxisVisibility || this->TickVisibility )
{
renderedSomething += this->AxisActor->RenderOpaqueGeometry(viewport);
}
if ( this->LabelVisibility )
{
for (i=0; i<this->NumberOfLabelsBuilt; i++)
{
renderedSomething +=
this->LabelActors[i]->RenderOpaqueGeometry(viewport);
}
}
return renderedSomething;
}
//----------------------------------------------------------------------------
// Render the axis, ticks, title, and labels.
int vtkAxisActor2D::RenderOverlay(vtkViewport *viewport)
{
int i, renderedSomething=0;
// Everything is built, just have to render
if ( this->Title != NULL && this->Title[0] != 0 && this->TitleVisibility )
{
renderedSomething += this->TitleActor->RenderOverlay(viewport);
}
if ( this->AxisVisibility || this->TickVisibility )
{
renderedSomething += this->AxisActor->RenderOverlay(viewport);
}
if ( this->LabelVisibility )
{
for (i=0; i<this->NumberOfLabelsBuilt; i++)
{
renderedSomething += this->LabelActors[i]->RenderOverlay(viewport);
}
}
return renderedSomething;
}
//-----------------------------------------------------------------------------
// Description:
// Does this prop have some translucent polygonal geometry?
int vtkAxisActor2D::HasTranslucentPolygonalGeometry()
{
return 0;
}
//----------------------------------------------------------------------------
// Release any graphics resources that are being consumed by this actor.
// The parameter window could be used to determine which graphic
// resources to release.
void vtkAxisActor2D::ReleaseGraphicsResources(vtkWindow *win)
{
this->TitleActor->ReleaseGraphicsResources(win);
for (int i=0; i < VTK_MAX_LABELS; i++)
{
this->LabelActors[i]->ReleaseGraphicsResources(win);
}
this->AxisActor->ReleaseGraphicsResources(win);
}
//----------------------------------------------------------------------------
void vtkAxisActor2D::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
if (this->TitleTextProperty)
{
os << indent << "Title Text Property:\n";
this->TitleTextProperty->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Title Text Property: (none)\n";
}
if (this->LabelTextProperty)
{
os << indent << "Label Text Property:\n";
this->LabelTextProperty->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Label Text Property: (none)\n";
}
os << indent << "Title: " << (this->Title ? this->Title : "(none)") << "\n";
os << indent << "Ruler Mode: "
<< (this->RulerMode ? "On" : "Off") <<"\n";
os << indent << "Ruler Distance: " << this->GetRulerDistance() <<"\n";
os << indent << "Number Of Labels: " << this->NumberOfLabels << "\n";
os << indent << "Number Of Labels Built: "
<< this->NumberOfLabelsBuilt << "\n";
os << indent << "Range: (" << this->Range[0]
<< ", " << this->Range[1] << ")\n";
os << indent << "Label Format: " << this->LabelFormat << "\n";
os << indent << "Font Factor: " << this->FontFactor << "\n";
os << indent << "Label Factor: " << this->LabelFactor << "\n";
os << indent << "Tick Length: " << this->TickLength << "\n";
os << indent << "Tick Offset: " << this->TickOffset << "\n";
os << indent << "Adjust Labels: "
<< (this->AdjustLabels ? "On\n" : "Off\n");
os << indent << "Axis Visibility: "
<< (this->AxisVisibility ? "On\n" : "Off\n");
os << indent << "Tick Visibility: "
<< (this->TickVisibility ? "On\n" : "Off\n");
os << indent << "Label Visibility: "
<< (this->LabelVisibility ? "On\n" : "Off\n");
os << indent << "Title Visibility: "
<< (this->TitleVisibility ? "On\n" : "Off\n");
os << indent << "MinorTickLength: " << this->MinorTickLength << endl;
