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

3044 lines
100 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkCubeAxesActor.cxx
Thanks: Kathleen Bonnell, B Division, Lawrence Livermore National Lab
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 "vtkCubeAxesActor.h"
#include "vtkAxisActor.h"
#include "vtkAxisFollower.h"
#include "vtkBoundingBox.h"
#include "vtkCamera.h"
#include "vtkCoordinate.h"
#include "vtkFollower.h"
#include "vtkFrustumSource.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPlanes.h"
#include "vtkProp3DAxisFollower.h"
#include "vtkProperty.h"
#include "vtkStringArray.h"
#include "vtkTextProperty.h"
#include "vtkViewport.h"
#include <algorithm>
#include <sstream>
#include <string>
vtkStandardNewMacro(vtkCubeAxesActor);
vtkCxxSetObjectMacro(vtkCubeAxesActor, Camera,vtkCamera);
// *************************************************************************
// Instantiate this object.
// *************************************************************************
vtkCubeAxesActor::vtkCubeAxesActor() : vtkActor()
{
this->Bounds[0] = -1.0; this->Bounds[1] = 1.0;
this->Bounds[2] = -1.0; this->Bounds[3] = 1.0;
this->Bounds[4] = -1.0; this->Bounds[5] = 1.0;
for(int i=0; i < 6; ++i)
{
this->RenderedBounds[i] = this->Bounds[i];
}
this->OrientedBounds[0] = -1.0; this->OrientedBounds[1] = 1.0;
this->OrientedBounds[2] = -1.0; this->OrientedBounds[3] = 1.0;
this->OrientedBounds[4] = -1.0; this->OrientedBounds[5] = 1.0;
// Disable oriented bounds and Axis origin
this->UseOrientedBounds = this->UseAxisOrigin = 0;
// Init default axis origin
this->AxisOrigin[0] = this->AxisOrigin[1] = this->AxisOrigin[2] = 0.0;
// Init default axis base
this->AxisBaseForX[0] = this->AxisBaseForX[1] = this->AxisBaseForX[2] = 0;
this->AxisBaseForY[0] = this->AxisBaseForY[1] = this->AxisBaseForY[2] = 0;
this->AxisBaseForZ[0] = this->AxisBaseForZ[1] = this->AxisBaseForZ[2] = 0;
this->AxisBaseForX[0] = this->AxisBaseForY[1] = this->AxisBaseForZ[2] = 1.0;
this->RebuildAxes = true;
this->Camera = NULL;
this->FlyMode = VTK_FLY_CLOSEST_TRIAD;
this->GridLineLocation = VTK_GRID_LINES_ALL;
this->StickyAxes = 0;
this->CenterStickyAxes = 1;
// By default enable distance based LOD
this->EnableDistanceLOD = 1;
this->DistanceLODThreshold = .8;
// By default enable view angle based LOD
this->EnableViewAngleLOD = 1;
this->ViewAngleLODThreshold = .2;
// Title and label text properties
for (int i = 0; i < 3; i++)
{
this->TitleTextProperty[i] = vtkTextProperty::New();
this->TitleTextProperty[i]->SetColor(1.,1.,1.);
this->TitleTextProperty[i]->SetFontFamilyToArial();
this->TitleTextProperty[i]->SetFontSize(18);
this->TitleTextProperty[i]->SetVerticalJustificationToCentered();
this->TitleTextProperty[i]->SetJustificationToCentered();
this->LabelTextProperty[i] = vtkTextProperty::New();
this->LabelTextProperty[i]->SetColor(1.,1.,1.);
this->LabelTextProperty[i]->SetFontFamilyToArial();
this->LabelTextProperty[i]->SetFontSize(14);
this->LabelTextProperty[i]->SetVerticalJustificationToBottom();
this->LabelTextProperty[i]->SetJustificationToLeft();
}
// Axis lines
this->XAxesLinesProperty = vtkProperty::New();
this->YAxesLinesProperty = vtkProperty::New();
this->ZAxesLinesProperty = vtkProperty::New();
// Outer grid lines
this->XAxesGridlinesProperty = vtkProperty::New();
this->YAxesGridlinesProperty = vtkProperty::New();
this->ZAxesGridlinesProperty = vtkProperty::New();
// Inner grid lines
this->XAxesInnerGridlinesProperty = vtkProperty::New();
this->YAxesInnerGridlinesProperty = vtkProperty::New();
this->ZAxesInnerGridlinesProperty = vtkProperty::New();
this->XAxesInnerGridlinesProperty->SetColor(.3,.6,.1);
this->YAxesInnerGridlinesProperty->SetColor(.3,.6,.1);
this->ZAxesInnerGridlinesProperty->SetColor(.3,.6,.1);
this->XAxesGridpolysProperty = vtkProperty::New();
this->YAxesGridpolysProperty = vtkProperty::New();
this->ZAxesGridpolysProperty = vtkProperty::New();
this->XAxesGridpolysProperty->SetOpacity(.6); // Default grid polys opacity
this->YAxesGridpolysProperty->SetOpacity(.6); // Default grid polys opacity
this->ZAxesGridpolysProperty->SetOpacity(.6); // Default grid polys opacity
//this->XAxesGridpolysProperty->LightingOff(); // To be able to see the polys from high camera angles
//this->YAxesGridpolysProperty->LightingOff(); // To be able to see the polys from high camera angles
//this->ZAxesGridpolysProperty->LightingOff(); // To be able to see the polys from high camera angles
this->ScreenSize = 10.;
this->LabelOffset = 20.;
this->TitleOffset = 20.;
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i] = vtkAxisActor::New();
this->XAxes[i]->SetTickVisibility(1);
this->XAxes[i]->SetMinorTicksVisible(1);
this->XAxes[i]->SetLabelVisibility(1);
this->XAxes[i]->SetTitleVisibility(1);
this->XAxes[i]->SetAxisTypeToX();
this->XAxes[i]->SetAxisPosition(i);
this->XAxes[i]->SetAxisLinesProperty(this->XAxesLinesProperty);
this->XAxes[i]->SetGridlinesProperty(this->XAxesGridlinesProperty);
this->XAxes[i]->SetInnerGridlinesProperty(this->XAxesInnerGridlinesProperty);
this->XAxes[i]->SetGridpolysProperty(this->XAxesGridpolysProperty);
this->XAxes[i]->SetLabelOffset(this->LabelOffset);
this->XAxes[i]->SetTitleOffset(this->TitleOffset);
this->XAxes[i]->SetScreenSize(this->ScreenSize);
this->XAxes[i]->SetCalculateTitleOffset(0);
this->XAxes[i]->SetCalculateLabelOffset(0);
this->YAxes[i] = vtkAxisActor::New();
this->YAxes[i]->SetTickVisibility(1);
this->YAxes[i]->SetMinorTicksVisible(1);
this->YAxes[i]->SetLabelVisibility(1);
this->YAxes[i]->SetTitleVisibility(1);
this->YAxes[i]->SetAxisTypeToY();
this->YAxes[i]->SetAxisPosition(i);
this->YAxes[i]->SetAxisLinesProperty(this->YAxesLinesProperty);
this->YAxes[i]->SetGridlinesProperty(this->YAxesGridlinesProperty);
this->YAxes[i]->SetInnerGridlinesProperty(this->YAxesInnerGridlinesProperty);
this->YAxes[i]->SetGridpolysProperty(this->YAxesGridpolysProperty);
this->YAxes[i]->SetLabelOffset(this->LabelOffset);
this->YAxes[i]->SetTitleOffset(this->TitleOffset);
this->YAxes[i]->SetScreenSize(this->ScreenSize);
this->YAxes[i]->SetCalculateTitleOffset(0);
this->YAxes[i]->SetCalculateLabelOffset(0);
this->ZAxes[i] = vtkAxisActor::New();
this->ZAxes[i]->SetTickVisibility(1);
this->ZAxes[i]->SetMinorTicksVisible(1);
this->ZAxes[i]->SetLabelVisibility(1);
this->ZAxes[i]->SetTitleVisibility(1);
this->ZAxes[i]->SetAxisTypeToZ();
this->ZAxes[i]->SetAxisPosition(i);
this->ZAxes[i]->SetAxisLinesProperty(this->ZAxesLinesProperty);
this->ZAxes[i]->SetGridlinesProperty(this->ZAxesGridlinesProperty);
this->ZAxes[i]->SetInnerGridlinesProperty(this->ZAxesInnerGridlinesProperty);
this->ZAxes[i]->SetGridpolysProperty(this->ZAxesGridpolysProperty);
this->ZAxes[i]->SetLabelOffset(this->LabelOffset);
this->ZAxes[i]->SetTitleOffset(this->TitleOffset);
this->ZAxes[i]->SetScreenSize(this->ScreenSize);
this->ZAxes[i]->SetCalculateTitleOffset(0);
this->ZAxes[i]->SetCalculateLabelOffset(0);
// Pass information to axes followers.
vtkAxisFollower* follower = this->XAxes[i]->GetTitleActor();
follower->SetEnableDistanceLOD( this->EnableDistanceLOD );
follower->SetDistanceLODThreshold( this->DistanceLODThreshold );
follower->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
follower->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
vtkProp3DAxisFollower* axisFollower = this->XAxes[i]->GetTitleProp3D();
axisFollower->SetEnableDistanceLOD( this->EnableDistanceLOD );
axisFollower->SetDistanceLODThreshold( this->DistanceLODThreshold );
axisFollower->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
axisFollower->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
follower = this->YAxes[i]->GetTitleActor();
follower->SetEnableDistanceLOD( this->EnableDistanceLOD );
follower->SetDistanceLODThreshold( this->DistanceLODThreshold );
follower->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
follower->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
axisFollower = this->YAxes[i]->GetTitleProp3D();
axisFollower->SetEnableDistanceLOD( this->EnableDistanceLOD );
axisFollower->SetDistanceLODThreshold( this->DistanceLODThreshold );
axisFollower->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
axisFollower->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
follower = this->ZAxes[i]->GetTitleActor();
follower->SetEnableDistanceLOD( this->EnableDistanceLOD );
follower->SetDistanceLODThreshold( this->DistanceLODThreshold );
follower->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
follower->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
axisFollower = this->ZAxes[i]->GetTitleProp3D();
axisFollower->SetEnableDistanceLOD( this->EnableDistanceLOD );
axisFollower->SetDistanceLODThreshold( this->DistanceLODThreshold );
axisFollower->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
axisFollower->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
}
this->XTitle = new char[7];
sprintf(this->XTitle, "%s", "X-Axis");
this->XUnits = NULL;
this->YTitle = new char[7];
sprintf(this->YTitle, "%s", "Y-Axis");
this->YUnits = NULL;
this->ZTitle = new char[7];
sprintf(this->ZTitle, "%s", "Z-Axis");
this->ZUnits = NULL;
this->ActualXLabel = 0;
this->ActualYLabel = 0;
this->ActualZLabel = 0;
this->TickLocation = VTK_TICKS_INSIDE;
this->XAxisVisibility = 1;
this->YAxisVisibility = 1;
this->ZAxisVisibility = 1;
this->XAxisTickVisibility = 1;
this->YAxisTickVisibility = 1;
this->ZAxisTickVisibility = 1;
this->XAxisMinorTickVisibility = 1;
this->YAxisMinorTickVisibility = 1;
this->ZAxisMinorTickVisibility = 1;
this->XAxisLabelVisibility = 1;
this->YAxisLabelVisibility = 1;
this->ZAxisLabelVisibility = 1;
this->DrawXGridlines = 0;
this->DrawYGridlines = 0;
this->DrawZGridlines = 0;
this->DrawXInnerGridlines = 0;
this->DrawYInnerGridlines = 0;
this->DrawZInnerGridlines = 0;
this->DrawXGridpolys = 0;
this->DrawYGridpolys = 0;
this->DrawZGridpolys = 0;
this->XLabelFormat = new char[8];
sprintf(this->XLabelFormat, "%s", "%-#6.3g");
this->YLabelFormat = new char[8];
sprintf(this->YLabelFormat, "%s", "%-#6.3g");
this->ZLabelFormat = new char[8];
sprintf(this->ZLabelFormat, "%s", "%-#6.3g");
this->CornerOffset = 0.0;
this->Inertia = 1;
this->RenderCount = 0;
this->InertiaLocs[0] = this->InertiaLocs[1] = this->InertiaLocs[2] = -1;
this->RenderSomething = 0;
this->LastUseOrientedBounds = 0;
this->LastXPow = 0;
this->LastYPow = 0;
this->LastZPow = 0;
this->UserXPow = 0;
this->UserYPow = 0;
this->UserZPow = 0;
this->AutoLabelScaling = true;
this->LastXAxisDigits = 3;
this->LastYAxisDigits = 3;
this->LastZAxisDigits = 3;
this->LastXRange[0] = VTK_FLOAT_MAX;
this->LastXRange[1] = VTK_FLOAT_MAX;
this->LastYRange[0] = VTK_FLOAT_MAX;
this->LastYRange[1] = VTK_FLOAT_MAX;
this->LastZRange[0] = VTK_FLOAT_MAX;
this->LastZRange[1] = VTK_FLOAT_MAX;
this->LastBounds[0] = VTK_DOUBLE_MAX;
this->LastBounds[1] = VTK_DOUBLE_MAX;
this->LastBounds[2] = VTK_DOUBLE_MAX;
this->LastBounds[3] = VTK_DOUBLE_MAX;
this->LastBounds[4] = VTK_DOUBLE_MAX;
this->LastBounds[5] = VTK_DOUBLE_MAX;
this->LastFlyMode = -1;
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->RenderAxesX[i] = i;
this->RenderAxesY[i] = i;
this->RenderAxesZ[i] = i;
}
this->NumberOfAxesX = this->NumberOfAxesY = this->NumberOfAxesZ = 1;
this->MustAdjustXValue = false;
this->MustAdjustYValue = false;
this->MustAdjustZValue = false;
this->ForceXLabelReset = false;
this->ForceYLabelReset = false;
