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

501 lines
14 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkTexturedButtonRepresentation.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 "vtkTexturedButtonRepresentation.h"
#include "vtkActor.h"
#include "vtkFollower.h"
#include "vtkTexture.h"
#include "vtkPickingManager.h"
#include "vtkPolyDataMapper.h"
#include "vtkPolyData.h"
#include "vtkProperty.h"
#include "vtkCellPicker.h"
#include "vtkRenderer.h"
#include "vtkRenderWindowInteractor.h"
#include "vtkProperty.h"
#include "vtkAssemblyPath.h"
#include "vtkInteractorObserver.h"
#include "vtkCoordinate.h"
#include "vtkRenderWindow.h"
#include "vtkCamera.h"
#include "vtkObjectFactory.h"
#include "vtkSmartPointer.h"
#include "vtkImageData.h"
#include "vtkMath.h"
#include <map>
vtkStandardNewMacro(vtkTexturedButtonRepresentation);
vtkCxxSetObjectMacro(vtkTexturedButtonRepresentation,Property,vtkProperty);
vtkCxxSetObjectMacro(vtkTexturedButtonRepresentation,HoveringProperty,vtkProperty);
vtkCxxSetObjectMacro(vtkTexturedButtonRepresentation,SelectingProperty,vtkProperty);
// Map of textures
class vtkTextureArray : public std::map<int,vtkSmartPointer<vtkImageData> > {};
typedef std::map<int,vtkSmartPointer<vtkImageData> >::iterator vtkTextureArrayIterator;
//----------------------------------------------------------------------
vtkTexturedButtonRepresentation::vtkTexturedButtonRepresentation()
{
this->Mapper = vtkPolyDataMapper::New();
this->Texture = vtkTexture::New();
this->Texture->SetBlendingMode(vtkTexture::VTK_TEXTURE_BLENDING_MODE_ADD);
this->Actor = vtkActor::New();
this->Actor->SetMapper(this->Mapper);
this->Actor->SetTexture(this->Texture);
this->Follower = vtkFollower::New();
this->Follower->SetMapper(this->Mapper);
this->Follower->SetTexture(this->Texture);
// Following
this->FollowCamera = 0;
// Set up the initial properties
this->CreateDefaultProperties();
// List of textures
this->TextureArray = new vtkTextureArray;
this->Picker = vtkCellPicker::New();
this->Picker->AddPickList(this->Actor);
this->Picker->AddPickList(this->Follower);
this->Picker->PickFromListOn();
}
//----------------------------------------------------------------------
vtkTexturedButtonRepresentation::~vtkTexturedButtonRepresentation()
{
this->Actor->Delete();
this->Follower->Delete();
this->Mapper->Delete();
this->Texture->Delete();
if ( this->Property )
{
this->Property->Delete();
this->Property = NULL;
}
if ( this->HoveringProperty )
{
this->HoveringProperty->Delete();
this->HoveringProperty = NULL;
}
if ( this->SelectingProperty )
{
this->SelectingProperty->Delete();
this->SelectingProperty = NULL;
}
delete this->TextureArray;
this->Picker->Delete();
}
//-------------------------------------------------------------------------
void vtkTexturedButtonRepresentation::
SetButtonGeometry(vtkPolyData *pd)
{
this->Mapper->SetInputData(pd);
}
//-------------------------------------------------------------------------
void vtkTexturedButtonRepresentation::
SetButtonGeometryConnection(vtkAlgorithmOutput* algOutput)
{
this->Mapper->SetInputConnection(algOutput);
}
//-------------------------------------------------------------------------
vtkPolyData *vtkTexturedButtonRepresentation::GetButtonGeometry()
{
return this->Mapper->GetInput();
}
//-------------------------------------------------------------------------
void vtkTexturedButtonRepresentation::
SetButtonTexture(int i, vtkImageData *image)
{
if ( i < 0 )
{
i = 0;
}
if ( i >= this->NumberOfStates )
{
i = this->NumberOfStates - 1;
}
(*this->TextureArray)[i] = image;
}
//-------------------------------------------------------------------------
vtkImageData *vtkTexturedButtonRepresentation::
GetButtonTexture(int i)
{
if ( i < 0 )
{
i = 0;
}
if ( i >= this->NumberOfStates )
{
i = this->NumberOfStates - 1;
}
vtkTextureArrayIterator iter = this->TextureArray->find(i);
if ( iter != this->TextureArray->end() )
{
return (*iter).second;
}
else
{
return NULL;
}
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::RegisterPickers()
{
this->Renderer->GetRenderWindow()->GetInteractor()->GetPickingManager()
->AddPicker(this->Picker, this);
}
//-------------------------------------------------------------------------
void vtkTexturedButtonRepresentation::
PlaceWidget(double scale, double xyz[3], double normal[3])
{
// Translate the center
double bds[6], center[3];
this->Actor->GetBounds(bds);
center[0] = (bds[0]+bds[1]) / 2.0;
center[1] = (bds[2]+bds[3]) / 2.0;;
center[2] = (bds[4]+bds[5]) / 2.0;;
this->Actor->AddPosition(center[0]-xyz[0],
center[1]-xyz[1],
center[2]-xyz[2]);
this->Follower->AddPosition(center[0]-xyz[0],
center[1]-xyz[1],
center[2]-xyz[2]);
// Scale the button
this->Actor->SetScale(scale, scale, scale);
this->Follower->SetScale(scale, scale, scale);
// Rotate the button to align with the normal Cross the z axis with the
// normal to get a rotation vector. Then rotate around it.
