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nmWTAI-Platform/3rd/VTK7.1/source/VTK-7.1.1/Interaction/Widgets/vtkBiDimensionalRepresentat...

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/*=========================================================================
Program: Visualization Toolkit
Module: vtkBiDimensionalRepresentation2D.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 "vtkBiDimensionalRepresentation2D.h"
#include "vtkHandleRepresentation.h"
#include "vtkCoordinate.h"
#include "vtkRenderer.h"
#include "vtkMath.h"
#include "vtkLine.h"
#include "vtkTextProperty.h"
#include "vtkWindow.h"
#include "vtkCellArray.h"
#include "vtkPoints.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper2D.h"
#include "vtkActor2D.h"
#include "vtkTextMapper.h"
#include "vtkTextProperty.h"
#include "vtkProperty2D.h"
#include "vtkPointHandleRepresentation2D.h"
#include "vtkObjectFactory.h"
#include "vtkInteractorObserver.h"
#include <sstream>
vtkStandardNewMacro(vtkBiDimensionalRepresentation2D);
//----------------------------------------------------------------------
vtkBiDimensionalRepresentation2D::vtkBiDimensionalRepresentation2D() : vtkBiDimensionalRepresentation()
{
// Create the geometry for the two axes
this->LineCells = vtkCellArray::New();
this->LineCells->InsertNextCell(2);
this->LineCells->InsertCellPoint(0);
this->LineCells->InsertCellPoint(1);
this->LineCells->InsertNextCell(2);
this->LineCells->InsertCellPoint(2);
this->LineCells->InsertCellPoint(3);
this->LinePoints = vtkPoints::New();
this->LinePoints->SetNumberOfPoints(4);
this->LinePolyData = vtkPolyData::New();
this->LinePolyData->SetPoints(this->LinePoints);
this->LinePolyData->SetLines(this->LineCells);
this->LineMapper = vtkPolyDataMapper2D::New();
this->LineMapper->SetInputData(this->LinePolyData);
this->LineProperty = vtkProperty2D::New();
this->LineActor = vtkActor2D::New();
this->LineActor->SetProperty(this->LineProperty);
this->LineActor->SetMapper(this->LineMapper);
this->SelectedLineProperty = vtkProperty2D::New();
this->SelectedLineProperty->SetColor(0.0,1.0,0.0);
this->SelectedLineProperty->SetLineWidth(2.0);
this->TextProperty = vtkTextProperty::New();
this->TextProperty->SetBold(1);
this->TextProperty->SetItalic(1);
this->TextProperty->SetShadow(1);
this->TextProperty->SetFontFamilyToArial();
this->TextMapper = vtkTextMapper::New();
this->TextMapper->SetTextProperty(this->TextProperty);
this->TextMapper->SetInput("0.0");
this->TextActor = vtkActor2D::New();
this->TextActor->SetMapper(this->TextMapper);
}
//----------------------------------------------------------------------
vtkBiDimensionalRepresentation2D::~vtkBiDimensionalRepresentation2D()
{
this->LineCells->Delete();
this->LinePoints->Delete();
this->LinePolyData->Delete();
this->LineMapper->Delete();
this->LineProperty->Delete();
this->LineActor->Delete();
this->SelectedLineProperty->Delete();
this->TextProperty->Delete();
this->TextMapper->Delete();
this->TextActor->Delete();
}
//----------------------------------------------------------------------
int vtkBiDimensionalRepresentation2D::
ComputeInteractionState(int X, int Y, int modify)
{
this->Modifier = modify;
// Check if we are on end points. The handles must tell us to ensure
// consistent state.