this->ForceZLabelReset = false;
this->XAxisRange[0] = VTK_DOUBLE_MAX;
this->XAxisRange[1] = VTK_DOUBLE_MAX;
this->YAxisRange[0] = VTK_DOUBLE_MAX;
this->YAxisRange[1] = VTK_DOUBLE_MAX;
this->ZAxisRange[0] = VTK_DOUBLE_MAX;
this->ZAxisRange[1] = VTK_DOUBLE_MAX;
for (int i = 0; i < 3; ++i)
{
this->AxisLabels[i] = NULL;
}
this->LabelScale = -1.0;
this->TitleScale = -1.0;
}
// *************************************************************************
void vtkCubeAxesActor::SetUseTextActor3D( int val )
{
for( int i = 0 ; i < NUMBER_OF_ALIGNED_AXIS ; ++ i )
{
this->XAxes[i]->SetUseTextActor3D( val );
this->YAxes[i]->SetUseTextActor3D( val );
this->ZAxes[i]->SetUseTextActor3D( val );
}
}
// *************************************************************************
int vtkCubeAxesActor::GetUseTextActor3D()
{
// It is assumed that all axes have the same value
return this->XAxes[0]->GetUseTextActor3D();
}
void vtkCubeAxesActor::SetUse2DMode( int val )
{
for( int i = 0 ; i < NUMBER_OF_ALIGNED_AXIS ; ++ i )
{
this->XAxes[i]->SetUse2DMode( val );
this->YAxes[i]->SetUse2DMode( val );
this->ZAxes[i]->SetUse2DMode( val );
}
if( ! val )
{
this->SetZAxisVisibility( 1 );
}
else
{
this->SetZAxisVisibility( 0 );
}
}
int vtkCubeAxesActor::GetUse2DMode()
{
// It is assumed that all axes have the same value
return this->XAxes[0]->GetUse2DMode();
}
void vtkCubeAxesActor::SetSaveTitlePosition( int val )
{
// For 2D mode only :
// val = 0: no need to save position (3D axis)
// val = 1: positions have to be saved during the next render pass
// val = 2: positions are saved -> use them
for( int i = 0 ; i < NUMBER_OF_ALIGNED_AXIS ; ++ i )
{
this->XAxes[i]->SetSaveTitlePosition( val );
this->YAxes[i]->SetSaveTitlePosition( val );
}
}
// ****************************************************************************
vtkCubeAxesActor::~vtkCubeAxesActor()
{
this->SetCamera(NULL);
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
if (this->XAxes[i])
{
this->XAxes[i]->Delete();
this->XAxes[i] = NULL;
}
if (this->YAxes[i])
{
this->YAxes[i]->Delete();
this->YAxes[i] = NULL;
}
if (this->ZAxes[i])
{
this->ZAxes[i]->Delete();
this->ZAxes[i] = NULL;
}
}
if (this->XAxesLinesProperty)
{
this->XAxesLinesProperty->Delete();
}
if (this->XAxesGridlinesProperty)
{
this->XAxesGridlinesProperty->Delete();
}
if (this->XAxesInnerGridlinesProperty)
{
this->XAxesInnerGridlinesProperty->Delete();
}
if (this->XAxesGridpolysProperty)
{
this->XAxesGridpolysProperty->Delete();
}
if (this->YAxesLinesProperty)
{
this->YAxesLinesProperty->Delete();
}
if (this->YAxesGridlinesProperty)
{
this->YAxesGridlinesProperty->Delete();
}
if (this->YAxesInnerGridlinesProperty)
{
this->YAxesInnerGridlinesProperty->Delete();
}
if (this->YAxesGridpolysProperty)
{
this->YAxesGridpolysProperty->Delete();
}
if (this->ZAxesLinesProperty)
{
this->ZAxesLinesProperty->Delete();
}
if (this->ZAxesGridlinesProperty)
{
this->ZAxesGridlinesProperty->Delete();
}
if (this->ZAxesInnerGridlinesProperty)
{
this->ZAxesInnerGridlinesProperty->Delete();
}
if (this->ZAxesGridpolysProperty)
{
this->ZAxesGridpolysProperty->Delete();
}
for (int i = 0; i < 3; i++)
{
if(this->TitleTextProperty[i] != NULL)
{
this->TitleTextProperty[i]->Delete();
}
this->TitleTextProperty[i] = NULL;
if(this->LabelTextProperty[i] != NULL)
{
this->LabelTextProperty[i]->Delete();
}
this->LabelTextProperty[i] = NULL;
}
delete [] this->XLabelFormat;
this->XLabelFormat = NULL;
delete [] this->YLabelFormat;
this->YLabelFormat = NULL;
delete [] this->ZLabelFormat;
this->ZLabelFormat = NULL;
delete [] this->XTitle;
this->XTitle = NULL;
delete [] this->YTitle;
this->YTitle = NULL;
delete [] this->ZTitle;
this->ZTitle = NULL;
delete [] this->XUnits;
this->XUnits = NULL;
delete [] this->YUnits;
this->YUnits = NULL;
delete [] this->ZUnits;
this->ZUnits = NULL;
delete [] this->ActualXLabel;
this->ActualXLabel = NULL;
delete [] this->ActualYLabel;
this->ActualYLabel = NULL;
delete [] this->ActualZLabel;
this->ActualZLabel = NULL;
}
// *************************************************************************
// Project the bounding box and compute edges on the border of the bounding
// cube. Determine which parts of the edges are visible via intersection
// with the boundary of the viewport (minus borders).
// *************************************************************************
int vtkCubeAxesActor::RenderOpaqueGeometry(vtkViewport *viewport)
{
static bool initialRender = true;
return this->RenderGeometry(
initialRender, viewport, true,
&vtkAxisActor::RenderOpaqueGeometry);
}
// *************************************************************************
// Project the bounding box and compute edges on the border of the bounding
// cube. Determine which parts of the edges are visible via intersection
// with the boundary of the viewport (minus borders).
// *************************************************************************
int vtkCubeAxesActor::RenderTranslucentGeometry(vtkViewport *viewport)
{
static bool initialRender = true;
return this->RenderGeometry(
initialRender, viewport, true,
&vtkAxisActor::RenderTranslucentGeometry);
}
// *************************************************************************
// Project the bounding box and compute edges on the border of the bounding
// cube. Determine which parts of the edges are visible via intersection
// with the boundary of the viewport (minus borders).
// *************************************************************************
int vtkCubeAxesActor::RenderTranslucentPolygonalGeometry(vtkViewport *viewport)
{
static bool initialRender = true;
return this->RenderGeometry(
initialRender, viewport, true,
&vtkAxisActor::RenderTranslucentPolygonalGeometry);
}
// *************************************************************************
// RenderOverlay : render 2D annotations.
// *************************************************************************
int vtkCubeAxesActor::RenderOverlay(vtkViewport *viewport)
{
static bool initialRender = true;
return this->RenderGeometry(
initialRender, viewport, false,
&vtkAxisActor::RenderOverlay);
}
// --------------------------------------------------------------------------
int vtkCubeAxesActor::HasTranslucentPolygonalGeometry()
{
if ((this->NumberOfAxesX > 0 &&
this->XAxes[0]->HasTranslucentPolygonalGeometry()) ||
(this->NumberOfAxesY > 0 &&
this->YAxes[0]->HasTranslucentPolygonalGeometry()) ||
(this->NumberOfAxesZ > 0 &&
this->ZAxes[0]->HasTranslucentPolygonalGeometry()))
{
return 1;
}
return 0;
}
// --------------------------------------------------------------------------
// Do final adjustment of axes to control offset, etc.
void vtkCubeAxesActor::AdjustAxes(double bounds[6],
double xCoords[NUMBER_OF_ALIGNED_AXIS][6],
double yCoords[NUMBER_OF_ALIGNED_AXIS][6],
double zCoords[NUMBER_OF_ALIGNED_AXIS][6],
double xRange[2], double yRange[2],
double zRange[2])
{
xRange[0] = (this->XAxisRange[0] == VTK_DOUBLE_MAX ?
bounds[0] : this->XAxisRange[0]);
xRange[1] = (this->XAxisRange[1] == VTK_DOUBLE_MAX ?
bounds[1] : this->XAxisRange[1]);
yRange[0] = (this->YAxisRange[0] == VTK_DOUBLE_MAX ?
bounds[2] : this->YAxisRange[0]);
yRange[1] = (this->YAxisRange[1] == VTK_DOUBLE_MAX ?
bounds[3] : this->YAxisRange[1]);
zRange[0] = (this->ZAxisRange[0] == VTK_DOUBLE_MAX ?
bounds[4] : this->ZAxisRange[0]);
zRange[1] = (this->ZAxisRange[1] == VTK_DOUBLE_MAX ?
bounds[5] : this->ZAxisRange[1]);
if (this->StickyAxes)
{
// Change ranges according to transformation from original bounds to
// viewport-constrained bounds
double originalBounds[6];
this->GetBounds(originalBounds);
double range[6] = {xRange[0], xRange[1],
yRange[0], yRange[1],
zRange[0], zRange[1]};
for (int i = 0; i < 3; ++i)
{
double length = originalBounds[2*i+1] - originalBounds[2*i+0];
double beginPercent = (bounds[2*i+0] - originalBounds[2*i+0]) / length;
double endPercent = (bounds[2*i+1] - originalBounds[2*i+0]) / length;
double rangeLength = range[2*i+1] - range[2*i+0];
double rangeStart = range[2*i+0];
range[2*i+0] = rangeStart + rangeLength * beginPercent;
range[2*i+1] = rangeStart + rangeLength * endPercent;
}
xRange[0] = range[0];
xRange[1] = range[1];
yRange[0] = range[2];
yRange[1] = range[3];
zRange[0] = range[4];
zRange[1] = range[5];
}
const double xScale = (xRange[1] - xRange[0])/(bounds[1] - bounds[0]);
const double yScale = (yRange[1] - yRange[0])/(bounds[3] - bounds[2]);
const double zScale = (zRange[1] - zRange[0])/(bounds[5] - bounds[4]);
// Pull back the corners if specified
if (this->CornerOffset > 0.0)
{
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
double ave;
// x-axis
ave = (xCoords[i][0] + xCoords[i][2]) / 2.0;
xCoords[i][0] =
xCoords[i][0] - this->CornerOffset * (xCoords[i][0] - ave);
xCoords[i][2] =
xCoords[i][2] - this->CornerOffset * (xCoords[i][2] - ave);
ave = (xCoords[i][1] + xCoords[i][3]) / 2.0;
xCoords[i][1] =
xCoords[i][1] - this->CornerOffset * (xCoords[i][1] - ave);
xCoords[i][3] =
xCoords[i][3] - this->CornerOffset * (xCoords[i][3] - ave);
ave = (xRange[1] + xRange[0]) / 2.0;
xRange[0] = xRange[0] - this->CornerOffset * xScale * (xRange[0] - ave);
xRange[1] = xRange[1] - this->CornerOffset * xScale * (xRange[1] - ave);
// y-axis
ave = (yCoords[i][0] + yCoords[i][2]) / 2.0;
yCoords[i][0] =
yCoords[i][0] - this->CornerOffset * (yCoords[i][0] - ave);
yCoords[i][2] =
yCoords[i][2] - this->CornerOffset * (yCoords[i][2] - ave);
ave = (yCoords[i][1] + yCoords[i][3]) / 2.0;
yCoords[i][1] =
yCoords[i][1] - this->CornerOffset * (yCoords[i][1] - ave);
yCoords[i][3] =
yCoords[i][3] - this->CornerOffset * (yCoords[i][3] - ave);
ave = (yRange[1] + yRange[0]) / 2.0;
yRange[0] = yRange[0] - this->CornerOffset * yScale * (yRange[0] - ave);
yRange[1] = yRange[1] - this->CornerOffset * yScale * (yRange[1] - ave);
// z-axis
ave = (zCoords[i][0] + zCoords[i][2]) / 2.0;
zCoords[i][0] =
zCoords[i][0] - this->CornerOffset * (zCoords[i][0] - ave);
zCoords[i][2] =
zCoords[i][2] - this->CornerOffset * (zCoords[i][2] - ave);
ave = (zCoords[i][1] + zCoords[i][3]) / 2.0;
zCoords[i][1] =
zCoords[i][1] - this->CornerOffset * (zCoords[i][1] - ave);
zCoords[i][3] =
zCoords[i][3] - this->CornerOffset * (zCoords[i][3] - ave);
ave = (zRange[1] + zRange[0]) / 2.0;
zRange[0] = zRange[0] - this->CornerOffset * zScale * (zRange[0] - ave);
zRange[1] = zRange[1] - this->CornerOffset * zScale * (zRange[1] - ave);
}
}
}
// *************************************************************************
// Screen size affects the screen offset as well.
// *************************************************************************
void vtkCubeAxesActor::SetScreenSize(double screenSize)
{
this->ScreenSize = screenSize;
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->SetScreenSize(screenSize);
this->YAxes[i]->SetScreenSize(screenSize);
this->ZAxes[i]->SetScreenSize(screenSize);
}
this->Modified();
}
// *************************************************************************
// Offset between labels and axis.
// *************************************************************************
void vtkCubeAxesActor::SetLabelOffset(double offset)
{
this->LabelOffset = offset;
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->SetLabelOffset(offset);
this->YAxes[i]->SetLabelOffset(offset);
this->ZAxes[i]->SetLabelOffset(offset);
}
this->Modified();
}
// *************************************************************************
// Offset between title and labels.