os << indent << "NumberOfMinorTicks: " << this->NumberOfMinorTicks
<< endl;
os << indent << "TitlePosition: " << this->TitlePosition << endl;
os << indent << "Size Font Relative To Axis: "
<< (this->SizeFontRelativeToAxis ? "On\n" : "Off\n");
}
//----------------------------------------------------------------------------
void vtkAxisActor2D::BuildAxis(vtkViewport *viewport)
{
int i, *x, viewportSizeHasChanged, positionsHaveChanged;
vtkIdType ptIds[2];
double p1[3], p2[3], offset;
double interval, deltaX, deltaY;
double xTick[3];
double theta, val;
int *size, stringSize[2];
char string[512];
if (this->TitleVisibility && !this->TitleTextProperty)
{
vtkErrorMacro(<<"Need title text property to render axis actor");
return;
}
if (this->LabelVisibility && !this->LabelTextProperty)
{
vtkErrorMacro(<<"Need label text property to render axis actor");
return;
}
// Check to see whether we have to rebuild everything
// Viewport change may not require rebuild
positionsHaveChanged = 0;
int *lastPosition =
this->PositionCoordinate->GetComputedViewportValue(viewport);
int *lastPosition2 =
this->Position2Coordinate->GetComputedViewportValue(viewport);
if (lastPosition[0] != this->LastPosition[0] ||
lastPosition[1] != this->LastPosition[1] ||
lastPosition2[0] != this->LastPosition2[0] ||
lastPosition2[1] != this->LastPosition2[1] )
{
positionsHaveChanged = 1;
}
// See whether fonts have to be rebuilt (font size depends on viewport size)
viewportSizeHasChanged = 0;
size = viewport->GetSize();
if (this->LastSize[0] != size[0] || this->LastSize[1] != size[1])
{
viewportSizeHasChanged = 1;
this->LastSize[0] = size[0];
this->LastSize[1] = size[1];
}
if ( ! viewport->GetVTKWindow() ||
(!positionsHaveChanged && !viewportSizeHasChanged &&
viewport->GetMTime() < this->BuildTime &&
viewport->GetVTKWindow()->GetMTime() < this->BuildTime &&
this->GetMTime() < this->BuildTime &&
(!this->LabelVisibility ||
this->LabelTextProperty->GetMTime() < this->BuildTime) &&
(!this->TitleVisibility ||
this->TitleTextProperty->GetMTime() < this->BuildTime)) )
{
return;
}
vtkDebugMacro(<<"Rebuilding axis");
// Initialize and get important info
this->Axis->Initialize();
this->AxisActor->SetProperty(this->GetProperty());
// Compute the location of tick marks and labels
this->UpdateAdjustedRange();
interval = (this->AdjustedRange[1] - this->AdjustedRange[0]) / (this->AdjustedNumberOfLabels - 1);
this->NumberOfLabelsBuilt = this->AdjustedNumberOfLabels;
// Generate the axis and tick marks.
// We'll do our computation in viewport coordinates. First determine the
// location of the endpoints.
x = this->PositionCoordinate->GetComputedViewportValue(viewport);
p1[0] = x[0];
p1[1] = x[1];
p1[2] = 0.0;
this->LastPosition[0] = x[0];
this->LastPosition[1] = x[1];
x = this->Position2Coordinate->GetComputedViewportValue(viewport);
p2[0] = x[0];
p2[1] = x[1];
p2[2] = 0.0;
this->LastPosition2[0] = x[0];
this->LastPosition2[1] = x[1];
double *xp1, *xp2, len=0.0;
if ( this->SizeFontRelativeToAxis )
{
xp1 = this->PositionCoordinate->GetComputedDoubleViewportValue(viewport);
xp2 = this->Position2Coordinate->GetComputedDoubleViewportValue(viewport);
len = sqrt((xp2[0]-xp1[0])*(xp2[0]-xp1[0]) + (xp2[1]-xp1[1])*(xp2[1]-xp1[1]));
}
vtkPoints *pts = vtkPoints::New();
vtkCellArray *lines = vtkCellArray::New();
this->Axis->SetPoints(pts);
this->Axis->SetLines(lines);
pts->Delete();
lines->Delete();
// Generate point along axis (as well as tick points)
deltaX = p2[0] - p1[0];
deltaY = p2[1] - p1[1];
if (deltaX == 0. && deltaY == 0.)