double zAxis[3]; zAxis[0] = zAxis[1] = 0.0; zAxis[2] = 1.0;
double rotAxis[3], angle;
vtkMath::Normalize(normal);
vtkMath::Cross(zAxis,normal,rotAxis);
angle = acos(vtkMath::Dot(zAxis,normal));
this->Actor->RotateWXYZ(
vtkMath::DegreesFromRadians(angle),rotAxis[0],rotAxis[1],rotAxis[2]);
this->Follower->RotateWXYZ(
vtkMath::DegreesFromRadians(angle),rotAxis[0],rotAxis[1],rotAxis[2]);
}
//-------------------------------------------------------------------------
void vtkTexturedButtonRepresentation::PlaceWidget(double bds[6])
{
double bounds[6], center[3], aBds[6], aCenter[3];
this->AdjustBounds(bds, bounds, center);
for (int i=0; i<6; i++)
{
this->InitialBounds[i] = bounds[i];
}
this->InitialLength = sqrt((bounds[1]-bounds[0])*(bounds[1]-bounds[0]) +
(bounds[3]-bounds[2])*(bounds[3]-bounds[2]) +
(bounds[5]-bounds[4])*(bounds[5]-bounds[4]));
// Get the bounds of the actor
this->Actor->GetBounds(aBds);
aCenter[0] = (aBds[0]+aBds[1]) / 2.0;
aCenter[1] = (aBds[2]+aBds[3]) / 2.0;;
aCenter[2] = (aBds[4]+aBds[5]) / 2.0;;
// Now fit the actor bounds in the place bounds by tampering with its
// transform.
this->Actor->AddPosition(center[0]-aCenter[0],
center[1]-aCenter[1],
center[2]-aCenter[2]);
this->Follower->AddPosition(center[0]-aCenter[0],
center[1]-aCenter[1],
center[2]-aCenter[2]);
double s[3], sMin;
for (int i=0; i < 3; ++i)
{
if ( (bounds[2*i+1]-bounds[2*i]) <= 0.0 || (aBds[2*i+1]-aBds[2*i]) <= 0.0 )
{
s[i] = VTK_FLOAT_MAX;
}
else
{
s[i] = (bounds[2*i+1]-bounds[2*i]) / (aBds[2*i+1]-aBds[2*i]);
}
}
sMin = (s[0]<s[1] ? (s[0]<s[2] ? s[0] : s[2]) : (s[1]<s[2] ? s[1] : s[2]) );
this->Actor->SetScale(sMin, sMin, sMin);
this->Follower->SetScale(sMin, sMin, sMin);
}
//-------------------------------------------------------------------------
int vtkTexturedButtonRepresentation
::ComputeInteractionState(int X, int Y, int vtkNotUsed(modify))
{
this->VisibilityOn(); //actor must be on to be picked
vtkAssemblyPath* path = this->GetAssemblyPath(X, Y, 0., this->Picker);
if ( path != NULL )
{
this->InteractionState = vtkButtonRepresentation::Inside;
}
else
{
this->InteractionState = vtkButtonRepresentation::Outside;
}
return this->InteractionState;
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::Highlight(int highlight)
{
this->Superclass::Highlight(highlight);
vtkProperty *initialProperty = this->Actor->GetProperty();
vtkProperty *selectedProperty;
if ( highlight == vtkButtonRepresentation::HighlightHovering )
{
this->Actor->SetProperty(this->HoveringProperty);
this->Follower->SetProperty(this->HoveringProperty);
selectedProperty = this->HoveringProperty;
}
else if ( highlight == vtkButtonRepresentation::HighlightSelecting )
{
this->Actor->SetProperty(this->SelectingProperty);
this->Follower->SetProperty(this->SelectingProperty);
selectedProperty = this->SelectingProperty;
}
else //if ( highlight == vtkButtonRepresentation::HighlightNormal )
{
this->Actor->SetProperty(this->Property);
this->Follower->SetProperty(this->Property);
selectedProperty = this->Property;
}
if ( selectedProperty != initialProperty )
{
this->Modified();
}
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::CreateDefaultProperties()
{
this->Property = vtkProperty::New();
this->Property->SetColor(1,1,1);
this->HoveringProperty = vtkProperty::New();
this->HoveringProperty->SetAmbient(1.0);
this->SelectingProperty = vtkProperty::New();
this->SelectingProperty->SetAmbient(0.2);
this->SelectingProperty->SetAmbientColor(0.2,0.2,0.2);
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::BuildRepresentation()
{
// The net effect is to resize the handle
if ( this->GetMTime() > this->BuildTime ||
(this->Renderer && this->Renderer->GetVTKWindow() &&