// *************************************************************************
void vtkCubeAxesActor::SetTitleOffset(double offset)
{
this->TitleOffset = offset;
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->SetTitleOffset(offset);
this->YAxes[i]->SetTitleOffset(offset);
this->ZAxes[i]->SetTitleOffset(offset);
}
this->Modified();
}
// *************************************************************************
// 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 vtkCubeAxesActor::ReleaseGraphicsResources(vtkWindow *win)
{
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->ReleaseGraphicsResources(win);
this->YAxes[i]->ReleaseGraphicsResources(win);
this->ZAxes[i]->ReleaseGraphicsResources(win);
}
}
// ******************************************************************
void vtkCubeAxesActor::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "Bounds: \n";
os << indent << " Xmin,Xmax: (" << this->Bounds[0] << ", "
<< this->Bounds[1] << ")\n";
os << indent << " Ymin,Ymax: (" << this->Bounds[2] << ", "
<< this->Bounds[3] << ")\n";
os << indent << " Zmin,Zmax: (" << this->Bounds[4] << ", "
<< this->Bounds[5] << ")\n";
os << indent << "XAxisRange: [" << this->XAxisRange[0] << ", "
<< this->XAxisRange[1] << "] " << endl;
os << indent << "YAxisRange: [" << this->YAxisRange[0] << ", "
<< this->YAxisRange[1] << "] " << endl;
os << indent << "ZAxisRange: [" << this->ZAxisRange[0] << ", "
<< this->ZAxisRange[1] << "] " << endl;
os << indent << "ScreenSize: (" << this->ScreenSize << ")\n";
if (this->Camera)
{
os << indent << "Camera:\n";
this->Camera->PrintSelf(os,indent.GetNextIndent());
}
else
{
os << indent << "Camera: (none)\n";
}
os << indent << "RebuildAxes: " << this->RebuildAxes << endl;
if (this->FlyMode == VTK_FLY_CLOSEST_TRIAD)
{
os << indent << "Fly Mode: CLOSEST_TRIAD\n";
}
else if (this->FlyMode == VTK_FLY_FURTHEST_TRIAD)
{
os << indent << "Fly Mode: FURTHEST_TRIAD\n";
}
else if (this->FlyMode == VTK_FLY_STATIC_TRIAD)
{
os << indent << "Fly Mode: STATIC_TRIAD\n";
}
else if (this->FlyMode == VTK_FLY_STATIC_EDGES)
{
os << indent << "Fly Mode: STATIC_EDGES\n";
}
else
{
os << indent << "Fly Mode: OUTER_EDGES\n";
}
os << indent << "EnableDistanceLOD: "
<< ( this->EnableDistanceLOD ? "On" : "Off" ) << endl;
os << indent << "DistanceLODThreshold: " << this->DistanceLODThreshold << "\n";
os << indent << "EnableViewAngleLOD: "
<< ( this->EnableViewAngleLOD ? "On" : "Off" ) << endl;
os << indent << "ViewAngleLODThreshold: " << this->ViewAngleLODThreshold << "\n";
os << indent << "X Axis Title: " << this->XTitle << "\n";
os << indent << "Y Axis Title: " << this->YTitle << "\n";
os << indent << "Z Axis Title: " << this->ZTitle << "\n";
os << indent << "X Axis Visibility: "
<< (this->XAxisVisibility ? "On\n" : "Off\n");
os << indent << "Y Axis Visibility: "
<< (this->YAxisVisibility ? "On\n" : "Off\n");
os << indent << "Z Axis Visibility: "
<< (this->ZAxisVisibility ? "On\n" : "Off\n");
os << indent << "X Axis Label Format: " << this->XLabelFormat << "\n";
os << indent << "Y Axis Label Format: " << this->YLabelFormat << "\n";
os << indent << "Z Axis Label Format: " << this->ZLabelFormat << "\n";
os << indent << "Inertia: " << this->Inertia << "\n";
os << indent << "Corner Offset: " << this->CornerOffset << "\n";
os << indent << "XAxisTickVisibility: "
<< (this->XAxisTickVisibility ? "On" : "Off") << endl;
os << indent << "YAxisTickVisibility: "
<< (this->YAxisTickVisibility ? "On" : "Off") << endl;
os << indent << "ZAxisTickVisibility: "
<< (this->ZAxisTickVisibility ? "On" : "Off") << endl;
os << indent << "XAxisMinorTickVisibility: "
<< (this->XAxisMinorTickVisibility ? "On" : "Off") << endl;
os << indent << "YAxisMinorTickVisibility: "
<< (this->YAxisMinorTickVisibility ? "On" : "Off") << endl;
os << indent << "ZAxisMinorTickVisibility: "
<< (this->ZAxisMinorTickVisibility ? "On" : "Off") << endl;
os << indent << "XAxisLabelVisibility: "
<< (this->XAxisLabelVisibility ? "On" : "Off") << endl;
os << indent << "YAxisLabelVisibility: "
<< (this->YAxisLabelVisibility ? "On" : "Off") << endl;
os << indent << "ZAxisLabelVisibility: "
<< (this->ZAxisLabelVisibility ? "On" : "Off") << endl;
os << indent << "XUnits: "
<< (this->XUnits ? this->XUnits : "(none)") << endl;
os << indent << "YUnits: "
<< (this->YUnits ? this->YUnits : "(none)") << endl;
os << indent << "ZUnits: "
<< (this->ZUnits ? this->ZUnits : "(none)") << endl;
os << indent << "TickLocation: " << this->TickLocation << endl;
os << indent << "DrawXGridlines: " << this->DrawXGridlines << endl;
os << indent << "DrawYGridlines: " << this->DrawYGridlines << endl;
os << indent << "DrawZGridlines: " << this->DrawZGridlines << endl;
switch(this->GridLineLocation)
{
case VTK_GRID_LINES_ALL:
os << indent << "GridLineLocation: VTK_GRID_LINES_ALL (0)" << endl;
break;
case VTK_GRID_LINES_CLOSEST:
os << indent << "GridLineLocation: VTK_GRID_LINES_CLOSEST (1)" << endl;
break;
case VTK_GRID_LINES_FURTHEST:
os << indent << "GridLineLocation: VTK_GRID_LINES_FURTHEST (2)" << endl;
break;
}
os << indent << "DrawXInnerGridlines: " << this->DrawXInnerGridlines << endl;
os << indent << "DrawYInnerGridlines: " << this->DrawYInnerGridlines << endl;
os << indent << "DrawZInnerGridlines: " << this->DrawZInnerGridlines << endl;
os << indent << "DrawXGridpolys: " << this->DrawXGridpolys << endl;
os << indent << "DrawYGridpolys: " << this->DrawYGridpolys << endl;
os << indent << "DrawZGridpolys: " << this->DrawZGridpolys << endl;
os << indent << "UseOrientedBounds: " << this->UseOrientedBounds << endl;
if(this->UseOrientedBounds)
{
os << indent << "OrientedBounds: \n";
os << indent << " Xmin,Xmax: (" << this->OrientedBounds[0] << ", "
<< this->OrientedBounds[1] << ")\n";
os << indent << " Ymin,Ymax: (" << this->OrientedBounds[2] << ", "
<< this->OrientedBounds[3] << ")\n";
os << indent << " Zmin,Zmax: (" << this->OrientedBounds[4] << ", "
<< this->OrientedBounds[5] << ")\n";
}
os << indent << "Base: \n";
os << indent << " For X: (" << this->AxisBaseForX[0] << ", "
<< this->AxisBaseForX[1] << ", " << this->AxisBaseForX[2] << ") \n";
os << indent << " For Y: (" << this->AxisBaseForY[0] << ", "
<< this->AxisBaseForY[1] << ", " << this->AxisBaseForY[2] << ") \n";
os << indent << " For Z: (" << this->AxisBaseForZ[0] << ", "
<< this->AxisBaseForZ[1] << ", " << this->AxisBaseForZ[2] << ") \n";
os << indent << "UseAxisOrigin: " << this->UseAxisOrigin << endl;
if(this->UseAxisOrigin)
{
os << indent << "AxisOrigin: (" << this->AxisOrigin[0] << ", "
<< this->AxisOrigin[1] << ", " << this->AxisOrigin[2] << ")" << endl;
}
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::TransformBounds(vtkViewport *viewport,
const double bounds[6],
double pts[8][3])
{
// The indices of points in the input bounding box are:
//
// 2-----3
// /| /|
// / | / |
// +y 6--0--7--1 z-
// | / | /
// |/ |/
// -y 4-----5 z+
// -x +x
double x[3];
//loop over verts of bounding box
for (int idx = 0; idx < 8; ++idx)
{
vtkCubeAxesActor::GetBoundsPoint(idx, bounds, x);
viewport->SetWorldPoint( x[0], x[1], x[2], 1. );
viewport->WorldToDisplay();
viewport->GetDisplayPoint( pts[idx] );
}
}
// ***********************************************************************
// Calculate the size (length) of major and minor ticks,
// based on an average of the coordinate direction ranges.
// Set the necessary Axes methods with the calculated information.
//
// Returns: false if tick size not recomputed, true otherwise.
// ***********************************************************************
bool vtkCubeAxesActor::ComputeTickSize(double bounds[6])
{
bool xPropsChanged = this->LabelTextProperty[0]->GetMTime() > this->BuildTime.GetMTime();
bool yPropsChanged = this->LabelTextProperty[1]->GetMTime() > this->BuildTime.GetMTime();
bool zPropsChanged = this->LabelTextProperty[2]->GetMTime() > this->BuildTime.GetMTime();
bool xRangeChanged = this->LastXRange[0] != this->XAxisRange[0] ||
this->LastXRange[1] != this->XAxisRange[1];
bool yRangeChanged = this->LastYRange[0] != this->YAxisRange[0] ||
this->LastYRange[1] != this->YAxisRange[1];
bool zRangeChanged = this->LastZRange[0] != this->ZAxisRange[0] ||
this->LastZRange[1] != this->ZAxisRange[1];
bool boundsChanged = this->LastBounds[0] != bounds[0] ||
this->LastBounds[1] != bounds[1] ||
this->LastBounds[2] != bounds[2] ||
this->LastBounds[3] != bounds[3] ||
this->LastBounds[4] != bounds[4] ||
this->LastBounds[5] != bounds[5];
if (!(xRangeChanged || yRangeChanged || zRangeChanged) &&
!(xPropsChanged || yPropsChanged || zPropsChanged || boundsChanged))
{
// no need to re-compute ticksize.
return false;
}
double xExt = bounds[1] - bounds[0];
double yExt = bounds[3] - bounds[2];
double zExt = bounds[5] - bounds[4];
if (xRangeChanged || boundsChanged)
{
this->AdjustTicksComputeRange(this->XAxes, bounds[0], bounds[1]);
this->BuildLabels(this->XAxes);
this->UpdateLabels(this->XAxes, 0);
}
if (yRangeChanged || boundsChanged)
{
this->AdjustTicksComputeRange(this->YAxes, bounds[2], bounds[3]);
this->BuildLabels(this->YAxes);
this->UpdateLabels(this->YAxes, 1);
}
if (zRangeChanged || boundsChanged)
{
this->AdjustTicksComputeRange(this->ZAxes, bounds[4], bounds[5]);
this->BuildLabels(this->ZAxes);
this->UpdateLabels(this->ZAxes, 2);
}
// We give information on deltas for the inner grid lines generation
for(int i = 0 ; i < NUMBER_OF_ALIGNED_AXIS ; i++)
{
for(int j = 0 ; j < 3 ; j++)
{
this->XAxes[i]->SetMajorStart(j,this->MajorStart[j]);
this->XAxes[i]->SetDeltaMajor(j,this->DeltaMajor[j]);
this->YAxes[i]->SetMajorStart(j,this->MajorStart[j]);
this->YAxes[i]->SetDeltaMajor(j,this->DeltaMajor[j]);
this->ZAxes[i]->SetMajorStart(j,this->MajorStart[j]);
this->ZAxes[i]->SetDeltaMajor(j,this->DeltaMajor[j]);
}
}
this->LastXRange[0] = (this->XAxisRange[0] == VTK_DOUBLE_MAX ?
bounds[0] : this->XAxisRange[0]);
this->LastXRange[1] = (this->XAxisRange[1] == VTK_DOUBLE_MAX ?
bounds[1] : this->XAxisRange[1]);
this->LastYRange[0] = (this->YAxisRange[0] == VTK_DOUBLE_MAX ?
bounds[2] : this->YAxisRange[0]);
this->LastYRange[1] = (this->YAxisRange[1] == VTK_DOUBLE_MAX ?
bounds[3] : this->YAxisRange[1]);
this->LastZRange[0] = (this->ZAxisRange[0] == VTK_DOUBLE_MAX ?
bounds[4] : this->ZAxisRange[0]);
this->LastZRange[1] = (this->ZAxisRange[1] == VTK_DOUBLE_MAX ?
bounds[5] : this->ZAxisRange[1]);
for(int i=0; i < 6; i++)
{
this->LastBounds[i] = bounds[i];
}
double major = 0.02 * (xExt + yExt + zExt) / 3.;
double minor = 0.5 * major;
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->SetMajorTickSize(major);
this->XAxes[i]->SetMinorTickSize(minor);
this->YAxes[i]->SetMajorTickSize(major);
this->YAxes[i]->SetMinorTickSize(minor);
this->ZAxes[i]->SetMajorTickSize(major);
this->ZAxes[i]->SetMinorTickSize(minor);
this->XAxes[i]->SetGridlineXLength(xExt);
this->XAxes[i]->SetGridlineYLength(yExt);
this->XAxes[i]->SetGridlineZLength(zExt);
this->YAxes[i]->SetGridlineXLength(xExt);
this->YAxes[i]->SetGridlineYLength(yExt);
this->YAxes[i]->SetGridlineZLength(zExt);
this->ZAxes[i]->SetGridlineXLength(xExt);
this->ZAxes[i]->SetGridlineYLength(yExt);
this->ZAxes[i]->SetGridlineZLength(zExt);
}
return true;
}
// ****************************************************************************
// Method: vtkCubeAxesActor::AdjustValues
//
// Purpose:
// If the range of values is too big or too small, put them in scientific
// notation and changes the labels.
//
// Arguments:
// bnds The min/max values in each coordinate direction:
// (min_x, max_x, min_y, max_y, min_z, max_x).
//
// Note: This code is partially stolen from old MeshTV code,
// /meshtvx/toolkit/plotgrid.c, axlab[x|y].
