Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkLODProp3D.cxx,v $
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 "vtkLODProp3D.h"
#include "vtkActor.h"
#include "vtkCommand.h"
#include "vtkMapper.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkPropCollection.h"
#include "vtkVolume.h"
#include "vtkAbstractVolumeMapper.h"
#include "vtkLinearTransform.h"
#include <math.h>
vtkCxxRevisionMacro(vtkLODProp3D, "$Revision: 1.43 $");
vtkStandardNewMacro(vtkLODProp3D);
#define VTK_INDEX_NOT_IN_USE -1
#define VTK_INVALID_LOD_INDEX -2
#define VTK_LOD_ACTOR_TYPE 1
#define VTK_LOD_VOLUME_TYPE 2
class vtkLODProp3DCallback : public vtkCommand
{
public:
// generic new method
static vtkLODProp3DCallback *New()
{ return new vtkLODProp3DCallback; }
// the execute
virtual void Execute(vtkObject *caller,
unsigned long event, void* vtkNotUsed(v))
{
vtkProp *po = vtkProp::SafeDownCast(caller);
if (event == vtkCommand::PickEvent && po)
{
this->Self->InvokeEvent(vtkCommand::PickEvent,NULL);
}
}
// some ivars that should be set
vtkLODProp3D *Self;
};
// Construct a new vtkLODProp3D. Automatic LOD selection is on, there are
// no LODs.
vtkLODProp3D::vtkLODProp3D()
{
this->NumberOfEntries = 0;
this->NumberOfLODs = 0;
this->LODs = NULL;
this->CurrentIndex = 1000;
this->AutomaticLODSelection = 1;
this->SelectedLODID = 1000;
this->SelectedLODIndex = -1;
this->SelectedPickLODID = 1000;
this->AutomaticPickLODSelection = 1;
this->PickCallback = vtkLODProp3DCallback::New();
this->PickCallback->Self = this;
}
// Destruct the vtkLODProp3D. Delete the vtkProp3Ds that were created
// for the LODs. Delete the array of LODs.
vtkLODProp3D::~vtkLODProp3D()
{
int i;
// Delete the vtkProp3D objects that were created
for ( i = 0; i < this->NumberOfEntries; i++ )
{
if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE )
{
this->LODs[i].Prop3D->RemoveObserver(this->PickCallback);
this->LODs[i].Prop3D->Delete();
}
}
// Delete the array of LODs
if ( this->NumberOfEntries > 0 )
{
delete [] this->LODs;
}
this->PickCallback->Delete();
}
int vtkLODProp3D::ConvertIDToIndex( int id )
{
int index=0;
while ( index < this->NumberOfEntries && this->LODs[index].ID != id )
{
index++;
}
if ( index == this->NumberOfEntries )
{
vtkErrorMacro( << "Could not locate ID: " << id );
index = VTK_INVALID_LOD_INDEX;
}
return index;
}
// Get the next available entry index
int vtkLODProp3D::GetNextEntryIndex()
{
int index;
int i;
int amount;
vtkLODProp3DEntry *newLODs;
// Search for an available index
index = 0;
while ( index < this->NumberOfEntries && this->LODs[index].ID !=
VTK_INDEX_NOT_IN_USE )
{
index++;
}
// If an available index was not found, we need more entries
if ( index >= this->NumberOfEntries )
{
// If we have no entries, create 10. If we already have some, create
// twice as many as we already have.
amount = (this->NumberOfEntries)?(this->NumberOfEntries*2):(10);
// Make the new array
newLODs = new vtkLODProp3DEntry[amount];
// Copy the old entries into the new array
for ( i = 0; i < this->NumberOfEntries; i++ )
{
newLODs[i].Prop3D = this->LODs[i].Prop3D;
newLODs[i].Prop3DType = this->LODs[i].Prop3DType;
newLODs[i].ID = this->LODs[i].ID;
newLODs[i].EstimatedTime = this->LODs[i].EstimatedTime;
newLODs[i].Level = this->LODs[i].Level;
newLODs[i].State = this->LODs[i].State;
}
// This is the index that we will return - one past the old entries
index = i;
// Initialize the new entries to default values
for ( ; i < amount; i++ )
{
newLODs[i].Prop3D = NULL;
newLODs[i].ID = VTK_INDEX_NOT_IN_USE;
}
// Delete the old array and set the pointer to the new one
delete [] this->LODs;
this->LODs = newLODs;
// Set the new number of entries that we have
this->NumberOfEntries = amount;
}
return index;
}
// Get the bounds of this prop. This is just the max bounds of all LODs
double *vtkLODProp3D::GetBounds()
{
double newBounds[6];
int i;
int first = 1;
// Loop through all valid entries
for ( i = 0; i < this->NumberOfEntries; i++ )
{
if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE )
{
vtkProp3D *p = this->LODs[i].Prop3D;
if ( p->GetMTime() < this->GetMTime() )
{
p->SetUserMatrix( this->GetMatrix() );
}
// Get the bounds of this entry
p->GetBounds(newBounds);
// If this is the first entry, this is the current bounds
if ( first )
{
memcpy( this->Bounds, newBounds, 6*sizeof(double) );
first = 0;
}
// If this is not the first entry, compare these bounds with the
