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nmWTAI-Platform/3rd/VTK7.1/include/vtkCoordinate.h

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/*=========================================================================
Program: Visualization Toolkit
Module: vtkCoordinate.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkCoordinate
* @brief perform coordinate transformation, and represent position, in a variety of vtk coordinate systems
*
* vtkCoordinate represents position in a variety of coordinate systems, and
* converts position to other coordinate systems. It also supports relative
* positioning, so you can create a cascade of vtkCoordinate objects (no loops
* please!) that refer to each other. The typical usage of this object is
* to set the coordinate system in which to represent a position (e.g.,
* SetCoordinateSystemToNormalizedDisplay()), set the value of the coordinate
* (e.g., SetValue()), and then invoke the appropriate method to convert to
* another coordinate system (e.g., GetComputedWorldValue()).
*
* The coordinate systems in vtk are as follows:
* <PRE>
* DISPLAY - x-y pixel values in window
* NORMALIZED DISPLAY - x-y (0,1) normalized values
* VIEWPORT - x-y pixel values in viewport
* NORMALIZED VIEWPORT - x-y (0,1) normalized value in viewport
* VIEW - x-y-z (-1,1) values in camera coordinates. (z is depth)
* WORLD - x-y-z global coordinate values
* USERDEFINED - x-y-z in User defined space
* </PRE>
*
* If you cascade vtkCoordinate objects, you refer to another vtkCoordinate
* object which in turn can refer to others, and so on. This allows you to
* create composite groups of things like vtkActor2D that are positioned
* relative to one another. Note that in cascaded sequences, each
* vtkCoordinate object may be specified in different coordinate systems!
*
* @sa
* vtkActor2D vtkScalarBarActor
*/
#ifndef vtkCoordinate_h
#define vtkCoordinate_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"
class vtkViewport;
#define VTK_DISPLAY 0
#define VTK_NORMALIZED_DISPLAY 1
#define VTK_VIEWPORT 2
#define VTK_NORMALIZED_VIEWPORT 3
#define VTK_VIEW 4
#define VTK_WORLD 5
#define VTK_USERDEFINED 6
class VTKRENDERINGCORE_EXPORT vtkCoordinate : public vtkObject
{
public:
vtkTypeMacro(vtkCoordinate, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;
/**
* Creates an instance of this class with the following defaults:
* value of (0,0,0) in world coordinates.
*/
static vtkCoordinate* New();
//@{
/**
* Set/get the coordinate system which this coordinate
* is defined in. The options are Display, Normalized Display,
* Viewport, Normalized Viewport, View, and World.
*/
vtkSetMacro(CoordinateSystem, int);
vtkGetMacro(CoordinateSystem, int);
void SetCoordinateSystemToDisplay()
{ this->SetCoordinateSystem(VTK_DISPLAY); }
void SetCoordinateSystemToNormalizedDisplay()
{ this->SetCoordinateSystem(VTK_NORMALIZED_DISPLAY); }
void SetCoordinateSystemToViewport()
{ this->SetCoordinateSystem(VTK_VIEWPORT); }
void SetCoordinateSystemToNormalizedViewport()
{ this->SetCoordinateSystem(VTK_NORMALIZED_VIEWPORT); }
void SetCoordinateSystemToView()
{ this->SetCoordinateSystem(VTK_VIEW); }
void SetCoordinateSystemToWorld()
{ this->SetCoordinateSystem(VTK_WORLD); }
//@}
const char *GetCoordinateSystemAsString ();
//@{
/**
* Set/get the value of this coordinate. This can be thought of as
* the position of this coordinate in its coordinate system.
*/
vtkSetVector3Macro(Value, double);
vtkGetVector3Macro(Value, double);
void SetValue(double a, double b)
{ this->SetValue(a, b, 0.0); }
//@}
//@{
/**
* If this coordinate is relative to another coordinate,
* then specify that coordinate as the ReferenceCoordinate.
* If this is NULL the coordinate is assumed to be absolute.
*/
virtual void SetReferenceCoordinate(vtkCoordinate*);
vtkGetObjectMacro(ReferenceCoordinate, vtkCoordinate);
//@}
//@{
/**
* If you want this coordinate to be relative to a specific
* vtkViewport (vtkRenderer) then you can specify that here.
* NOTE: this is a raw pointer, not a weak pointer nor a reference counted
* object, to avoid reference cycle loop between rendering classes and filter
* classes.
*/
void SetViewport(vtkViewport *viewport);
vtkGetObjectMacro(Viewport, vtkViewport);
//@}
//@{
/**
* Return the computed value in a specified coordinate system.
*/
double *GetComputedWorldValue(vtkViewport *);
int *GetComputedViewportValue(vtkViewport *);
int *GetComputedDisplayValue(vtkViewport *);
int *GetComputedLocalDisplayValue(vtkViewport *);
//@}
double *GetComputedDoubleViewportValue(vtkViewport *);
double *GetComputedDoubleDisplayValue(vtkViewport *);
/**
* GetComputedValue() will return either World, Viewport or
* Display based on what has been set as the coordinate system.
* This is good for objects like vtkLineSource, where the
* user might want to use them as World or Viewport coordinates
*/
double *GetComputedValue(vtkViewport *);
/**
* GetComputedUserDefinedValue() is to be used only when
* the coordinate system is VTK_USERDEFINED. The user
* must subclass vtkCoordinate and override this function,
* when set as the TransformCoordinate in 2D-Mappers, the user
* can customize display of 2D polygons
*/
virtual double *GetComputedUserDefinedValue(vtkViewport *)
{ return this->Value; }
protected:
vtkCoordinate();
~vtkCoordinate();
double Value[3];
int CoordinateSystem;
vtkCoordinate *ReferenceCoordinate;
vtkViewport *Viewport;
double ComputedWorldValue[3];
int ComputedDisplayValue[2];
int ComputedViewportValue[2];
int Computing;
double ComputedDoubleDisplayValue[2];
double ComputedDoubleViewportValue[2];
double ComputedUserDefinedValue[3];
private:
vtkCoordinate(const vtkCoordinate&) VTK_DELETE_FUNCTION;
void operator=(const vtkCoordinate&) VTK_DELETE_FUNCTION;
};
#endif