//
// ****************************************************************************
void vtkCubeAxesActor::AdjustValues(const double xRange[2],
const double yRange[2],
const double zRange[2])
{
int xPow, yPow, zPow;
if (AutoLabelScaling)
{
if (this->AxisLabels[0] == NULL)
{
xPow = this->LabelExponent(xRange[0], xRange[1]);
}
else
{
xPow = 0;
}
if (this->AxisLabels[1] == NULL)
{
yPow = this->LabelExponent(yRange[0], yRange[1]);
}
else
{
yPow = 0;
}
if (this->AxisLabels[2] == NULL)
{
zPow = this->LabelExponent(zRange[0], zRange[1]);
}
else
{
zPow = 0;
}
}
else
{
xPow = UserXPow;
yPow = UserYPow;
zPow = UserZPow;
}
std::string xTitle;
if (xPow != 0)
{
if (!this->MustAdjustXValue || this->LastXPow != xPow)
{
this->ForceXLabelReset = true;
}
else
{
this->ForceXLabelReset = false;
}
this->MustAdjustXValue = true;
std::ostringstream sstream;
if (XUnits == NULL || XUnits[0] == '\0')
{
sstream << this->XTitle << " (x10^" << xPow << ")";
}
else
{
sstream << this->XTitle << " (x10^" << xPow << " " << XUnits << ")";
}
xTitle = sstream.str();
}
else
{
if (this->MustAdjustXValue)
{
this->Modified();
this->ForceXLabelReset = true;
}
else
{
this->ForceXLabelReset = false;
}
this->MustAdjustXValue = false;
if (XUnits == NULL || XUnits[0] == '\0')
{
xTitle = this->XTitle;
}
else
{
xTitle = std::string(this->XTitle) + " (" + XUnits + ")";
}
}
std::string yTitle;
if (yPow != 0)
{
if (!this->MustAdjustYValue || this->LastYPow != yPow)
{
this->ForceYLabelReset = true;
}
else
{
this->ForceYLabelReset = false;
}
this->MustAdjustYValue = true;
std::ostringstream sstream;
if (YUnits == NULL || YUnits[0] == '\0')
{
sstream << this->YTitle << " (x10^" << yPow << ")";
}
else
{
sstream << this->YTitle << " (x10^" << yPow << " " << YUnits << ")";
}
yTitle = sstream.str();
}
else
{
if (this->MustAdjustYValue)
{
this->Modified();
this->ForceYLabelReset = true;
}
else
{
this->ForceYLabelReset = false;
}
this->MustAdjustYValue = false;
if (YUnits == NULL || YUnits[0] == '\0')
{
yTitle = this->YTitle;
}
else
{
yTitle = std::string(this->YTitle) + " (" + YUnits + ")";
}
}
std::string zTitle;
if (zPow != 0)
{
if (!this->MustAdjustZValue || this->LastZPow != zPow)
{
this->ForceZLabelReset = true;
}
else
{
this->ForceZLabelReset = false;
}
this->MustAdjustZValue = true;
std::ostringstream sstream;
if (ZUnits == NULL || ZUnits[0] == '\0')
{
sstream << this->ZTitle << " (x10^" << zPow << ")";
}
else
{
sstream << this->ZTitle << " (x10^" << zPow << " " << ZUnits << ")";
}
zTitle = sstream.str();
}
else
{
if (this->MustAdjustZValue)
{
this->Modified();
this->ForceZLabelReset = true;
}
else
{
this->ForceZLabelReset = false;
}
this->MustAdjustZValue = false;
if (ZUnits == NULL || ZUnits[0] == '\0')
{
zTitle = this->ZTitle;
}
else
{
zTitle = std::string(this->ZTitle) + " (" + ZUnits + ")";
}
}
this->LastXPow = xPow;
this->LastYPow = yPow;
this->LastZPow = zPow;
this->SetActualXLabel(xTitle.c_str());
this->SetActualYLabel(yTitle.c_str());
this->SetActualZLabel(zTitle.c_str());
}
// ****************************************************************************
// Method: vtkCubeAxesActor::AdjustRange
//
// Purpose:
// If the range is small, adjust the precision of the values displayed.
//
// Arguments: ranges The minimum and maximum specified values in each
// coordinate direction (min_x, max_x, min_y, max_y, min_z,
// max_z). NOTE: This may not the bounds of the box in physical space
// if the user has specified a custom axis range.
// ****************************************************************************
void vtkCubeAxesActor::AdjustRange(const double ranges[6])
{
double xrange[2], yrange[2], zrange[2];
xrange[0] = ranges[0];
xrange[1] = ranges[1];
yrange[0] = ranges[2];
yrange[1] = ranges[3];
zrange[0] = ranges[4];
zrange[1] = ranges[5];
if (this->LastXPow != 0)
{
xrange[0] /= pow(10., this->LastXPow);
xrange[1] /= pow(10., this->LastXPow);
}
if (this->LastYPow != 0)
{
yrange[0] /= pow(10., this->LastYPow);
yrange[1] /= pow(10., this->LastYPow);
}
if (this->LastZPow != 0)
{
zrange[0] /= pow(10., this->LastZPow);
zrange[1] /= pow(10., this->LastZPow);
}
int xAxisDigits = this->Digits(xrange[0], xrange[1]);
if (xAxisDigits != this->LastXAxisDigits)
{
char format[16];
sprintf(format, "%%.%df", xAxisDigits);
this->SetXLabelFormat(format);
this->LastXAxisDigits = xAxisDigits;
}
int yAxisDigits = this->Digits(yrange[0], yrange[1]);
if (yAxisDigits != this->LastYAxisDigits)
{
char format[16];
sprintf(format, "%%.%df", yAxisDigits);
this->SetYLabelFormat(format);
this->LastYAxisDigits = yAxisDigits;
}
int zAxisDigits = this->Digits(zrange[0], zrange[1]);
if (zAxisDigits != this->LastZAxisDigits)
{
char format[16];
sprintf(format, "%%.%df", zAxisDigits);
this->SetZLabelFormat(format);
this->LastZAxisDigits = zAxisDigits;
}
}
// ****************************************************************************
// Method: Digits
//
// Purpose:
// Determines the appropriate number of digits for a given range.
//
// Arguments:
// min The minimum value in the range.
// max The maximum value in the range.
//
// Returns: The appropriate number of digits.
// ****************************************************************************
int vtkCubeAxesActor::Digits(double min, double max )
{
long digitsPastDecimal;
double range = max - min;
double pow10 = log10(range);
if (!vtkMath::IsFinite(pow10))
{
digitsPastDecimal = 0;
}
else
{
long ipow10 = static_cast<long>(floor(pow10));
digitsPastDecimal = -ipow10;
if (digitsPastDecimal < 0)
{
//
// The range is more than 10, but not so big we need scientific
// notation, we don't need to worry about decimals.
//
digitsPastDecimal = 0;
}
else
{
//
// We want one more than the range since there is more than one
// tick per decade.
//
digitsPastDecimal++;
//
// Anything more than 5 is just noise. (and probably 5 is noise with
// doubling point if the part before the decimal is big).
//
if (digitsPastDecimal > 5)
{
digitsPastDecimal = 5;
}
}
}
return (int)digitsPastDecimal;
}
// ****************************************************************************
// Method: LabelExponent
//
// Purpose:
// Determines the proper exponent for the min and max values.
//
// Arguments:
// min The minimum value along a certain axis.
// max The maximum value along a certain axis.
//
// Note: This code is mostly stolen from old MeshTV code,
// /meshtvx/toolkit/plotgrid.c, axlab_format.
// ****************************************************************************
int vtkCubeAxesActor::LabelExponent(double min, double max)
{
if (min == max)
{
return 0;
}
//
// Determine power of 10 to scale axis labels to.
//
double range = (fabs(min) > fabs(max) ? fabs(min) : fabs(max));
double pow10 = log10(range);
const double eformat_cut_min = -1.5;
const double eformat_cut_max = 3.0;
const/*expr*/ double cut_min = pow(10., eformat_cut_min);
const/*expr*/ double cut_max = pow(10., eformat_cut_max);
double ipow10;
if (range < cut_min || range > cut_max)
{
//
// We are going to use scientific notation and round the exponents to
// the nearest multiple of three.
//
ipow10 = (floor(floor(pow10)/3.))*3;
}
else
{
ipow10 = 0;
}
return static_cast<int>(ipow10);
}
// *************************************************************************
// Build the axes. Determine coordinates, position, etc.
// *************************************************************************
void vtkCubeAxesActor::BuildAxes(vtkViewport *viewport)
{
if ((this->GetMTime() < this->BuildTime.GetMTime()) && !this->StickyAxes)
{
this->AutoScale(viewport);
return;
}
this->SetNonDependentAttributes();
// Reset range in case of bounds type changed
if(this->LastUseOrientedBounds != this->UseOrientedBounds)
{
this->XAxisRange[0] = this->XAxisRange[1] = VTK_DOUBLE_MAX;
this->YAxisRange[0] = this->YAxisRange[1] = VTK_DOUBLE_MAX;
this->ZAxisRange[0] = this->ZAxisRange[1] = VTK_DOUBLE_MAX;
this->LastUseOrientedBounds = this->UseOrientedBounds;
}
// determine the bounds to use (input, prop, or user-defined)
double bounds[6];
if(this->UseOrientedBounds != 0)
{
this->GetOrientedBounds(bounds);
}
else
{
if (this->StickyAxes)
{
this->GetViewportLimitedBounds(viewport, bounds);
}
else
{
this->GetBounds(bounds);
}
}
// Setup the axes for plotting
double xCoords[NUMBER_OF_ALIGNED_AXIS][6];
double yCoords[NUMBER_OF_ALIGNED_AXIS][6];
double zCoords[NUMBER_OF_ALIGNED_AXIS][6];
// these arrays are accessed by 'location': mm, mX, XX, or Xm.
int mm1[4] = { 0, 0, 1, 1 };
int mm2[4] = { 0, 1, 1, 0 };
// Compute axes end-points
int i;
for (i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
if(this->UseAxisOrigin == 0)
{
xCoords[i][0] = bounds[0]*this->AxisBaseForX[0] + bounds[2+mm1[i]]*this->AxisBaseForY[0] + bounds[4+mm2[i]]*this->AxisBaseForZ[0];
xCoords[i][1] = bounds[0]*this->AxisBaseForX[1] + bounds[2+mm1[i]]*this->AxisBaseForY[1] + bounds[4+mm2[i]]*this->AxisBaseForZ[1];
xCoords[i][2] = bounds[0]*this->AxisBaseForX[2] + bounds[2+mm1[i]]*this->AxisBaseForY[2] + bounds[4+mm2[i]]*this->AxisBaseForZ[2];
xCoords[i][3] = bounds[1]*this->AxisBaseForX[0] + bounds[2+mm1[i]]*this->AxisBaseForY[0] + bounds[4+mm2[i]]*this->AxisBaseForZ[0];
xCoords[i][4] = bounds[1]*this->AxisBaseForX[1] + bounds[2+mm1[i]]*this->AxisBaseForY[1] + bounds[4+mm2[i]]*this->AxisBaseForZ[1];
xCoords[i][5] = bounds[1]*this->AxisBaseForX[2] + bounds[2+mm1[i]]*this->AxisBaseForY[2] + bounds[4+mm2[i]]*this->AxisBaseForZ[2];
}
else
{
xCoords[i][0] = bounds[0]*this->AxisBaseForX[0] + this->AxisOrigin[1]*this->AxisBaseForY[0] + this->AxisOrigin[2]*this->AxisBaseForZ[0];
xCoords[i][1] = bounds[0]*this->AxisBaseForX[1] + this->AxisOrigin[1]*this->AxisBaseForY[1] + this->AxisOrigin[2]*this->AxisBaseForZ[1];
xCoords[i][2] = bounds[0]*this->AxisBaseForX[2] + this->AxisOrigin[1]*this->AxisBaseForY[2] + this->AxisOrigin[2]*this->AxisBaseForZ[2];
xCoords[i][3] = bounds[1]*this->AxisBaseForX[0] + this->AxisOrigin[1]*this->AxisBaseForY[0] + this->AxisOrigin[2]*this->AxisBaseForZ[0];
xCoords[i][4] = bounds[1]*this->AxisBaseForX[1] + this->AxisOrigin[1]*this->AxisBaseForY[1] + this->AxisOrigin[2]*this->AxisBaseForZ[1];
xCoords[i][5] = bounds[1]*this->AxisBaseForX[2] + this->AxisOrigin[1]*this->AxisBaseForY[2] + this->AxisOrigin[2]*this->AxisBaseForZ[2];
}
if(this->UseAxisOrigin == 0)
{
yCoords[i][0] = bounds[2]*this->AxisBaseForY[0] + bounds[0+mm1[i]]*this->AxisBaseForX[0] + bounds[4+mm2[i]]*this->AxisBaseForZ[0];
yCoords[i][1] = bounds[2]*this->AxisBaseForY[1] + bounds[0+mm1[i]]*this->AxisBaseForX[1] + bounds[4+mm2[i]]*this->AxisBaseForZ[1];
yCoords[i][2] = bounds[2]*this->AxisBaseForY[2] + bounds[0+mm1[i]]*this->AxisBaseForX[2] + bounds[4+mm2[i]]*this->AxisBaseForZ[2];
yCoords[i][3] = bounds[3]*this->AxisBaseForY[0] + bounds[0+mm1[i]]*this->AxisBaseForX[0] + bounds[4+mm2[i]]*this->AxisBaseForZ[0];
yCoords[i][4] = bounds[3]*this->AxisBaseForY[1] + bounds[0+mm1[i]]*this->AxisBaseForX[1] + bounds[4+mm2[i]]*this->AxisBaseForZ[1];
yCoords[i][5] = bounds[3]*this->AxisBaseForY[2] + bounds[0+mm1[i]]*this->AxisBaseForX[2] + bounds[4+mm2[i]]*this->AxisBaseForZ[2];
}
else
{
yCoords[i][0] = bounds[2]*this->AxisBaseForY[0] + this->AxisOrigin[0]*this->AxisBaseForX[0] + this->AxisOrigin[2]*this->AxisBaseForZ[0];
yCoords[i][1] = bounds[2]*this->AxisBaseForY[1] + this->AxisOrigin[0]*this->AxisBaseForX[1] + this->AxisOrigin[2]*this->AxisBaseForZ[1];
yCoords[i][2] = bounds[2]*this->AxisBaseForY[2] + this->AxisOrigin[0]*this->AxisBaseForX[2] + this->AxisOrigin[2]*this->AxisBaseForZ[2];
yCoords[i][3] = bounds[3]*this->AxisBaseForY[0] + this->AxisOrigin[0]*this->AxisBaseForX[0] + this->AxisOrigin[2]*this->AxisBaseForZ[0];
yCoords[i][4] = bounds[3]*this->AxisBaseForY[1] + this->AxisOrigin[0]*this->AxisBaseForX[1] + this->AxisOrigin[2]*this->AxisBaseForZ[1];
yCoords[i][5] = bounds[3]*this->AxisBaseForY[2] + this->AxisOrigin[0]*this->AxisBaseForX[2] + this->AxisOrigin[2]*this->AxisBaseForZ[2];
}
if(this->UseAxisOrigin == 0)
{
zCoords[i][0] = bounds[4]*this->AxisBaseForZ[0] + bounds[0+mm1[i]]*this->AxisBaseForX[0] + bounds[2+mm2[i]]*this->AxisBaseForY[0];
zCoords[i][1] = bounds[4]*this->AxisBaseForZ[1] + bounds[0+mm1[i]]*this->AxisBaseForX[1] + bounds[2+mm2[i]]*this->AxisBaseForY[1];
zCoords[i][2] = bounds[4]*this->AxisBaseForZ[2] + bounds[0+mm1[i]]*this->AxisBaseForX[2] + bounds[2+mm2[i]]*this->AxisBaseForY[2];
zCoords[i][3] = bounds[5]*this->AxisBaseForZ[0] + bounds[0+mm1[i]]*this->AxisBaseForX[0] + bounds[2+mm2[i]]*this->AxisBaseForY[0];
zCoords[i][4] = bounds[5]*this->AxisBaseForZ[1] + bounds[0+mm1[i]]*this->AxisBaseForX[1] + bounds[2+mm2[i]]*this->AxisBaseForY[1];
zCoords[i][5] = bounds[5]*this->AxisBaseForZ[2] + bounds[0+mm1[i]]*this->AxisBaseForX[2] + bounds[2+mm2[i]]*this->AxisBaseForY[2];
}
else
{
zCoords[i][0] = bounds[4]*this->AxisBaseForZ[0] + this->AxisOrigin[0]*this->AxisBaseForX[0] + this->AxisOrigin[1]*this->AxisBaseForY[0];
zCoords[i][1] = bounds[4]*this->AxisBaseForZ[1] + this->AxisOrigin[0]*this->AxisBaseForX[1] + this->AxisOrigin[1]*this->AxisBaseForY[1];
zCoords[i][2] = bounds[4]*this->AxisBaseForZ[2] + this->AxisOrigin[0]*this->AxisBaseForX[2] + this->AxisOrigin[1]*this->AxisBaseForY[2];
zCoords[i][3] = bounds[5]*this->AxisBaseForZ[0] + this->AxisOrigin[0]*this->AxisBaseForX[0] + this->AxisOrigin[1]*this->AxisBaseForY[0];
zCoords[i][4] = bounds[5]*this->AxisBaseForZ[1] + this->AxisOrigin[0]*this->AxisBaseForX[1] + this->AxisOrigin[1]*this->AxisBaseForY[1];
zCoords[i][5] = bounds[5]*this->AxisBaseForZ[2] + this->AxisOrigin[0]*this->AxisBaseForX[2] + this->AxisOrigin[1]*this->AxisBaseForY[2];
}
}
double xRange[2], yRange[2], zRange[2];
// this method sets the coords, offsets, and ranges if necessary.