int p1State = this->Point1Representation->ComputeInteractionState(X,Y,0);
int p2State = this->Point2Representation->ComputeInteractionState(X,Y,0);
int p3State = this->Point3Representation->ComputeInteractionState(X,Y,0);
int p4State = this->Point4Representation->ComputeInteractionState(X,Y,0);
if ( p1State == vtkHandleRepresentation::Nearby )
{
this->InteractionState = vtkBiDimensionalRepresentation2D::NearP1;
}
else if ( p2State == vtkHandleRepresentation::Nearby )
{
this->InteractionState = vtkBiDimensionalRepresentation2D::NearP2;
}
else if ( p3State == vtkHandleRepresentation::Nearby )
{
this->InteractionState = vtkBiDimensionalRepresentation2D::NearP3;
}
else if ( p4State == vtkHandleRepresentation::Nearby )
{
this->InteractionState = vtkBiDimensionalRepresentation2D::NearP4;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::Outside;
}
// Okay if we're near a handle return, otherwise test edges.
if ( this->InteractionState != vtkBiDimensionalRepresentation2D::Outside )
{
return this->InteractionState;
}
// See if we are near the edges. Requires separate computation.
double pos1[3], pos2[3], pos3[3], pos4[3];
this->GetPoint1DisplayPosition(pos1);
this->GetPoint2DisplayPosition(pos2);
this->GetPoint3DisplayPosition(pos3);
this->GetPoint4DisplayPosition(pos4);
double p1[3], p2[3], p3[3], p4[3], xyz[3];
double t, closest[3];
xyz[0] = static_cast<double>(X);
xyz[1] = static_cast<double>(Y);
p1[0] = static_cast<double>(pos1[0]);
p1[1] = static_cast<double>(pos1[1]);
p2[0] = static_cast<double>(pos2[0]);
p2[1] = static_cast<double>(pos2[1]);
p3[0] = static_cast<double>(pos3[0]);
p3[1] = static_cast<double>(pos3[1]);
p4[0] = static_cast<double>(pos4[0]);
p4[1] = static_cast<double>(pos4[1]);
xyz[2] = p1[2] = p2[2] = p3[2] = p4[2] = 0.0;
double tol2 = this->Tolerance*this->Tolerance;
// Compute intersection point.
double uIntersect, vIntersect;
vtkLine::Intersection(p1, p2, p3, p4, uIntersect, vIntersect);
// Check if we are on edges
int onL1 = (vtkLine::DistanceToLine(xyz,p1,p2,t,closest) <= tol2);
int onL2 = (vtkLine::DistanceToLine(xyz,p3,p4,t,closest) <= tol2);
double xyzParam;
if ( onL1 && onL2 )
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnCenter;
}
else if ( onL1 )
{
if (p1[0] != p2[0])
{
xyzParam = (xyz[0] - p1[0]) / (p2[0] - p1[0]);
if (xyzParam < uIntersect)
{
// closer to p1
if (xyzParam < (uIntersect*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Inner;
}
}
else
{
// closer to p2
if (xyzParam > ((1+uIntersect)*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Inner;
}
}
}
else
{
xyzParam = (xyz[1] - p1[1]) / (p2[1] - p1[1]);
if (xyzParam < uIntersect)
{
// closer to p1
if (xyzParam < (uIntersect*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Inner;
}
}
else
{
// closer to p2
if (xyzParam > ((1+uIntersect)*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL1Inner;
}
}
}
}
else if ( onL2 )
{
if (p3[0] != p4[0])
{
xyzParam = (xyz[0] - p3[0]) / (p4[0] - p3[0]);
if (xyzParam < vIntersect)
{
// closer to p3
if (xyzParam < (vIntersect*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Inner;
}
}
else
{
// closer to p4
if (xyzParam > ((1+vIntersect)*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Inner;
}
}
}
else
{
xyzParam = (xyz[1] - p3[1]) / (p4[1] - p3[1]);
if (xyzParam < vIntersect)
{
// closer to p3
if (xyzParam < (vIntersect*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Inner;
}
}
else
{
// closer to p4
if (xyzParam > ((1+vIntersect)*0.5))
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Outer;
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::OnL2Inner;
}
}
}
}
else
{
this->InteractionState = vtkBiDimensionalRepresentation2D::Outside;
this->Modifier = 0;
}
return this->InteractionState;
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::StartWidgetDefinition(double e[2])
{
double pos[3];
pos[0] = e[0];
pos[1] = e[1];
pos[2] = 0.0;
this->SetPoint1DisplayPosition(pos);
this->SetPoint2DisplayPosition(pos);
this->SetPoint3DisplayPosition(pos);
this->SetPoint4DisplayPosition(pos);
this->StartEventPosition[0] = pos[0];
this->StartEventPosition[1] = pos[1];
this->StartEventPosition[2] = pos[2];
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::Point2WidgetInteraction(double e[2])
{
double pos[3],p1[3];
pos[0] = e[0];
pos[1] = e[1];
pos[2] = 0.0;
// Make sure that the two points are not coincident
this->GetPoint1DisplayPosition(p1);
if ( ((pos[0]-p1[0])*(pos[0]-p1[0]) + (pos[1]-p1[1])*(pos[1]-p1[1])) < 2 )
{
pos[0] += 2;
}
this->SetPoint2DisplayPosition(pos);
}
//----------------------------------------------------------------------
// This method is called when Point3 is to be manipulated. Note that Point3
// and Point4 are constrained relative to Line1. As a result, manipulating P3
// results in manipulating P4.