{
theta = 0.;
}
else
{
theta = atan2(deltaY, deltaX);
}
// First axis point, where first tick is located
ptIds[0] = pts->InsertNextPoint(p1);
xTick[0] = p1[0] + this->TickLength*sin(theta);
xTick[1] = p1[1] - this->TickLength*cos(theta);
xTick[2] = 0.0;
pts->InsertNextPoint(xTick);
// Set up creation of ticks
double p21[3], length;
p21[0] = p2[0] - p1[0];
p21[1] = p2[1] - p1[1];
p21[2] = p2[2] - p1[2];
length = vtkMath::Normalize(p21);
// Sum of all the ticks: minor and majors. Contains the start and end ticks.
int numTicks;
// Distance between each minor tick.
double distance;
if ( this->RulerMode )
{
double wp1[3], wp2[3], wp21[3];
this->PositionCoordinate->GetValue(wp1);
this->Position2Coordinate->GetValue(wp2);
wp21[0] = wp2[0] - wp1[0];
wp21[1] = wp2[1] - wp1[1];
wp21[2] = wp2[2] - wp1[2];
const double worldLength = vtkMath::Norm(wp21);
const double worldDistance = this->RulerDistance / (this->NumberOfMinorTicks+1);
numTicks = static_cast<int>(
worldDistance <= 0.0 ? 0.0 : (worldLength / worldDistance));
const double precision = std::numeric_limits<double>::epsilon();
const bool hasRemainderInDivision = worldDistance <= 0.0 ? false:
std::fmod(worldLength, worldDistance) > precision;
// numTicks must contain the start and end ticks
// Don't add the end tick if it is already in numTicks:
// when wLength / wDistance is an integer.
numTicks += hasRemainderInDivision ? 2 : 1;
// Tick distance was computed in world coordinates, convert to viewport
// coordinates.
const double worldToLocalRatio =
(worldLength <= 0.0 ? 0.0 : length / worldLength);
distance = worldDistance * worldToLocalRatio;
}
else
{
numTicks = (this->AdjustedNumberOfLabels-1) *
(this->NumberOfMinorTicks+1) + 1;
distance = length / (numTicks-1);
}
// Only draw the inner ticks (not the start/end ticks)
for (i = 1; i < numTicks - 1; i++)
{
int tickLength = 0;
if ( i % (this->NumberOfMinorTicks+1) == 0 )
{
tickLength = this->TickLength;
}
else
{
tickLength = this->MinorTickLength;
}
xTick[0] = p1[0] + i * p21[0] * distance;
xTick[1] = p1[1] + i * p21[1] * distance;
pts->InsertNextPoint(xTick);
xTick[0] = xTick[0] + tickLength * sin(theta);
xTick[1] = xTick[1] - tickLength * cos(theta);
pts->InsertNextPoint(xTick);
}
// Last axis point
ptIds[1] = pts->InsertNextPoint(p2);
xTick[0] = p2[0] + this->TickLength*sin(theta);
xTick[1] = p2[1] - this->TickLength*cos(theta);
pts->InsertNextPoint(xTick);
// Add the axis if requested
if (this->AxisVisibility)
{
lines->InsertNextCell(2, ptIds);
}
// Create lines representing the tick marks
if (this->TickVisibility)
{
for (i = 0; i < numTicks; i++)
{
ptIds[0] = 2*i;
ptIds[1] = 2*i + 1;
lines->InsertNextCell(2, ptIds);
}
}
// Build the labels
if (this->LabelVisibility)
{
// Update the labels text. Do it only if the range has been adjusted,
// i.e. if we think that new labels must be created.