this->AdjustAxes(bounds, xCoords, yCoords, zCoords, xRange, yRange, zRange);
// adjust for sci. notation if necessary
// May set a flag for each axis specifying that label values should
// be scaled, may change title of each axis, may change label format.
this->AdjustValues(xRange, yRange, zRange);
double ranges[6] = {xRange[0], xRange[1],
yRange[0], yRange[1],
zRange[0], zRange[1]};
this->AdjustRange(ranges);
// Prepare axes for rendering with user-definable options
for (i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->SetAxisOnOrigin(this->UseAxisOrigin);
this->XAxes[i]->GetPoint1Coordinate()->SetValue(xCoords[i][0],
xCoords[i][1],
xCoords[i][2]);
this->XAxes[i]->GetPoint2Coordinate()->SetValue(xCoords[i][3],
xCoords[i][4],
xCoords[i][5]);
this->YAxes[i]->SetAxisOnOrigin(this->UseAxisOrigin);
this->YAxes[i]->GetPoint1Coordinate()->SetValue(yCoords[i][0],
yCoords[i][1],
yCoords[i][2]);
this->YAxes[i]->GetPoint2Coordinate()->SetValue(yCoords[i][3],
yCoords[i][4],
yCoords[i][5]);
this->ZAxes[i]->SetAxisOnOrigin(this->UseAxisOrigin);
this->ZAxes[i]->GetPoint1Coordinate()->SetValue(zCoords[i][0],
zCoords[i][1],
zCoords[i][2]);
this->ZAxes[i]->GetPoint2Coordinate()->SetValue(zCoords[i][3],
zCoords[i][4],
zCoords[i][5]);
this->XAxes[i]->SetRange(xRange[0], xRange[1]);
this->YAxes[i]->SetRange(yRange[0], yRange[1]);
this->ZAxes[i]->SetRange(zRange[0], zRange[1]);
this->XAxes[i]->SetTitle(this->ActualXLabel);
this->YAxes[i]->SetTitle(this->ActualYLabel);
this->ZAxes[i]->SetTitle(this->ActualZLabel);
}
bool ticksRecomputed = this->ComputeTickSize(bounds);
//
// Labels are built during ComputeTickSize. if
// ticks were not recomputed, but we need a label
// reset, then build the labels here.
//
if (!ticksRecomputed)
{
if (this->ForceXLabelReset)
{
this->BuildLabels(this->XAxes);
this->UpdateLabels(this->XAxes, 0);
}
if (this->ForceYLabelReset)
{
this->BuildLabels(this->YAxes);
this->UpdateLabels(this->YAxes, 1);
}
if (this->ForceZLabelReset)
{
this->BuildLabels(this->ZAxes);
this->UpdateLabels(this->ZAxes, 2);
}
}
if (ticksRecomputed || this->ForceXLabelReset || this->ForceYLabelReset ||
this->ForceZLabelReset)
{
// labels were re-built, need to recompute the scale.
double center[3];
center[0] = (bounds[1] - bounds[0]) * 0.5;
center[1] = (bounds[3] - bounds[2]) * 0.5;
center[2] = (bounds[5] - bounds[4]) * 0.5;
double lenX = this->XAxes[0]->ComputeMaxLabelLength(center);
double lenY = this->YAxes[0]->ComputeMaxLabelLength(center);
double lenZ = this->ZAxes[0]->ComputeMaxLabelLength(center);
double lenTitleX = this->XAxes[0]->ComputeTitleLength(center);
double lenTitleY = this->YAxes[0]->ComputeTitleLength(center);
double lenTitleZ = this->ZAxes[0]->ComputeTitleLength(center);
double maxLabelLength = this->MaxOf(lenX, lenY, lenZ, 0.);
double maxTitleLength = this->MaxOf(lenTitleX, lenTitleY, lenTitleZ, 0.);
double bWidth = bounds[1] - bounds[0];
double bHeight = bounds[3] - bounds[2];
double bLength = sqrt(bWidth*bWidth + bHeight*bHeight);
double target = bLength *0.04;
this->LabelScale = 1.;
if (maxLabelLength != 0.)
{
this->LabelScale = target / maxLabelLength;
}
target = bLength *0.10;
this->TitleScale = 1.;
if (maxTitleLength != 0.)
{
this->TitleScale = target / maxTitleLength;
}
//
// Allow a bit bigger title if we have units, otherwise
// the title may be too small to read.
//
if (XUnits != NULL && XUnits[0] != '\0')
{
this->TitleScale *= 2;
}
for (i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->SetLabelScale(this->LabelScale);
this->YAxes[i]->SetLabelScale(this->LabelScale);
this->ZAxes[i]->SetLabelScale(this->LabelScale);
this->XAxes[i]->SetTitleScale(this->TitleScale);
this->YAxes[i]->SetTitleScale(this->TitleScale);
this->ZAxes[i]->SetTitleScale(this->TitleScale);
// Need to build the axis again prior to calling AutoScale so
// that labels are positioned accordingly.
this->XAxes[i]->BuildAxis(viewport, true);
this->YAxes[i]->BuildAxis(viewport, true);
this->ZAxes[i]->BuildAxis(viewport, true);
}
}
// Scale appropriately.
this->AutoScale(viewport);
this->RenderSomething = 1;
this->BuildTime.Modified();
this->LastFlyMode = this->FlyMode;
}
// *************************************************************************
// Sends attributes to each vtkAxisActor. Only sets those that are
// not dependent upon viewport changes, and thus do not need to be set
// very often.
// *************************************************************************
void vtkCubeAxesActor::SetNonDependentAttributes()
{
vtkProperty *prop = this->GetProperty();
prop->SetAmbient(1.0);
prop->SetDiffuse(0.0);
// Make sure our Axis Base is normalized
vtkMath::Normalize(this->AxisBaseForX);
vtkMath::Normalize(this->AxisBaseForY);
vtkMath::Normalize(this->AxisBaseForZ);
// Manage custome grid visibility location if FLY and STATIC axis
int gridLocationBasedOnAxis = (this->GridLineLocation == VTK_GRID_LINES_ALL)
? VTK_GRID_LINES_ALL : VTK_GRID_LINES_CLOSEST;
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->SetAxisPosition(i);
this->XAxes[i]->SetAxisBaseForX(this->AxisBaseForX);
this->XAxes[i]->SetAxisBaseForY(this->AxisBaseForY);
this->XAxes[i]->SetAxisBaseForZ(this->AxisBaseForZ);
this->XAxes[i]->SetCamera(this->Camera);
this->XAxes[i]->SetProperty(prop);
this->XAxes[i]->SetTitleTextProperty(this->TitleTextProperty[0]);
this->XAxes[i]->SetLabelTextProperty(this->LabelTextProperty[0]);
this->XAxes[i]->SetAxisLinesProperty(this->XAxesLinesProperty);
this->XAxes[i]->SetGridlinesProperty(this->XAxesGridlinesProperty);
this->XAxes[i]->SetGridpolysProperty(this->XAxesGridpolysProperty);
this->XAxes[i]->SetTickLocation(this->TickLocation);
this->XAxes[i]->SetDrawGridlines(this->DrawXGridlines);
this->XAxes[i]->SetDrawGridlinesLocation(gridLocationBasedOnAxis);
this->XAxes[i]->SetDrawInnerGridlines(this->DrawXInnerGridlines);
this->XAxes[i]->SetDrawGridpolys(this->DrawXGridpolys);
this->XAxes[i]->SetBounds(this->Bounds);
this->XAxes[i]->SetAxisVisibility(this->XAxisVisibility);
this->XAxes[i]->SetLabelVisibility(this->XAxisLabelVisibility);
this->XAxes[i]->SetTitleVisibility(this->XAxisLabelVisibility);
this->XAxes[i]->SetTickVisibility(this->XAxisTickVisibility);
this->XAxes[i]->SetMinorTicksVisible(this->XAxisMinorTickVisibility);
this->YAxes[i]->SetAxisPosition(i);
this->YAxes[i]->SetAxisBaseForX(this->AxisBaseForX);
this->YAxes[i]->SetAxisBaseForY(this->AxisBaseForY);
this->YAxes[i]->SetAxisBaseForZ(this->AxisBaseForZ);
this->YAxes[i]->SetCamera(this->Camera);
this->YAxes[i]->SetProperty(prop);
this->YAxes[i]->SetTitleTextProperty(this->TitleTextProperty[1]);
this->YAxes[i]->SetLabelTextProperty(this->LabelTextProperty[1]);
this->YAxes[i]->SetAxisLinesProperty(this->YAxesLinesProperty);
this->YAxes[i]->SetGridlinesProperty(this->YAxesGridlinesProperty);
this->YAxes[i]->SetGridpolysProperty(this->YAxesGridpolysProperty);
this->YAxes[i]->SetTickLocation(this->TickLocation);
this->YAxes[i]->SetDrawGridlines(this->DrawYGridlines);
this->YAxes[i]->SetDrawGridlinesLocation(gridLocationBasedOnAxis);
this->YAxes[i]->SetDrawInnerGridlines(this->DrawYInnerGridlines);
this->YAxes[i]->SetDrawGridpolys(this->DrawYGridpolys);
this->YAxes[i]->SetBounds(this->Bounds);
this->YAxes[i]->SetAxisVisibility(this->YAxisVisibility);
this->YAxes[i]->SetLabelVisibility(this->YAxisLabelVisibility);
this->YAxes[i]->SetTitleVisibility(this->YAxisLabelVisibility);
this->YAxes[i]->SetTickVisibility(this->YAxisTickVisibility);
this->YAxes[i]->SetMinorTicksVisible(this->YAxisMinorTickVisibility);
this->ZAxes[i]->SetAxisPosition(i);
this->ZAxes[i]->SetAxisBaseForX(this->AxisBaseForX);
this->ZAxes[i]->SetAxisBaseForY(this->AxisBaseForY);
this->ZAxes[i]->SetAxisBaseForZ(this->AxisBaseForZ);
this->ZAxes[i]->SetCamera(this->Camera);
this->ZAxes[i]->SetProperty(prop);
this->ZAxes[i]->SetTitleTextProperty(this->TitleTextProperty[2]);
this->ZAxes[i]->SetLabelTextProperty(this->LabelTextProperty[2]);
this->ZAxes[i]->SetAxisLinesProperty(this->ZAxesLinesProperty);
this->ZAxes[i]->SetGridlinesProperty(this->ZAxesGridlinesProperty);
this->ZAxes[i]->SetGridpolysProperty(this->ZAxesGridpolysProperty);
this->ZAxes[i]->SetTickLocation(this->TickLocation);
this->ZAxes[i]->SetDrawGridlines(this->DrawZGridlines);
this->ZAxes[i]->SetDrawGridlinesLocation(gridLocationBasedOnAxis);
this->ZAxes[i]->SetDrawInnerGridlines(this->DrawZInnerGridlines);
this->ZAxes[i]->SetDrawGridpolys(this->DrawZGridpolys);
this->ZAxes[i]->SetBounds(this->Bounds);
this->ZAxes[i]->SetAxisVisibility(this->ZAxisVisibility);
this->ZAxes[i]->SetLabelVisibility(this->ZAxisLabelVisibility);
this->ZAxes[i]->SetTitleVisibility(this->ZAxisLabelVisibility);
this->ZAxes[i]->SetTickVisibility(this->ZAxisTickVisibility);
this->ZAxes[i]->SetMinorTicksVisible(this->ZAxisMinorTickVisibility);
}
}
// Static variable describes locations in cube, relative to the type
// of axis: mm for an X-axis means the x-edge at min-y and min-z.