void vtkBiDimensionalRepresentation2D::Point3WidgetInteraction(double e[2])
{
double p1[3], p2[3], p3[3], p4[3];
double slope1[3], slope2[3];
// Start by getting the coordinates (P1,P2) defining Line1. Also get
// characterisitics of Line1 including its slope, etc.
this->GetPoint1WorldPosition(p1);
this->GetPoint2WorldPosition(p2);
slope1[0] = p2[0] - p1[0];
slope1[1] = p2[1] - p1[1];
slope2[0] = -slope1[1];
slope2[1] = slope1[0];
slope2[2] = 0.0;
vtkMath::Normalize(slope2);
// The current position of P3 is constrained to lie along Line1. Also,
// P4 is placed on the opposite side of Line1.
double pw[4], t, closest[3];
if ( this->Renderer )
{
this->Renderer->SetDisplayPoint(e[0],e[1],0.0);
this->Renderer->DisplayToWorld();
this->Renderer->GetWorldPoint(pw);
}
double dist = sqrt(vtkLine::DistanceToLine(pw,p1,p2,t,closest));
// Set the positions of P3 and P4.
p3[0] = closest[0] + dist*slope2[0];
p3[1] = closest[1] + dist*slope2[1];
p3[2] = pw[2];
this->SetPoint3WorldPosition(p3);
p4[0] = closest[0] - dist*slope2[0];
p4[1] = closest[1] - dist*slope2[1];
p4[2] = pw[2];
this->SetPoint4WorldPosition(p4);
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::StartWidgetManipulation(double e[2])
{
this->StartEventPosition[0] = e[0];
this->StartEventPosition[1] = e[1];
this->StartEventPosition[2] = 0.0;
if ( this->Renderer )
{
this->Renderer->SetDisplayPoint(e[0],e[1],0.0);
this->Renderer->DisplayToWorld();
this->Renderer->GetWorldPoint(this->StartEventPositionWorld);
}
this->GetPoint1WorldPosition(this->P1World);
this->GetPoint2WorldPosition(this->P2World);
this->GetPoint3WorldPosition(this->P3World);
this->GetPoint4WorldPosition(this->P4World);
int i;
for (i=0; i<3; i++)
{
this->P21World[i] = this->P2World[i] - this->P1World[i];
this->P43World[i] = this->P4World[i] - this->P3World[i];
}
vtkLine::Intersection(this->P1World,this->P2World,
this->P3World,this->P4World,
this->T21,this->T43);
// Compute the center point
for (i=0; i<3; i++)
{
this->CenterWorld[i] = ((this->P1World[i] + this->T21*this->P21World[i]) +
(this->P3World[i] + this->T43*this->P43World[i]))/2.0;
}
}
//----------------------------------------------------------------------
// This handles all the nasty special cases when the length of the arms of the
// bidimensional widget become zero. Basically the method prevents the arms
// from getting too short.