// WARNING: if LabelFormat has changed, they should be recreated too
// but at this point the check on LabelFormat is "included" in
// UpdateAdjustedRange(), which is the function that update
// AdjustedRangeBuildTime or not.
vtkMTimeType labeltime = this->AdjustedRangeBuildTime;
if (this->AdjustedRangeBuildTime > this->BuildTime)
{
for (i = 0; i < this->AdjustedNumberOfLabels; i++)
{
val = this->AdjustedRange[0] + i * interval;
sprintf(string, this->LabelFormat, val);
this->LabelMappers[i]->SetInput(string);
// Check if the label text has changed
if (this->LabelMappers[i]->GetMTime() > labeltime)
{
labeltime = this->LabelMappers[i]->GetMTime();
}
}
}
// Copy prop and text prop eventually
for (i = 0; i < this->AdjustedNumberOfLabels; i++)
{
if (this->LabelTextProperty->GetMTime() > this->BuildTime ||
this->AdjustedRangeBuildTime > this->BuildTime)
{
// Shallow copy here so that the size of the label prop is not
// affected by the automatic adjustment of its text mapper's
// size (i.e. its mapper's text property is identical except
// for the font size which will be modified later). This
// allows text actors to share the same text property, and in
// that case specifically allows the title and label text prop
// to be the same.
this->LabelMappers[i]->GetTextProperty()->ShallowCopy(
this->LabelTextProperty);
}
}
// Resize the mappers if needed (i.e. viewport has changed, than
// font size should be changed, or label text property has changed,
// or some of the labels have changed (got bigger for example)
if (positionsHaveChanged || viewportSizeHasChanged ||
this->LabelTextProperty->GetMTime() > this->BuildTime ||
labeltime > this->BuildTime)
{
if ( ! this->SizeFontRelativeToAxis )
{
vtkTextMapper::SetMultipleRelativeFontSize(viewport,
this->LabelMappers,
this->AdjustedNumberOfLabels,
size,
this->LastMaxLabelSize,
0.015*this->FontFactor*this->LabelFactor);
}
else
{
int minFontSize=1000, fontSize, minLabel=0;
for (i = 0; i < this->AdjustedNumberOfLabels; i++)
{
fontSize = this->LabelMappers[i]->
SetConstrainedFontSize(viewport,
static_cast<int>((1.0/this->AdjustedNumberOfLabels)*len),
static_cast<int>(0.2*len) );
if ( fontSize < minFontSize )
{
minFontSize = fontSize;
minLabel = i;
}
}
for (i=0; i<this->AdjustedNumberOfLabels; i++)
{
this->LabelMappers[i]->GetTextProperty()->SetFontSize(minFontSize);
}
this->LabelMappers[minLabel]->GetSize(viewport,this->LastMaxLabelSize);
}
}
// Position the mappers
for (i = 0; i < this->AdjustedNumberOfLabels; i++)
{
pts->GetPoint((this->NumberOfMinorTicks+1) * 2 * i + 1, xTick);
this->LabelMappers[i]->GetSize(viewport, stringSize);
this->SetOffsetPosition(xTick,
theta,
this->LastMaxLabelSize[0],
this->LastMaxLabelSize[1],
this->TickOffset,
this->LabelActors[i]);
}
} // If labels visible
// Now build the title
if (this->Title != NULL && this->Title[0] != 0 && this->TitleVisibility)
{
this->TitleMapper->SetInput(this->Title);
if (this->TitleTextProperty->GetMTime() > this->BuildTime)
{
// Shallow copy here so that the size of the title prop is not
// affected by the automatic adjustment of its text mapper's
// size (i.e. its mapper's text property is identical except for
// the font size which will be modified later). This allows text
// actors to share the same text property, and in that case
// specifically allows the title and label text prop to be the same.