// mX for a Y-axis means the y-edge at min-x and max-z, and so on.
enum {mm = 0, mX, XX, Xm };
//
// For CLOSEST_TRIAD, and FURTHEST_TRIAD, this variable determines
// which locations in the cube each 'Major' axis should take.
//
static int vtkCubeAxesActorTriads[8][3] = {
{mm,mm,mm}, {mm,Xm,Xm}, {Xm,mm,mX}, {Xm,Xm,XX},
{mX,mX,mm}, {mX,XX,Xm}, {XX,mX,mX}, {XX,XX,XX}};
static int vtkCubeAxesActorConn[8][3] = {{1,2,4}, {0,3,5}, {3,0,6}, {2,1,7},
{5,6,0}, {4,7,1}, {7,4,2}, {6,5,3}};
// *************************************************************************
// Determine which of the axes in each coordinate direction actually should
// be rendered. For STATIC FlyMode, all axes are rendered. For other
// FlyModes, either 1 or 2 per coordinate direction are rendered.
// *************************************************************************
void vtkCubeAxesActor::DetermineRenderAxes(vtkViewport *viewport)
{
double bounds[6];
double pts[8][3];
int i = 0, closestIdx = -1, furtherstIdx = -1;
int xloc = 0, yloc = 0, zloc = 0;
// Make sure we start with only one axis by default, then we might extend it
this->NumberOfAxesX = this->NumberOfAxesY = this->NumberOfAxesZ = 1;
// Compute relevant axis points only if a axis/grid visibility change based
// on the viewpoint
if( !( this->GridLineLocation == VTK_GRID_LINES_ALL
&& ( this->FlyMode == VTK_FLY_STATIC_EDGES
|| this->FlyMode == VTK_FLY_STATIC_TRIAD)))
{
// determine the bounds to use (input, prop, or user-defined)
this->GetBounds(bounds);
this->TransformBounds(viewport, bounds, pts);
}
// Check closest point if needed
if( this->GridLineLocation == VTK_GRID_LINES_CLOSEST
|| this->FlyMode == VTK_FLY_CLOSEST_TRIAD )
{
closestIdx = this->FindClosestAxisIndex(pts);
}
// Check furtherst point if needed
if( this->GridLineLocation == VTK_GRID_LINES_FURTHEST
|| this->FlyMode == VTK_FLY_FURTHEST_TRIAD )
{
furtherstIdx = this->FindFurtherstAxisIndex(pts);
}
// Manage fast static axis visibility
if (this->FlyMode == VTK_FLY_STATIC_EDGES || this->FlyMode == VTK_FLY_STATIC_TRIAD)
{
if(this->FlyMode == VTK_FLY_STATIC_EDGES)
{
this->NumberOfAxesX = this->NumberOfAxesY = this->NumberOfAxesZ
= NUMBER_OF_ALIGNED_AXIS;
}
for (i = 0; i < this->NumberOfAxesX; i++)
{
this->RenderAxesX[i] = this->RenderAxesY[i] = this->RenderAxesZ[i] = i;
}
this->UpdateGridLineVisibility(
(this->GridLineLocation == VTK_GRID_LINES_CLOSEST)
? closestIdx : furtherstIdx);
return;
}
// Take into account the inertia. Process only so often.
if (this->RenderCount++ == 0 || !(this->RenderCount % this->Inertia))
{
if (this->FlyMode == VTK_FLY_CLOSEST_TRIAD)
{
xloc = vtkCubeAxesActorTriads[closestIdx][0];
yloc = vtkCubeAxesActorTriads[closestIdx][1];
zloc = vtkCubeAxesActorTriads[closestIdx][2];
}
else if (this->FlyMode == VTK_FLY_FURTHEST_TRIAD)
{
xloc = vtkCubeAxesActorTriads[furtherstIdx][0];
yloc = vtkCubeAxesActorTriads[furtherstIdx][1];
zloc = vtkCubeAxesActorTriads[furtherstIdx][2];
}
else // else boundary edges fly mode
{
this->FindBoundaryEdge(xloc, yloc, zloc, pts);
}
this->InertiaLocs[0] = xloc;
this->InertiaLocs[1] = yloc;
this->InertiaLocs[2] = zloc;
} // inertia
else
{
// Do not change anything, use locations from last render
xloc = this->InertiaLocs[0];
yloc = this->InertiaLocs[1];
zloc = this->InertiaLocs[2];
}
// Set axes to be rendered
this->RenderAxesX[0] = xloc % NUMBER_OF_ALIGNED_AXIS;
this->RenderAxesY[0] = yloc % NUMBER_OF_ALIGNED_AXIS;
this->RenderAxesZ[0] = zloc % NUMBER_OF_ALIGNED_AXIS;
// Manage grid visibility (can increase the number of axis to render)
this->UpdateGridLineVisibility(
(this->GridLineLocation == VTK_GRID_LINES_CLOSEST)
? closestIdx : furtherstIdx);
}
// --------------------------------------------------------------------------
double vtkCubeAxesActor::MaxOf(double a, double b)
{
return (a > b ? a : b);
}
// --------------------------------------------------------------------------
double vtkCubeAxesActor::MaxOf(double a, double b, double c, double d)
{
return this->MaxOf(this->MaxOf(a, b), this->MaxOf(c, d));
}
// --------------------------------------------------------------------------
inline double vtkCubeAxesActor::FFix(double value)
{
int ivalue = static_cast<int>(value);
return ivalue;
}
inline int vtkCubeAxesActor::FRound(double value)
{
return value <= 0.5 ? static_cast<int>(this->FFix(value)) : static_cast<int>(this->FFix(value) + 1);
}
inline int vtkCubeAxesActor::GetNumTicks(double range, double fxt)
{
// Find the number of integral points in the interval.
double fnt = range/fxt;
fnt = this->FFix(fnt);
return this->FRound(fnt);
}
// --------------------------------------------------------------------------
inline double vtkCubeAxesActor::FSign(double value, double sign)
{
value = fabs(value);
if (sign < 0.)
{
value *= -1.;
}
return value;
}
// *******************************************************************
// Method: vtkCubeAxesActor::AdjustTicksComputeRange
//
// Purpose: Sets private members controlling the number and position
// of ticks.
//
// Arguments:
// inRange The range for this axis.
// *******************************************************************
void vtkCubeAxesActor::AdjustTicksComputeRange(vtkAxisActor *axes[NUMBER_OF_ALIGNED_AXIS],
double boundsMin, double boundsMax)
{
double sortedRange[2], range;
double fxt;
double div, major, minor;
double majorStart, minorStart;
int numTicks;
double *inRange = axes[0]->GetRange();
vtkStringArray* customizedLabels = NULL;
sortedRange[0] = inRange[0] < inRange[1] ? inRange[0] : inRange[1];
sortedRange[1] = inRange[0] > inRange[1] ? inRange[0] : inRange[1];
range = sortedRange[1] - sortedRange[0];
// Find the integral points.
double pow10 = log10(range);
// Build in numerical tolerance
if (pow10 != 0.)
{
double eps = 10.0e-10;
pow10 = this->FSign((fabs(pow10) + eps), pow10);
}
// FFix move you in the wrong direction if pow10 is negative.
if (pow10 < 0.)
{
pow10 = pow10 - 1.;
}
fxt = pow(10., this->FFix(pow10));
numTicks = this->GetNumTicks(range, fxt);
div = 1.;
if (numTicks < 5)
{
div = 2.;
}
if (numTicks <= 2)
{
div = 5.;
}
// If there aren't enough major tick points in this decade, use the next
// decade.
major = fxt;
if (div != 1.)
{
major /= div;
}
int axis = 0;
switch(axes[0]->GetAxisType())
{
case vtkAxisActor::VTK_AXIS_TYPE_X:
axis = 0;
break;
case vtkAxisActor::VTK_AXIS_TYPE_Y:
axis = 1;
break;
case vtkAxisActor::VTK_AXIS_TYPE_Z:
axis = 2;
break;
}
customizedLabels = this->AxisLabels[axis];
if (customizedLabels == NULL)
{
// Figure out the first major tick locations, relative to the
// start of the axis.
if (sortedRange[0] <= 0.)
{
majorStart = major*(this->FFix(sortedRange[0]*(1./major)) + 0.);
}
else
{
majorStart = major*(this->FFix(sortedRange[0]*(1./major)) + 1.);
}
}
else
{
// If we have custom labels, they are supposed to be uniformly distributed
// inside the values range.
majorStart = sortedRange[0];
numTicks = this->GetNumTicks(range, major);
int labelsCount = customizedLabels->GetNumberOfValues();
if (numTicks > labelsCount)
{
major = range / (labelsCount - 1.);
}
}
minor = major / 10.;
// Figure out the first minor tick locations, relative to the
// start of the axis.
if (sortedRange[0] <= 0.)
{
minorStart = minor*(this->FFix(sortedRange[0]*(1./minor)) + 0.);
}
else
{
minorStart = minor*(this->FFix(sortedRange[0]*(1./minor)) + 1.);
}
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
axes[i]->SetMinorRangeStart(minorStart);
axes[i]->SetMajorRangeStart(majorStart);
axes[i]->SetDeltaRangeMinor(minor);
axes[i]->SetDeltaRangeMajor(major);
}
double t;
t = (minorStart - sortedRange[0])/range;
minorStart = t * boundsMax + (1-t) * boundsMin;
t = (majorStart - sortedRange[0])/range;
majorStart = t * boundsMax + (1-t) * boundsMin;
const double scale = (boundsMax - boundsMin) / range;
minor *= scale;
major *= scale;
// Set major start and delta for the corresponding cube axis
switch(axes[0]->GetAxisType())
{
case vtkAxisActor::VTK_AXIS_TYPE_X:
this->MajorStart[0] = majorStart;
this->DeltaMajor[0] = major;
break;
case vtkAxisActor::VTK_AXIS_TYPE_Y:
this->MajorStart[1] = majorStart;
this->DeltaMajor[1] = major;
break;
case vtkAxisActor::VTK_AXIS_TYPE_Z:
this->MajorStart[2] = majorStart;
this->DeltaMajor[2] = major;
break;
}
// Set major and minor starts and deltas for all underlying axes
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
axes[i]->SetMinorStart(minorStart);
axes[i]->SetMajorStart(axes[0]->GetAxisType(), majorStart);
axes[i]->SetDeltaMinor(minor);
axes[i]->SetDeltaMajor(axes[0]->GetAxisType(), major);
}
}
// ****************************************************************
void vtkCubeAxesActor::AutoScale(vtkViewport *viewport)
{
// Current implementation only for perspective projections.
this->AutoScale(viewport, this->XAxes);
this->AutoScale(viewport, this->YAxes);
this->AutoScale(viewport, this->ZAxes);
}
// ****************************************************************
void vtkCubeAxesActor::AutoScale(vtkViewport *viewport, vtkAxisActor *axis[NUMBER_OF_ALIGNED_AXIS])
{
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; ++i)
{
double newTitleScale
= this->AutoScale(viewport,
this->ScreenSize,
axis[i]->GetTitleActor()->GetPosition());
axis[i]->SetTitleScale(newTitleScale);
// Now labels.
vtkAxisFollower** labelActors = axis[i]->GetLabelActors();
for(int j = 0; j < axis[i]->GetNumberOfLabelsBuilt(); ++j)
{
double newLabelScale
= this->AutoScale(viewport,
this->ScreenSize,
labelActors[j]->GetPosition());
axis[i]->SetLabelScale(j, newLabelScale);
}
}
}
// ****************************************************************
double vtkCubeAxesActor::AutoScale(vtkViewport *viewport, double screenSize,
double position[3])
{
double factor = 1;
if (viewport->GetSize()[1] > 0)
{
factor = 2.0 * screenSize
* tan(vtkMath::RadiansFromDegrees(this->Camera->GetViewAngle()/2.0))
/ viewport->GetSize()[1];
}
double dist = sqrt(
vtkMath::Distance2BetweenPoints(position,
this->Camera->GetPosition()));
double newScale = factor * dist;
return newScale;
}
// ****************************************************************
// Determine what the labels should be and set them in each axis.