void vtkBiDimensionalRepresentation2D::ProjectOrthogonalPoint(double x[4], double y[3], double x1[3], double x2[3],
double x21[3], double dir, double xP[3])
{
double t, closest[3], slope[3], dist;
// determine the distance from the other (orthogonal) line
dist = dir * sqrt(vtkLine::DistanceToLine(x,x1,x2,t,closest));
// get the closest point on the other line, use its "mate" point to define the projection point,
// this keeps everything orthogonal.
vtkLine::DistanceToLine(y,x1,x2,t,closest);
// Project the point "dist" orthogonal to ray x21.
// Define an orthogonal line.
slope[0] = -x21[1];
slope[1] = x21[0];
slope[2] = 0.0;
// Project out the right distance along the calculated slope
vtkMath::Normalize(slope);
xP[0] = closest[0] + dist*slope[0];
xP[1] = closest[1] + dist*slope[1];
xP[2] = closest[2] + dist*slope[2];
// Check to see what side the projection is on, clamp if necessary. Note that closest is modified so that the
// arms don't end up with zero length.
if ( ((xP[0]-closest[0])*(x[0]-closest[0]) + (xP[1]-closest[1])*(x[1]-closest[1]) + (xP[2]-closest[2])*(x[2]-closest[2])) < 0.0 )
{
// Convert closest point to display coordinates
double c1[3], c2[3], c21[3], cNew[3], xPNew[4];
this->Renderer->SetWorldPoint(closest[0],closest[1],closest[2],1.0);
this->Renderer->WorldToDisplay();
this->Renderer->GetDisplayPoint(c1);
// Convert vector in world space to display space
this->Renderer->SetWorldPoint(closest[0]+dir*slope[0],closest[1]+dir*slope[1],closest[2]+dir*slope[2],1.0);
this->Renderer->WorldToDisplay();
this->Renderer->GetDisplayPoint(c2);
c21[0] = c2[0] - c1[0];
c21[1] = c2[1] - c1[1];
c21[2] = c2[2] - c1[2];
vtkMath::Normalize(c21);
// Perform vector addition in display space to get new point
cNew[0] = c1[0] + c21[0];
cNew[1] = c1[1] + c21[1];
cNew[2] = c1[2] + c21[2];
this->Renderer->SetDisplayPoint(cNew[0],cNew[1],cNew[2]);
this->Renderer->DisplayToWorld();
this->Renderer->GetWorldPoint(xPNew);
xP[0] = xPNew[0];
xP[1] = xPNew[1];
xP[2] = xPNew[2];
}
}
//----------------------------------------------------------------------
// This method is tricky because it is constrained by Line1 and Line2.
// This method is invoked after all four points have been placed.
void vtkBiDimensionalRepresentation2D::WidgetInteraction(double e[2])
{
// Depending on the state, different motions are allowed.