// current bounds expanding the current ones as necessary
else
{
this->Bounds[0] =
(newBounds[0] < this->Bounds[0])?(newBounds[0]):(this->Bounds[0]);
this->Bounds[1] =
(newBounds[1] > this->Bounds[1])?(newBounds[1]):(this->Bounds[1]);
this->Bounds[2] =
(newBounds[2] < this->Bounds[2])?(newBounds[2]):(this->Bounds[2]);
this->Bounds[3] =
(newBounds[3] > this->Bounds[3])?(newBounds[3]):(this->Bounds[3]);
this->Bounds[4] =
(newBounds[4] < this->Bounds[4])?(newBounds[4]):(this->Bounds[4]);
this->Bounds[5] =
(newBounds[5] > this->Bounds[5])?(newBounds[5]):(this->Bounds[5]);
}
}
}
return this->Bounds;
}
// Method to remove a LOD based on an ID
void vtkLODProp3D::RemoveLOD( int id )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
this->LODs[index].Prop3D->RemoveObserver(this->PickCallback);
this->LODs[index].Prop3D->Delete();
this->LODs[index].ID = VTK_INDEX_NOT_IN_USE;
this->NumberOfLODs--;
}
// Convenience method to get the ID of the LOD that was used
// during the last render
int vtkLODProp3D::GetLastRenderedLODID( )
{
// Check if the selected index is in range
if ( this->SelectedLODIndex < 0 ||
this->SelectedLODIndex >= this->NumberOfEntries )
{
return -1;
}
// Check if the selected index is valid
if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE )
{
return -1;
}
return this->LODs[this->SelectedLODIndex].ID;
}
// Convenience method to get the estimated render time for a given LOD
// based on an ID (the number returned when the LOD was added)
double vtkLODProp3D::GetLODEstimatedRenderTime( int id )
{
int index = this->ConvertIDToIndex( id );
if ( index != VTK_INVALID_LOD_INDEX )
{
return this->GetLODIndexEstimatedRenderTime( index );
}
else
{
return 0.0;
}
}
double vtkLODProp3D::GetLODIndexEstimatedRenderTime( int index )
{
if ( this->SelectedLODIndex < 0 ||
this->SelectedLODIndex >= this->NumberOfEntries )
{
return 0;
}
return this->LODs[index].EstimatedTime;
}
// Convenience method to set an actor LOD without a texture, or a
// backface property. Needed from tcl (for example) where null pointers
// are not possible
int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p, double time )
{
return this->AddLOD( m, p, (vtkProperty *) NULL, (vtkTexture *)NULL, time );
}
// Convenience method to set an actor LOD without a texture.
// Needed from tcl (for example) where null pointers are not possible
int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p,
vtkProperty *back, double time )
{
return this->AddLOD( m, p, back, (vtkTexture *)NULL, time );
}
// Convenience method to set an actor LOD without a backface property.
// Needed from tcl (for example) where null pointers are not possible
int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p,
vtkTexture *t, double time )
{
return this->AddLOD( m, p, (vtkProperty *)NULL, t, time );
}
// Convenience method to set an actor LOD without a property.
// Needed from tcl (for example) where null pointers are not possible
int vtkLODProp3D::AddLOD( vtkMapper *m, vtkTexture *t, double time )
{
return this->AddLOD( m, (vtkProperty *)NULL, (vtkProperty *)NULL, t, time );
}
// Convenience method to set an actor LOD without a texture or a property.
// Needed from tcl (for example) where null pointers are not possible
int vtkLODProp3D::AddLOD( vtkMapper *m, double time )
{
return this->AddLOD( m, (vtkProperty *)NULL, (vtkProperty *)NULL,
(vtkTexture *)NULL, time );
}
// The real method for adding an actor LOD.
int vtkLODProp3D::AddLOD( vtkMapper *m, vtkProperty *p,
vtkProperty *back, vtkTexture *t, double time )
{
int index;
vtkActor *actor;
vtkMatrix4x4 *matrix;
index = this->GetNextEntryIndex();
actor = vtkActor::New();
matrix = vtkMatrix4x4::New();
this->GetMatrix( matrix );
actor->SetUserMatrix( matrix );
matrix->Delete();
actor->SetMapper( m );
if ( p )
{
actor->SetProperty( p );
}
if ( back )
{
actor->SetBackfaceProperty(back);
}
if ( t )
{
actor->SetTexture( t );
}
this->LODs[index].Prop3D = (vtkProp3D *)actor;
this->LODs[index].Prop3DType = VTK_LOD_ACTOR_TYPE;
this->LODs[index].ID = this->CurrentIndex++;
this->LODs[index].EstimatedTime = time;
this->LODs[index].Level = 0.0;
this->LODs[index].State = 1;
this->LODs[index].Prop3D->AddObserver(vtkCommand::PickEvent,
this->PickCallback);
this->NumberOfLODs++;
actor->SetEstimatedRenderTime(time);
return this->LODs[index].ID;
}
// Convenience method to set a volume LOD without a property.