// ****************************************************************
void vtkCubeAxesActor::BuildLabels(vtkAxisActor *axes[NUMBER_OF_ALIGNED_AXIS])
{
char label[64];
int labelCount = 0;
double deltaMajor = axes[0]->GetDeltaMajor(axes[0]->GetAxisType());
double val = axes[0]->GetMajorRangeStart();
double p2[3], p1[3];
axes[0]->GetPoint1Coordinate()->GetValue(p1);
axes[0]->GetPoint2Coordinate()->GetValue(p2);
double *range = axes[0]->GetRange();
double axis[3] = { p2[0]-p1[0], p2[1]-p1[1], p2[2]-p1[2] };
double axisLength = vtkMath::Norm(axis);
double extents = range[1] - range[0];
bool mustAdjustValue = 0;
int lastPow = 0;
int axisIndex = 0;
vtkStringArray* customizedLabels = NULL;
vtkStringArray *labels = vtkStringArray::New();
const char *format = "%s";
switch (axes[0]->GetAxisType())
{
case vtkAxisActor::VTK_AXIS_TYPE_X:
axisIndex = 0;
format = this->XLabelFormat;
mustAdjustValue = this->MustAdjustXValue;
lastPow = this->LastXPow;
break;
case vtkAxisActor::VTK_AXIS_TYPE_Y:
axisIndex = 1;
format = this->YLabelFormat;
mustAdjustValue = this->MustAdjustYValue;
lastPow = this->LastYPow;
break;
case vtkAxisActor::VTK_AXIS_TYPE_Z:
axisIndex = 2;
format = this->ZLabelFormat;
mustAdjustValue = this->MustAdjustZValue;
lastPow = this->LastZPow;
break;
}
customizedLabels = this->AxisLabels[axisIndex];
// figure out how many labels we need:
if(extents == 0)
{
labelCount = 0;
}
else
{
double rangeScale = axisLength / extents;
double labelCountAsDouble = (axisLength - (val-range[0])*rangeScale) / deltaMajor;
labelCount = vtkMath::Floor(labelCountAsDouble+2*FLT_EPSILON) + 1;
}
labels->SetNumberOfValues(labelCount);
if (customizedLabels == NULL)
{
// Convert deltaMajor from world coord to range scale
deltaMajor = extents * deltaMajor/axisLength;
double scaleFactor = 1.;
if (lastPow != 0)
{
scaleFactor = 1.0/pow(10., lastPow);
}
for (int i = 0; i < labelCount; i++)
{
if (fabs(val) < 0.01 && extents > 1)
{
// We just happened to fall at something near zero and the range is
// large, so set it to zero to avoid ugliness.
val = 0.;
}
if (mustAdjustValue)
{
sprintf(label, format, val*scaleFactor);
}
else
{
sprintf(label, format, val);
}
if (fabs(val) < 0.01)
{
//
// Ensure that -0.0 is never a label
// The maximum number of digits that we allow past the decimal is 5.
//
if (strcmp(label, "-0") == 0)
{
sprintf(label, "0");
}
else if (strcmp(label, "-0.0") == 0)
{
sprintf(label, "0.0");
}
else if (strcmp(label, "-0.00") == 0)
{
sprintf(label, "0.00");
}
else if (strcmp(label, "-0.000") == 0)
{
sprintf(label, "0.000");
}
else if (strcmp(label, "-0.0000") == 0)
{
sprintf(label, "0.0000");
}
else if (strcmp(label, "-0.00000") == 0)
{
sprintf(label, "0.00000");
}
}
labels->SetValue(i, label);
val += deltaMajor;
}
}
else
{
if (labelCount > 0)
{
double delta = customizedLabels->GetNumberOfValues() / labelCount;
for (int i = 0; i < labelCount; ++i)
{
labels->SetValue(i, customizedLabels->GetValue(static_cast<vtkIdType>(i * delta)));
}
}
}
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
axes[i]->SetLabels(labels);
}
labels->Delete();
}
vtkStringArray* vtkCubeAxesActor::GetAxisLabels(int axis)
{
return (axis >= 0 && axis < 3) ? this->AxisLabels[axis] : NULL;
}
void vtkCubeAxesActor::SetAxisLabels(int axis, vtkStringArray* value)
{
if (axis >= 0 && axis < 3 && value != this->AxisLabels[axis])
{
vtkStringArray* previous = this->AxisLabels[axis];
if (value != NULL)
{
value->Register(this);
}
this->AxisLabels[axis] = value;
if (previous != NULL)
{
previous->UnRegister(this);
}
this->Modified();
}
}
// ****************************************************************************
// Set automatic label scaling mode, set exponents for each axis type.
// ****************************************************************************
void vtkCubeAxesActor::SetLabelScaling(bool autoscale, int upowX, int upowY,
int upowZ)
{
if (autoscale != this->AutoLabelScaling || upowX != this->UserXPow ||
upowY != this->UserYPow || upowZ != this->UserZPow)
{
this->AutoLabelScaling = autoscale;
this->UserXPow = upowX;
this->UserYPow = upowY;
this->UserZPow = upowZ;
this->Modified();
}
}
// ****************************************************************************
// Set the i-th title text property.
// ****************************************************************************
vtkTextProperty* vtkCubeAxesActor::GetTitleTextProperty(int axis)
{
return (axis >= 0 && axis < 3) ? this->TitleTextProperty[axis] : NULL;
}
// ****************************************************************************
// Get the i-th label text property.
// ****************************************************************************
vtkTextProperty* vtkCubeAxesActor::GetLabelTextProperty(int axis)
{
return (axis >= 0 && axis < 3) ? this->LabelTextProperty[axis] : NULL;
}
// ****************************************************************************
// Set axes and screen size of the labels.
// ****************************************************************************
void vtkCubeAxesActor::UpdateLabels(vtkAxisActor **axis, int vtkNotUsed(index))
{
for (int i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
int numberOfLabelsBuild = axis[i]->GetNumberOfLabelsBuilt();
vtkAxisFollower **labelActors = axis[i]->GetLabelActors();
vtkProp3DAxisFollower **labelProps = axis[i]->GetLabelProps3D();
for(int k=0; k < numberOfLabelsBuild; ++k)
{
labelActors[k]->SetEnableDistanceLOD( this->EnableDistanceLOD );
labelActors[k]->SetDistanceLODThreshold( this->DistanceLODThreshold );
labelActors[k]->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
labelActors[k]->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
labelProps[k]->SetEnableDistanceLOD( this->EnableDistanceLOD );
labelProps[k]->SetDistanceLODThreshold( this->DistanceLODThreshold );
labelProps[k]->SetEnableViewAngleLOD( this->EnableViewAngleLOD );
labelProps[k]->SetViewAngleLODThreshold( this->ViewAngleLODThreshold );
}
}
}
// ****************************************************************************
void vtkCubeAxesActor::SetXAxesLinesProperty(vtkProperty *prop)
{
this->XAxesLinesProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetYAxesLinesProperty(vtkProperty *prop)
{
this->YAxesLinesProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetZAxesLinesProperty(vtkProperty *prop)
{
this->ZAxesLinesProperty->DeepCopy(prop);
this->Modified();
}
// ****************************************************************************
vtkProperty* vtkCubeAxesActor::GetXAxesLinesProperty()
{
return this->XAxesLinesProperty;
}
vtkProperty* vtkCubeAxesActor::GetYAxesLinesProperty()
{
return this->YAxesLinesProperty;
}
vtkProperty* vtkCubeAxesActor::GetZAxesLinesProperty()
{
return this->ZAxesLinesProperty;
}
// ****************************************************************************
void vtkCubeAxesActor::SetXAxesGridlinesProperty(vtkProperty *prop)
{
this->XAxesGridlinesProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetYAxesGridlinesProperty(vtkProperty *prop)
{
this->YAxesGridlinesProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetZAxesGridlinesProperty(vtkProperty *prop)
{
this->ZAxesGridlinesProperty->DeepCopy(prop);
this->Modified();
}
// ****************************************************************************
vtkProperty* vtkCubeAxesActor::GetXAxesGridlinesProperty()
{
return this->XAxesGridlinesProperty;
}
vtkProperty* vtkCubeAxesActor::GetYAxesGridlinesProperty()
{
return this->YAxesGridlinesProperty;
}
vtkProperty* vtkCubeAxesActor::GetZAxesGridlinesProperty()
{
return this->ZAxesGridlinesProperty;
}
// ****************************************************************************
void vtkCubeAxesActor::SetXAxesInnerGridlinesProperty(vtkProperty *prop)
{
this->XAxesInnerGridlinesProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetYAxesInnerGridlinesProperty(vtkProperty *prop)
{
this->YAxesInnerGridlinesProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetZAxesInnerGridlinesProperty(vtkProperty *prop)
{
this->ZAxesInnerGridlinesProperty->DeepCopy(prop);
this->Modified();
}
// ****************************************************************************
vtkProperty* vtkCubeAxesActor::GetXAxesInnerGridlinesProperty()
{
return this->XAxesInnerGridlinesProperty;
}
vtkProperty* vtkCubeAxesActor::GetYAxesInnerGridlinesProperty()
{
return this->YAxesInnerGridlinesProperty;
}
vtkProperty* vtkCubeAxesActor::GetZAxesInnerGridlinesProperty()
{
return this->ZAxesInnerGridlinesProperty;
}
// ****************************************************************************
void vtkCubeAxesActor::SetXAxesGridpolysProperty(vtkProperty *prop)
{
this->XAxesGridpolysProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetYAxesGridpolysProperty(vtkProperty *prop)
{
this->YAxesGridpolysProperty->DeepCopy(prop);
this->Modified();
}
void vtkCubeAxesActor::SetZAxesGridpolysProperty(vtkProperty *prop)
{
this->ZAxesGridpolysProperty->DeepCopy(prop);
this->Modified();
}
// ****************************************************************************
vtkProperty* vtkCubeAxesActor::GetXAxesGridpolysProperty()
{
return this->XAxesGridpolysProperty;
}
vtkProperty* vtkCubeAxesActor::GetYAxesGridpolysProperty()
{
return this->YAxesGridpolysProperty;
}
vtkProperty* vtkCubeAxesActor::GetZAxesGridpolysProperty()
{
return this->ZAxesGridpolysProperty;
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::UpdateGridLineVisibility(int idx)
{
if( this->GridLineLocation != VTK_GRID_LINES_ALL &&
(this->DrawXGridlines || this->DrawYGridlines || this->DrawZGridlines) )
{
for(int i=0; i < NUMBER_OF_ALIGNED_AXIS; ++i)
{
this->XAxes[i]->SetDrawGridlines(0);
this->YAxes[i]->SetDrawGridlines(0);
this->ZAxes[i]->SetDrawGridlines(0);
this->XAxes[i]->SetDrawGridlinesOnly(0);
this->YAxes[i]->SetDrawGridlinesOnly(0);
this->ZAxes[i]->SetDrawGridlinesOnly(0);
}
this->XAxes[vtkCubeAxesActorTriads[idx][0]]->SetDrawGridlines(this->DrawXGridlines);
this->YAxes[vtkCubeAxesActorTriads[idx][1]]->SetDrawGridlines(this->DrawYGridlines);
this->ZAxes[vtkCubeAxesActorTriads[idx][2]]->SetDrawGridlines(this->DrawZGridlines);
// Update axis render list
int id = 0;
if(this->NumberOfAxesX == 1)
{
id = this->RenderAxesX[this->NumberOfAxesX] = vtkCubeAxesActorTriads[idx][0];
this->XAxes[id]->SetDrawGridlinesOnly((this->RenderAxesX[0] != id) ? 1 : 0);
this->NumberOfAxesX += (this->RenderAxesX[0] != id) ? 1 : 0;
}
if(this->NumberOfAxesY == 1)
{
id = this->RenderAxesY[this->NumberOfAxesY] = vtkCubeAxesActorTriads[idx][1];
this->YAxes[id]->SetDrawGridlinesOnly((this->RenderAxesY[0] != id) ? 1 : 0);
this->NumberOfAxesY += (this->RenderAxesY[0] != id) ? 1 : 0;
}
if(this->NumberOfAxesZ == 1)
{
id = this->RenderAxesZ[this->NumberOfAxesZ] = vtkCubeAxesActorTriads[idx][2];
this->ZAxes[id]->SetDrawGridlinesOnly((this->RenderAxesZ[0] != id) ? 1 : 0);
this->NumberOfAxesZ += (this->RenderAxesZ[0] != id) ? 1 : 0;
}
}
}
// --------------------------------------------------------------------------
int vtkCubeAxesActor::FindClosestAxisIndex(double pts[8][3])
{
// Loop over points and find the closest point to the camera
double min = VTK_FLOAT_MAX;
int idx = 0;
for (int i=0; i < 8; i++)
{
if (pts[i][2] < min)
{
idx = i;
min = pts[i][2];
}
}
return idx;
}
// --------------------------------------------------------------------------
int vtkCubeAxesActor::FindFurtherstAxisIndex(double pts[8][3])
{
// Loop over points and find the furthest point from the camera
double max = -VTK_FLOAT_MAX;
int idx = 0;
for (int i=0; i < 8; i++)
{
if (pts[i][2] > max)
{
idx = i;
max = pts[i][2];
}
}
return idx;
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::FindBoundaryEdge( int &xloc, int &yloc,
int &zloc, double pts[8][3])
{
// boundary edges fly mode
xloc = yloc = zloc = 1;
int i, xIdx = 0, yIdx = 0, zIdx = 0, zIdx2 = 0;
int xAxes = 0, yAxes = 0, zAxes = 0;
double slope = 0.0, minSlope, num, den, d2;
double e1[3], e2[3], e3[3];
int idx = 0;
// Find distance to origin
double d2Min = VTK_FLOAT_MAX;
for (i=0; i < 8; i++)
{
d2 = pts[i][0]*pts[i][0] + pts[i][1]*pts[i][1];
if (d2 < d2Min)
{
d2Min = d2;
idx = i;
}
}
// find minimum slope point connected to closest point and on
// right side (in projected coordinates). This is the first edge.