this->TitleMapper->GetTextProperty()->ShallowCopy(
this->TitleTextProperty);
}
if (positionsHaveChanged || viewportSizeHasChanged ||
this->TitleTextProperty->GetMTime() > this->BuildTime)
{
if ( ! this->SizeFontRelativeToAxis )
{
vtkTextMapper::SetRelativeFontSize(this->TitleMapper, viewport, size, stringSize, 0.015*this->FontFactor);
}
else
{
this->TitleMapper->SetConstrainedFontSize(viewport,
static_cast<int>(0.33*len),
static_cast<int>(0.2*len) );
this->TitleMapper->GetSize(viewport, stringSize);
}
}
else
{
this->TitleMapper->GetSize(viewport, stringSize);
}
xTick[0] = p1[0] + (p2[0] - p1[0]) * this->TitlePosition;
xTick[1] = p1[1] + (p2[1] - p1[1]) * this->TitlePosition;
xTick[0] = xTick[0] + (this->TickLength + this->TickOffset) * sin(theta);
xTick[1] = xTick[1] - (this->TickLength + this->TickOffset) * cos(theta);
offset = 0.0;
if (this->LabelVisibility)
{
offset = this->ComputeStringOffset(this->LastMaxLabelSize[0],
this->LastMaxLabelSize[1],
theta);
}
this->SetOffsetPosition(xTick,
theta,
stringSize[0],
stringSize[1],
static_cast<int>(offset),
this->TitleActor);
} // If title visible
this->BuildTime.Modified();
}
//----------------------------------------------------------------------------
void vtkAxisActor2D::UpdateAdjustedRange()
{
// Try not to update/adjust the range to often, do not update it
// if the object has not been modified.
// Nevertheless, try the following optimization: there is no need to
// update the range if the position coordinate of this actor have
// changed. But since vtkActor2D::GetMTime() includes the check for
// both Position and Position2 coordinates, we will have to bypass
// it.
if (this->vtkActor2D::Superclass::GetMTime() <= this->AdjustedRangeBuildTime)
{
return;
}
if ( this->AdjustLabels )
{
double interval;
this->ComputeRange(this->Range,
this->AdjustedRange,
this->NumberOfLabels,
this->AdjustedNumberOfLabels,
interval);
}
else
{
this->AdjustedNumberOfLabels = this->NumberOfLabels;
this->AdjustedRange[0] = this->Range[0];
this->AdjustedRange[1] = this->Range[1];
}
this->AdjustedRangeBuildTime.Modified();
}
// this is a helper function that computes some useful functions
// for an axis. It returns the number of ticks
static int vtkAxisActor2DComputeTicks(double sRange[2], double &interval,
double &root)
{
// first we try assuming the first value is reasonable
int numTicks;
double range = fabs(sRange[1]-sRange[0]);
int rootPower = static_cast<int>(floor(log10(range)-1));
root = pow(10.0,rootPower);
// val will be between 10 and 100 inclusive of 10 but not 100
double val = range/root;
// first we check for an exact match
for (numTicks = 5; numTicks < 9; ++numTicks)
{
if (fabs(val/(numTicks-1.0) - floor(val/(numTicks-1.0))) < .0001)
{
interval = val*root/(numTicks-1.0);
return numTicks;
}
}
// if there isn't an exact match find a reasonable value
int newIntScale = 10;
if (val > 10)
{
newIntScale = 12;
}
if (val > 12)
{
newIntScale = 15;
}
if (val > 15)
{
newIntScale = 18;
}
if (val > 18)
{
newIntScale = 20;
}
if (val > 20)
{
newIntScale = 25;
}
if (val > 25)
{
newIntScale = 30;
}
if (val > 30)
{
newIntScale = 40;
}
if (val > 40)
{
newIntScale = 50;
}
if (val > 50)
{
newIntScale = 60;
}
if (val > 60)
{
newIntScale = 70;
}
if (val > 70)
{
newIntScale = 80;
}
if (val > 80)
{
newIntScale = 90;
}
if (val > 90)
{
newIntScale = 100;
}
// how many ticks should we have
switch (newIntScale)
{
case 12:
case 20:
case 40:
case 80:
numTicks = 5;
break;
case 18:
case 30:
case 60:
case 90:
numTicks = 7;
break;
case 10:
case 15:
case 25:
case 50:
case 100:
numTicks = 6;
break;
case 70:
numTicks = 8;
break;
}
interval = newIntScale*root/(numTicks-1.0);
return numTicks;
}
//----------------------------------------------------------------------------
//this method takes an initial range and an initial number of ticks and then
//computes a final range and number of ticks so that two properties are
//satisfied. First the final range includes at least the initial range, and
//second the final range divided by the number of ticks (minus one) will be a
//reasonable interval
void vtkAxisActor2D::ComputeRange(double inRange[2],
double outRange[2],
int vtkNotUsed(inNumTicks),
int &numTicks,
double &interval)
{
// Handle the range
double sRange[2];
if ( inRange[0] < inRange[1] )
{
sRange[0] = inRange[0];
sRange[1] = inRange[1];
}
else if ( inRange[0] > inRange[1] )
{
sRange[1] = inRange[0];
sRange[0] = inRange[1];
}
else // they're equal, so perturb them by 1 percent
{
double perturb = 100.;
if (inRange[0] == 0.0)
{ // if they are both zero, then just perturb about zero
sRange[0] = -1/perturb;
sRange[1] = 1/perturb;
}
else
{
sRange[0] = inRange[0] - inRange[0]/perturb;
sRange[1] = inRange[0] + inRange[0]/perturb;
}
}
double root;
numTicks = vtkAxisActor2DComputeTicks(sRange, interval, root);
// is the starting point reasonable?