if ( this->InteractionState == Outside || ! this->Renderer )
{
return;
}
// Okay, go to work, convert this event to world coordinates
double pw[4], t, closest[3];
double p1[3], p2[3], p3[3], p4[3];
this->Renderer->SetDisplayPoint(e[0],e[1],0.0);
this->Renderer->DisplayToWorld();
this->Renderer->GetWorldPoint(pw);
// depending on the state, perform different operations
if ( this->InteractionState == OnCenter )
{
for (int i=0; i<3; i++)
{
p1[i] = this->P1World[i] + (pw[i]-this->StartEventPositionWorld[i]);
p2[i] = this->P2World[i] + (pw[i]-this->StartEventPositionWorld[i]);
p3[i] = this->P3World[i] + (pw[i]-this->StartEventPositionWorld[i]);
p4[i] = this->P4World[i] + (pw[i]-this->StartEventPositionWorld[i]);
}
this->SetPoint1WorldPosition(p1);
this->SetPoint2WorldPosition(p2);
this->SetPoint3WorldPosition(p3);
this->SetPoint4WorldPosition(p4);
}
else if ( this->InteractionState == OnL1Outer ||
this->InteractionState == OnL2Outer) //rotate the representation
{
// compute rotation angle and center of rotation
double sc[3], ec[3], p1c[3], p2c[3], p3c[3], p4c[3];
for (int i=0; i<3; i++)
{
sc[i] = this->StartEventPositionWorld[i] - this->CenterWorld[i];
ec[i] = pw[i] - this->CenterWorld[i];
p1c[i] = this->P1World[i] - this->CenterWorld[i];
p2c[i] = this->P2World[i] - this->CenterWorld[i];
p3c[i] = this->P3World[i] - this->CenterWorld[i];
p4c[i] = this->P4World[i] - this->CenterWorld[i];
}
double theta = atan2(ec[1],ec[0]) - atan2(sc[1],sc[0]);
double r1 = vtkMath::Norm(p1c);
double r2 = vtkMath::Norm(p2c);
double r3 = vtkMath::Norm(p3c);
double r4 = vtkMath::Norm(p4c);
double theta1 = atan2(p1c[1],p1c[0]);
double theta2 = atan2(p2c[1],p2c[0]);
double theta3 = atan2(p3c[1],p3c[0]);
double theta4 = atan2(p4c[1],p4c[0]);
//rotate the four points
p1[0] = this->CenterWorld[0] + r1*cos(theta+theta1);
p1[1] = this->CenterWorld[1] + r1*sin(theta+theta1);
p2[0] = this->CenterWorld[0] + r2*cos(theta+theta2);
p2[1] = this->CenterWorld[1] + r2*sin(theta+theta2);
p3[0] = this->CenterWorld[0] + r3*cos(theta+theta3);
p3[1] = this->CenterWorld[1] + r3*sin(theta+theta3);
p4[0] = this->CenterWorld[0] + r4*cos(theta+theta4);
p4[1] = this->CenterWorld[1] + r4*sin(theta+theta4);
p1[2] = this->P1World[2];
p2[2] = this->P2World[2];
p3[2] = this->P3World[2];
p4[2] = this->P4World[2];
this->SetPoint1WorldPosition(p1);
this->SetPoint2WorldPosition(p2);
this->SetPoint3WorldPosition(p3);
this->SetPoint4WorldPosition(p4);
}
else if ( this->InteractionState == OnL1Inner )
{
vtkLine::DistanceToLine(pw,this->P3World,this->P4World,t,closest);
t = ( t < 0.0 ? 0.0 : (t > 1.0 ? 1.0 : t) );
for (int i=0; i<3; i++)
{
p1[i] = this->P1World[i] + (t-this->T43)*this->P43World[i];
p2[i] = this->P2World[i] + (t-this->T43)*this->P43World[i];
}
// Set the positions of P1 and P2.
this->SetPoint1WorldPosition(p1);
this->SetPoint2WorldPosition(p2);
}
else if ( this->InteractionState == OnL2Inner )
{
vtkLine::DistanceToLine(pw,this->P1World,this->P2World,t,closest);
t = ( t < 0.0 ? 0.0 : (t > 1.0 ? 1.0 : t) );
for (int i=0; i<3; i++)
{
p3[i] = this->P3World[i] + (t-this->T21)*this->P21World[i];
p4[i] = this->P4World[i] + (t-this->T21)*this->P21World[i];
}
// Set the positions of P3 and P4.