minSlope = VTK_FLOAT_MAX;
for (xIdx=0, i=0; i<3; i++)
{
num = (pts[vtkCubeAxesActorConn[idx][i]][1] - pts[idx][1]);
den = (pts[vtkCubeAxesActorConn[idx][i]][0] - pts[idx][0]);
if (den != 0.0)
{
slope = num / den;
}
if (slope < minSlope && den > 0)
{
xIdx = vtkCubeAxesActorConn[idx][i];
yIdx = vtkCubeAxesActorConn[idx][(i+1)%3];
zIdx = vtkCubeAxesActorConn[idx][(i+2)%3];
xAxes = i;
minSlope = slope;
}
}
// find edge (connected to closest point) on opposite side
for ( i=0; i<3; i++)
{
e1[i] = (pts[xIdx][i] - pts[idx][i]);
e2[i] = (pts[yIdx][i] - pts[idx][i]);
e3[i] = (pts[zIdx][i] - pts[idx][i]);
}
vtkMath::Normalize(e1);
vtkMath::Normalize(e2);
vtkMath::Normalize(e3);
if (vtkMath::Dot(e1,e2) < vtkMath::Dot(e1,e3))
{
yAxes = (xAxes + 1) % 3;
}
else
{
yIdx = zIdx;
yAxes = (xAxes + 2) % 3;
}
// Find the final point by determining which global x-y-z axes have not
// been represented, and then determine the point closest to the viewer.
zAxes = (xAxes != 0 && yAxes != 0 ? 0 :
(xAxes != 1 && yAxes != 1 ? 1 : 2));
if (pts[vtkCubeAxesActorConn[xIdx][zAxes]][2] <
pts[vtkCubeAxesActorConn[yIdx][zAxes]][2])
{
zIdx = xIdx;
zIdx2 = vtkCubeAxesActorConn[xIdx][zAxes];
}
else
{
zIdx = yIdx;
zIdx2 = vtkCubeAxesActorConn[yIdx][zAxes];
}
int mini = (idx < xIdx ? idx : xIdx);
switch (xAxes)
{
case 0:
xloc = vtkCubeAxesActorTriads[mini][0];
break;
case 1:
yloc = vtkCubeAxesActorTriads[mini][1];
break;
case 2:
zloc = vtkCubeAxesActorTriads[mini][2];
break;
}
mini = (idx < yIdx ? idx : yIdx);
switch (yAxes)
{
case 0:
xloc = vtkCubeAxesActorTriads[mini][0];
break;
case 1:
yloc =vtkCubeAxesActorTriads[mini][1];
break;
case 2:
zloc = vtkCubeAxesActorTriads[mini][2];
break;
}
mini = (zIdx < zIdx2 ? zIdx : zIdx2);
switch (zAxes)
{
case 0:
xloc = vtkCubeAxesActorTriads[mini][0];
break;
case 1:
yloc = vtkCubeAxesActorTriads[mini][1];
break;
case 2:
zloc = vtkCubeAxesActorTriads[mini][2];
break;
}
}
// --------------------------------------------------------------------------
int vtkCubeAxesActor::RenderGeometry(
bool &initialRender, vtkViewport *viewport, bool checkAxisVisibility,
int (vtkAxisActor::*renderMethod)(vtkViewport*))
{
int i, renderedSomething = 0;
// Make sure axes are initialized and visibility is properly set
if(checkAxisVisibility)
{
// Initialization
if (!this->Camera)
{
vtkErrorMacro(<<"No camera!");
this->RenderSomething = 0;
return 0;
}
this->BuildAxes(viewport);
if (initialRender)
{
for (i = 0; i < NUMBER_OF_ALIGNED_AXIS; i++)
{
this->XAxes[i]->BuildAxis(viewport, true);
this->YAxes[i]->BuildAxis(viewport, true);
this->ZAxes[i]->BuildAxis(viewport, true);
}
}
initialRender = false;
this->DetermineRenderAxes(viewport);
}
// Render the axes
for (i = 0; i < this->NumberOfAxesX; i++)
{
renderedSomething +=
(this->XAxes[this->RenderAxesX[i]]->*renderMethod)(viewport);
}
for (i = 0; i < this->NumberOfAxesY; i++)
{
renderedSomething +=
(this->YAxes[this->RenderAxesY[i]]->*renderMethod)(viewport);
}
for (i = 0; i < this->NumberOfAxesZ; i++)
{
renderedSomething +=
(this->ZAxes[this->RenderAxesZ[i]]->*renderMethod)(viewport);
}
return renderedSomething;
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::ComputeStickyAxesBoundingSphere(vtkViewport* viewport,
const double originalBounds[6],
double sphereCenter[3],
double & sphereRadius)
{
double aspect[2];
viewport->GetAspect(aspect);
vtkPlanes* frustumPlanes = vtkPlanes::New();
double frustumPlanesArray[24];
this->GetCamera()->GetFrustumPlanes(aspect[0], frustumPlanesArray);
frustumPlanes->SetFrustumPlanes(frustumPlanesArray);
vtkFrustumSource* frustumSource = vtkFrustumSource::New();
frustumSource->SetPlanes(frustumPlanes);
frustumPlanes->Delete();
frustumSource->Update();
vtkPoints* points = frustumSource->GetOutput()->GetPoints();
// From http://gamedev.stackexchange.com/questions/60104/largest-sphere-inside-a-frustum
// Point indices are set up to match the second figure.
double p0[3], p1[3], p2[3], p3[3], p4[3];
double q0[3], q1[3], q2[3], q3[3], q4[3];
points->GetPoint(0, p1); // left bottom near
points->GetPoint(1, p2); // right bottom near
points->GetPoint(2, p4); // right top near
points->GetPoint(3, p3); // left top near
points->GetPoint(4, q1); // left bottom far
points->GetPoint(5, q2); // right bottom far
points->GetPoint(6, q4); // right top far
points->GetPoint(7, q3); // left top far
for (int i = 0; i < 3; ++i)
{
p0[i] = 0.25*(p1[i] + p2[i] + p3[i] + p4[i]); // near center
q0[i] = 0.25*(q1[i] + q2[i] + q3[i] + q4[i]); // far center
}
frustumSource->Delete();
double view[3];
vtkMath::Subtract(p0, q0, view);
double d = vtkMath::Norm(view);
double v0[3], v1[3];
vtkMath::Subtract(p1, q1, v0);
vtkMath::Subtract(q2, q1, v1);
double l = 0.5*vtkMath::Norm(v1);
double alpha = atan(vtkMath::Dot(v0, v1) / (d*vtkMath::Norm(v1)));
double halfWidth = l * tan((vtkMath::Pi() - 2.0*alpha) / 4.0);
vtkMath::Subtract(q3, q1, v1);
l = 0.5*vtkMath::Norm(v1);
alpha = atan(vtkMath::Dot(v0, v1) / (d*vtkMath::Norm(v1)));
double halfHeight = l * tan((vtkMath::Pi() - 2.0*alpha) / 4.0);
sphereRadius = std::min(halfWidth, halfHeight);
vtkMath::Normalize(view);
sphereCenter[0] = q0[0] + sphereRadius*view[0];
sphereCenter[1] = q0[1] + sphereRadius*view[1];
sphereCenter[2] = q0[2] + sphereRadius*view[2];
// Now shift the sphere so that its center is at the same depth as
// the original bounding box.
double* sidePlane;
if (viewport->GetSize()[0] < viewport->GetSize()[1])
{
sidePlane = frustumPlanesArray + 0; // left side
}
else
{
sidePlane = frustumPlanesArray + 8; // bottom side
}
double f = vtkMath::Dot(q0, sidePlane) + sidePlane[3];
vtkBoundingBox bb(originalBounds);
double bbCenter[3];
bb.GetCenter(bbCenter);
double* backPlane = frustumPlanesArray + 16;
double g = vtkMath::Dot(bbCenter, backPlane) + backPlane[3];
double radiusReduction = (g - sphereRadius) * ((f - sphereRadius) / sphereRadius);
sphereRadius -= radiusReduction;
vtkMath::Subtract(p0, q0, view);
vtkMath::Normalize(view);
sphereCenter[0] = q0[0] + g*view[0];
sphereCenter[1] = q0[1] + g*view[1];
sphereCenter[2] = q0[2] + g*view[2];
if (this->CenterStickyAxes)
{
// No need to shift the sticky axes bounding box up/down or left/right.
return;
}
// Now see whether we can shift the sphere toward the side of the
// frustum closest to the new sphere center.
double shiftDirection[3];
double minusSide[4], plusSide[4];
if (viewport->GetSize()[0] < viewport->GetSize()[1])
{
vtkMath::Subtract(q1, q3, shiftDirection); // up vector
memcpy(minusSide, frustumPlanesArray+2*4, 4*sizeof(double)); // bottom frustum side
memcpy(plusSide, frustumPlanesArray+3*4, 4*sizeof(double)); // top frustum side
}
else if (viewport->GetSize()[0] > viewport->GetSize()[1])
{
vtkMath::Subtract(q1, q2, shiftDirection); // right vector
memcpy(minusSide, frustumPlanesArray+0*4, 4*sizeof(double)); // left frustum side
memcpy(plusSide, frustumPlanesArray+1*4, 4*sizeof(double)); // right frustum side
}
else // viewport->GetSize()[0] == viewport->GetSize()[1]
{
// Nothing to do; sticky bounding sphere is already centered
return;
}
// Shift the sphere to the size of the frustum closest to the center
// of the original bounding box.
vtkMath::Normalize(shiftDirection);
double v[3], shift[3], newCenter[3];
vtkMath::Subtract(bbCenter, sphereCenter, v);
vtkMath::ProjectVector(v, shiftDirection, shift);
vtkMath::Add(sphereCenter, shift, newCenter);
// Change the sphere center to this new center. Below, we check if
// we have gone too far toward the frustum.
memcpy(sphereCenter, newCenter, 3*sizeof(double));
// Shift plane by the sphere radius in towards the center of the frustum
minusSide[3] -= sphereRadius;
plusSide[3] -= sphereRadius;
// Is the newCenter outside the shifted frustum minus side?
if (vtkMath::Dot(minusSide, newCenter) + minusSide[3] < 0.0)
{
// Intersection with shifted bottom side
double t = -(vtkMath::Dot(minusSide, newCenter) + minusSide[3]) /
(vtkMath::Dot(minusSide, shiftDirection));
sphereCenter[0] = newCenter[0] + t*shiftDirection[0];
sphereCenter[1] = newCenter[1] + t*shiftDirection[1];
sphereCenter[2] = newCenter[2] + t*shiftDirection[2];
}
// Is the newCenter outside the shifted frustum plus side?
if (vtkMath::Dot(plusSide, newCenter) + plusSide[3] < 0.0)
{
// Intersection with shifted top side
double t = -(vtkMath::Dot(plusSide, newCenter) + plusSide[3]) /
(vtkMath::Dot(plusSide, shiftDirection));
sphereCenter[0] = newCenter[0] + t*shiftDirection[0];
sphereCenter[1] = newCenter[1] + t*shiftDirection[1];
sphereCenter[2] = newCenter[2] + t*shiftDirection[2];
}
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::GetViewportLimitedBounds(vtkViewport* viewport,
double bounds[6])
{
double originalBounds[6];
this->GetBounds(originalBounds);
vtkBoundingBox originalBB(originalBounds);
double originalCenter[3];
originalBB.GetCenter(originalCenter);
double sphereCenter[3];
double sphereRadius;
this->ComputeStickyAxesBoundingSphere(viewport, originalBounds,
sphereCenter, sphereRadius);
// Now that we have the maximal sphere that will fit in the frustum,
// compute a cubic bounding box that fits inside it.
vtkBoundingBox sphereBB;
double direction[3] = {1, 1, 1};
vtkMath::Normalize(direction);
double pt1[3] = {sphereCenter[0] + sphereRadius*direction[0],
sphereCenter[1] + sphereRadius*direction[1],
sphereCenter[2] + sphereRadius*direction[2]};
sphereBB.AddPoint(pt1);
// Opposite corner
double pt2[3] = {sphereCenter[0] - sphereRadius*direction[0],
sphereCenter[1] - sphereRadius*direction[1],
sphereCenter[2] - sphereRadius*direction[2]};
sphereBB.AddPoint(pt2);
// Now intersect this sphere bounding box with the original bounds
// to get the final sticky bounds
if (originalBB.IntersectBox(sphereBB) == 1)
{
originalBB.GetBounds(bounds);
}
else
{
bounds[0] = bounds[1] = bounds[2] = bounds[3] = bounds[4] = bounds[5] = 0.0;
}
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::GetBoundsPointBits(unsigned int pointIndex,
unsigned int & xBit,
unsigned int & yBit,
unsigned int & zBit)
{
// Coordinate position is encoded in binary:
// 1st bit - 0 for minimum x, 1 for maximum x
// 2nd bit - 0 for minimum y, 1 for maximum y
// 3rd bit - 0 for minimum z, 1 for maximum z
unsigned int xMask = 1;
unsigned int yMask = 2;
unsigned int zMask = 4;
xBit = (pointIndex & xMask) >> 0;
yBit = (pointIndex & yMask) >> 1;
zBit = (pointIndex & zMask) >> 2;
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::GetBoundsPoint(unsigned int pointIndex, const double bounds[6],
double point[3])
{
if (pointIndex > 7)
{
return;
}
unsigned int xBit, yBit, zBit;
vtkCubeAxesActor::GetBoundsPointBits(pointIndex, xBit, yBit, zBit);
point[0] = bounds[xBit + 0];
point[1] = bounds[yBit + 2];
point[2] = bounds[zBit + 4];
}
// --------------------------------------------------------------------------
void vtkCubeAxesActor::GetRenderedBounds(double *b)
{
vtkBoundingBox bbox(this->GetBounds()); // Data bounds
// Make a heuristic on the final bounds that embed test labels
// Just inflate the box based on its max length
bbox.Inflate(bbox.GetMaxLength());
bbox.GetBounds(b);
}
// --------------------------------------------------------------------------
double* vtkCubeAxesActor::GetRenderedBounds()
{
this->GetRenderedBounds(this->RenderedBounds);
// Return our data holder
return this->RenderedBounds;
}