if (fabs(sRange[0]/root - floor(sRange[0]/root)) < 0.01)
{
outRange[0] = sRange[0];
outRange[1] = outRange[0] + (numTicks-1.0)*interval;
}
else
{
// OK the starting point is not a good number, so we must widen the range
// First see if the current range will handle moving the start point
outRange[0] = floor(sRange[0]/root)*root;
if (outRange[0]+(numTicks-1.0)*interval <= sRange[1])
{
outRange[1] = outRange[0] + (numTicks-1.0)*interval;
}
else
{
// Finally in this case we must switch to a larger range to
// have reasonable starting and ending values
sRange[0] = outRange[0];
numTicks = vtkAxisActor2DComputeTicks(sRange, interval, root);
outRange[1] = outRange[0] + (numTicks-1.0)*interval;
}
}
// Adust if necessary
if ( inRange[0] > inRange[1] )
{
sRange[0] = outRange[1];
outRange[1] = outRange[0];
outRange[0] = sRange[0];
interval = -interval;
}
}
//----------------------------------------------------------------------------
// Position text with respect to a point (xTick) where the angle of the line
// from the point to the center of the text is given by theta. The offset
// is the spacing between ticks and labels.
void vtkAxisActor2D::SetOffsetPosition(double xTick[3], double theta,
int stringWidth, int stringHeight,
int offset, vtkActor2D *actor)
{
double x, y, center[2];
int pos[2];
x = stringWidth/2.0 + offset;
y = stringHeight/2.0 + offset;
center[0] = xTick[0] + x*sin(theta);
center[1] = xTick[1] - y*cos(theta);
pos[0] = static_cast<int>(center[0] - stringWidth/2.0);
pos[1] = static_cast<int>(center[1] - stringHeight/2.0);
actor->SetPosition(pos[0], pos[1]);
}
//----------------------------------------------------------------------------
double vtkAxisActor2D::ComputeStringOffset(double width, double height,
double theta)
{
double f1 = height*cos(theta);
double f2 = width*sin(theta);
return (1.2 * sqrt(f1*f1 + f2*f2));
}
//----------------------------------------------------------------------------
void vtkAxisActor2D::ShallowCopy(vtkProp *prop)
{
vtkAxisActor2D *a = vtkAxisActor2D::SafeDownCast(prop);
if ( a != NULL )
{
this->SetRange(a->GetRange());
this->SetNumberOfLabels(a->GetNumberOfLabels());
this->SetLabelFormat(a->GetLabelFormat());
this->SetAdjustLabels(a->GetAdjustLabels());
this->SetTitle(a->GetTitle());
this->SetTickLength(a->GetTickLength());
this->SetTickOffset(a->GetTickOffset());
this->SetAxisVisibility(a->GetAxisVisibility());
this->SetTickVisibility(a->GetTickVisibility());
this->SetLabelVisibility(a->GetLabelVisibility());
this->SetTitleVisibility(a->GetTitleVisibility());
this->SetFontFactor(a->GetFontFactor());
this->SetLabelFactor(a->GetLabelFactor());
this->SetLabelTextProperty(a->GetLabelTextProperty());
this->SetTitleTextProperty(a->GetTitleTextProperty());
}
// Now do superclass
this->vtkActor2D::ShallowCopy(prop);
}