this->SetPoint3WorldPosition(p3);
this->SetPoint4WorldPosition(p4);
}
else if ( this->InteractionState == NearP1 )
{
this->ProjectOrthogonalPoint(pw,this->P2World,this->P3World,this->P4World,this->P43World,-1,p1);
this->SetPoint1WorldPosition(p1);
}
else if ( this->InteractionState == NearP2 )
{
this->ProjectOrthogonalPoint(pw,this->P1World,this->P3World,this->P4World,this->P43World,1,p2);
this->SetPoint2WorldPosition(p2);
}
else if ( this->InteractionState == NearP3 )
{
this->ProjectOrthogonalPoint(pw,this->P4World,this->P1World,this->P2World,this->P21World,1,p3);
this->SetPoint3WorldPosition(p3);
}
else if ( this->InteractionState == NearP4 )
{
this->ProjectOrthogonalPoint(pw,this->P3World,this->P1World,this->P2World,this->P21World,-1,p4);
this->SetPoint4WorldPosition(p4);
} //near P4
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::BuildRepresentation()
{
if ( this->GetMTime() > this->BuildTime ||
this->Point1Representation->GetMTime() > this->BuildTime ||
this->Point2Representation->GetMTime() > this->BuildTime ||
this->Point3Representation->GetMTime() > this->BuildTime ||
this->Point4Representation->GetMTime() > this->BuildTime ||
(this->Renderer && this->Renderer->GetVTKWindow() &&
this->Renderer->GetVTKWindow()->GetMTime() > this->BuildTime) )
{
// Make sure that tolerance is consistent between handles and this representation
this->Point1Representation->SetTolerance(this->Tolerance);
this->Point2Representation->SetTolerance(this->Tolerance);
this->Point3Representation->SetTolerance(this->Tolerance);
this->Point4Representation->SetTolerance(this->Tolerance);
// Now bring the lines up to date
if ( ! this->Line1Visibility )
{
return;
}
char distStr1[256], distStr2[256];
double p1[3], p2[3], p3[3], p4[3];
this->GetPoint1DisplayPosition(p1);
this->GetPoint2DisplayPosition(p2);
this->GetPoint3DisplayPosition(p3);
this->GetPoint4DisplayPosition(p4);
double wp1[3], wp2[3], wp3[3], wp4[3];
this->GetPoint1WorldPosition(wp1);
this->GetPoint2WorldPosition(wp2);
this->GetPoint3WorldPosition(wp3);
this->GetPoint4WorldPosition(wp4);
this->LinePoints->SetPoint(0,p1);
this->LinePoints->SetPoint(1,p2);
this->LinePoints->SetPoint(2,p3);
this->LinePoints->SetPoint(3,p4);
this->LinePoints->Modified();
this->LineCells->Reset();
this->LineCells->InsertNextCell(2);
this->LineCells->InsertCellPoint(0);
this->LineCells->InsertCellPoint(1);
if ( this->Line2Visibility )
{
this->LineCells->InsertNextCell(2);
this->LineCells->InsertCellPoint(2);
this->LineCells->InsertCellPoint(3);
}
double line1Dist = sqrt(vtkMath::Distance2BetweenPoints(wp1, wp2));
double line2Dist = 0;
if (this->Line2Visibility)
{
line2Dist = sqrt(vtkMath::Distance2BetweenPoints(wp3, wp4));
}
std::ostringstream label;
if (this->IDInitialized)
{
label << this->ID << ": ";
}
sprintf(distStr1,this->LabelFormat, line1Dist);
sprintf(distStr2,this->LabelFormat, line2Dist);
if (line1Dist > line2Dist)
{
label << distStr1 << " x " << distStr2;
}
else
{
label << distStr2 << " x " << distStr1;
}
this->TextMapper->SetInput(label.str().c_str());
// Adjust the font size
int stringSize[2], *winSize = this->Renderer->GetSize();
vtkTextMapper::SetRelativeFontSize(this->TextMapper, this->Renderer, winSize,
stringSize, 0.015);
int maxX = VTK_INT_MIN, maxY = VTK_INT_MIN;
if (p1[1] > maxY)
{
maxX = static_cast<int>(p1[0]);
maxY = static_cast<int>(p1[1]);
}
if (p2[1] > maxY)
{
maxX = static_cast<int>(p2[0]);
maxY = static_cast<int>(p2[1]);
}
if (p3[1] > maxY)
{
maxX = static_cast<int>(p3[0]);
maxY = static_cast<int>(p3[1]);
}
if (p4[1] > maxY)
{
maxX = static_cast<int>(p4[0]);
maxY = static_cast<int>(p4[1]);
}