this->Renderer->GetVTKWindow()->GetMTime() > this->BuildTime) )
{
// In case follower is being used
if ( this->FollowCamera )
{
this->Follower->VisibilityOn();
this->Actor->VisibilityOff();
this->Follower->SetCamera(this->Renderer->GetActiveCamera());
}
else
{
this->Follower->VisibilityOff();
this->Actor->VisibilityOn();
}
vtkTextureArrayIterator iter = this->TextureArray->find(this->State);
if ( iter != this->TextureArray->end() )
{
this->Texture->SetInputData((*iter).second);
}
else
{
this->Texture->SetInputData(NULL);
}
this->BuildTime.Modified();
}
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::ShallowCopy(vtkProp *prop)
{
vtkTexturedButtonRepresentation *rep =
vtkTexturedButtonRepresentation::SafeDownCast(prop);
if ( rep )
{
this->Mapper->ShallowCopy(rep->Mapper);
this->Property->DeepCopy(rep->Property);
this->HoveringProperty->DeepCopy(rep->HoveringProperty);
this->SelectingProperty->DeepCopy(rep->SelectingProperty);
vtkTextureArrayIterator iter;
for ( iter=rep->TextureArray->begin();
iter != rep->TextureArray->end(); ++iter )
{
(*this->TextureArray)[(*iter).first] = (*iter).second;
}
this->FollowCamera = rep->FollowCamera;
}
this->Superclass::ShallowCopy(prop);
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::
ReleaseGraphicsResources(vtkWindow *win)
{
this->Actor->ReleaseGraphicsResources(win);
this->Follower->ReleaseGraphicsResources(win);
}
//----------------------------------------------------------------------
int vtkTexturedButtonRepresentation::
RenderOpaqueGeometry(vtkViewport *viewport)
{
this->BuildRepresentation();
if ( this->FollowCamera )
{
return this->Follower->RenderOpaqueGeometry(viewport);
}
else
{
return this->Actor->RenderOpaqueGeometry(viewport);
}
}
//-----------------------------------------------------------------------------
int vtkTexturedButtonRepresentation::
RenderTranslucentPolygonalGeometry(vtkViewport *viewport)
{
this->BuildRepresentation();
if ( this->FollowCamera )
{
return this->Follower->RenderTranslucentPolygonalGeometry(viewport);
}
else
{
return this->Actor->RenderTranslucentPolygonalGeometry(viewport);
}
}
//-----------------------------------------------------------------------------
int vtkTexturedButtonRepresentation::
HasTranslucentPolygonalGeometry()
{
this->BuildRepresentation();
if ( this->FollowCamera )
{
return this->Follower->HasTranslucentPolygonalGeometry();
}
else
{
return this->Actor->HasTranslucentPolygonalGeometry();
}
}
//----------------------------------------------------------------------
double *vtkTexturedButtonRepresentation::GetBounds()
{
return this->Actor->GetBounds();
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::GetActors(vtkPropCollection *pc)
{
if ( this->FollowCamera )
{
this->Follower->GetActors(pc);
}
else
{
this->Actor->GetActors(pc);
}
}
//----------------------------------------------------------------------
void vtkTexturedButtonRepresentation::PrintSelf(ostream& os, vtkIndent indent)
{
//Superclass typedef defined in vtkTypeMacro() found in vtkSetGet.h
this->Superclass::PrintSelf(os,indent);
os << indent << "Button Geometry: " << this->GetButtonGeometry() << "\n";
os << indent << "Follow Camera: " << (this->FollowCamera ? "On\n" : "Off\n");
if ( this->Property )
{
os << indent << "Property: " << this->Property << "\n";
}
else
{
os << indent << "Property: (none)\n";
}
if ( this->HoveringProperty )
{
os << indent << "Hovering Property: " << this->HoveringProperty << "\n";
}
else
{
os << indent << "Hovering Property: (none)\n";
}
if ( this->SelectingProperty )
{
os << indent << "Selecting Property: " << this->SelectingProperty << "\n";
}
else
{
os << indent << "Selecting Property: (none)\n";
}
}