int minX = VTK_INT_MAX, minY = VTK_INT_MAX;
if (p1[1] < minY)
{
minX = static_cast<int>(p1[0]);
minY = static_cast<int>(p1[1]);
}
if (p2[1] < minY)
{
minX = static_cast<int>(p2[0]);
minY = static_cast<int>(p2[1]);
}
if (p3[1] < minY)
{
minX = static_cast<int>(p3[0]);
minY = static_cast<int>(p3[1]);
}
if (p4[1] < minY)
{
minX = static_cast<int>(p4[0]);
minY = static_cast<int>(p4[1]);
}
this->TextMapper->GetTextProperty()->SetJustificationToCentered();
if (this->ShowLabelAboveWidget)
{
this->TextActor->SetPosition(maxX, maxY + 9);
this->TextMapper->GetTextProperty()->SetVerticalJustificationToBottom();
}
else
{
this->TextActor->SetPosition(minX, minY - 9);
this->TextMapper->GetTextProperty()->SetVerticalJustificationToTop();
}
this->BuildTime.Modified();
}
}
//----------------------------------------------------------------------
char* vtkBiDimensionalRepresentation2D::GetLabelText()
{
return this->TextMapper->GetInput();
}
//----------------------------------------------------------------------
double* vtkBiDimensionalRepresentation2D::GetLabelPosition()
{
return this->TextActor->GetPosition();
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::GetLabelPosition(double pos[3])
{
this->TextActor->GetPositionCoordinate()->GetValue(pos);
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::GetWorldLabelPosition(double pos[3])
{
double viewportPos[3], worldPos[4];
pos[0] = pos[1] = pos[2] = 0.0;
if (!this->Renderer)
{
vtkErrorMacro("GetWorldLabelPosition: no renderer!");
return;
}
this->TextActor->GetPositionCoordinate()->GetValue(viewportPos);
this->Renderer->ViewportToNormalizedViewport(viewportPos[0], viewportPos[1]);
this->Renderer->NormalizedViewportToView(viewportPos[0], viewportPos[1], viewportPos[2]);
this->Renderer->SetViewPoint(viewportPos);
this->Renderer->ViewToWorld();
this->Renderer->GetWorldPoint(worldPos);
if (worldPos[3] != 0.0)
{
pos[0] = worldPos[0]/worldPos[3];
pos[1] = worldPos[1]/worldPos[3];
pos[2] = worldPos[2]/worldPos[3];
}
else
{
vtkErrorMacro("GetWorldLabelPosition: world position at index 3 is 0, not dividing by 0");
}
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::ReleaseGraphicsResources(vtkWindow *w)
{
this->LineActor->ReleaseGraphicsResources(w);
this->TextActor->ReleaseGraphicsResources(w);
}
//----------------------------------------------------------------------
int vtkBiDimensionalRepresentation2D::RenderOverlay(vtkViewport *viewport)
{
this->BuildRepresentation();
int count = this->LineActor->RenderOverlay(viewport);
if ( this->Line1Visibility )
{
count += this->TextActor->RenderOverlay(viewport);
}
return count;
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::Highlight(int highlightOn)
{
if ( highlightOn )
{
this->LineActor->SetProperty(this->SelectedLineProperty);
}
else
{
this->LineActor->SetProperty(this->LineProperty);
}
}
//----------------------------------------------------------------------
void vtkBiDimensionalRepresentation2D::PrintSelf(ostream& os, vtkIndent indent)
{
//Superclass typedef defined in vtkTypeMacro() found in vtkSetGet.h
this->Superclass::PrintSelf(os,indent);
if ( this->TextProperty )
{
os << indent << "Text Property:\n";
this->TextProperty->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Property: (none)\n";
}
if ( this->LineProperty )
{
os << indent << "Line Property:\n";
this->LineProperty->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Line Property: (none)\n";
}
if ( this->SelectedLineProperty )
{
os << indent << "Selected Line Property:\n";
this->SelectedLineProperty->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Selected Line Property: (none)\n";
}
}