// Needed from tcl (for example) where null pointers are not possible
int vtkLODProp3D::AddLOD( vtkAbstractVolumeMapper *m, double time )
{
return this->AddLOD( m, (vtkVolumeProperty *)NULL, time );
}
// The real method for adding a volume LOD.
int vtkLODProp3D::AddLOD( vtkAbstractVolumeMapper *m, vtkVolumeProperty *p,
double time )
{
int index;
vtkVolume *volume;
vtkMatrix4x4 *matrix;
index = this->GetNextEntryIndex();
volume = vtkVolume::New();
matrix = vtkMatrix4x4::New();
this->GetMatrix(matrix);
volume->SetUserMatrix( matrix );
matrix->Delete();
volume->SetMapper( m );
if ( p )
{
volume->SetProperty( p );
}
this->LODs[index].Prop3D = (vtkProp3D *)volume;
this->LODs[index].Prop3DType = VTK_LOD_VOLUME_TYPE;
this->LODs[index].ID = this->CurrentIndex++;
this->LODs[index].EstimatedTime = time;
this->LODs[index].Level = 0.0;
this->LODs[index].State = 1;
this->LODs[index].Prop3D->AddObserver(vtkCommand::PickEvent,
this->PickCallback);
this->NumberOfLODs++;
volume->SetEstimatedRenderTime(time);
return this->LODs[index].ID;
}
// Set the mapper for an LOD that is an actor
void vtkLODProp3D::SetLODMapper( int id, vtkMapper *m )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot set an actor mapper on a non-actor!");
return;
}
((vtkActor *)this->LODs[index].Prop3D)->SetMapper( m );
}
// Get the mapper for an LOD that is an actor
void vtkLODProp3D::GetLODMapper( int id, vtkMapper **m )
{
*m = NULL;
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot get an actor mapper on a non-actor!");
return;
}
*m = ((vtkActor *)this->LODs[index].Prop3D)->GetMapper();
}
// Set the mapper for an LOD that is a volume
void vtkLODProp3D::SetLODMapper( int id, vtkAbstractVolumeMapper *m )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE )
{
vtkErrorMacro( << "Error: Cannot set a volume mapper on a non-volume!");
return;
}
((vtkVolume *)this->LODs[index].Prop3D)->SetMapper( m );
}
// Get the mapper for an LOD that is an actor
void vtkLODProp3D::GetLODMapper( int id, vtkAbstractVolumeMapper **m )
{
*m = NULL;
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE )
{
vtkErrorMacro( << "Error: Cannot get a volume mapper on a non-volume!");
return;
}
*m = ((vtkVolume *)this->LODs[index].Prop3D)->GetMapper();
}
// Get the mapper for an LOD that is an AbstractMapper3D
vtkAbstractMapper3D *vtkLODProp3D::GetLODMapper( int id )
{
vtkAbstractMapper3D *m = NULL;
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return m;
}
if ( this->LODs[index].Prop3DType == VTK_LOD_ACTOR_TYPE )
{
m = ((vtkActor *)this->LODs[index].Prop3D)->GetMapper();
}
else if ( this->LODs[index].Prop3DType == VTK_LOD_VOLUME_TYPE )
{
m = ((vtkVolume *)this->LODs[index].Prop3D)->GetMapper();
}
return m;
}
// Set the property for an LOD that is an actor
void vtkLODProp3D::SetLODProperty( int id, vtkProperty *p )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot set an actor property on a non-actor!");
return;
}
((vtkActor *)this->LODs[index].Prop3D)->SetProperty( p );
}
// Get the property for an LOD that is an actor
void vtkLODProp3D::GetLODProperty( int id, vtkProperty **p )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot get an actor property on a non-actor!");
return;
}
*p = ((vtkActor *)this->LODs[index].Prop3D)->GetProperty();
}
// Set the property for an LOD that is a volume
void vtkLODProp3D::SetLODProperty( int id, vtkVolumeProperty *p )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE )
{
vtkErrorMacro( << "Error: Cannot set a volume property on a non-volume!");
return;
}
((vtkVolume *)this->LODs[index].Prop3D)->SetProperty( p );
}
// Get the property for an LOD that is an actor
void vtkLODProp3D::GetLODProperty( int id, vtkVolumeProperty **p )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_VOLUME_TYPE )
{
vtkErrorMacro( << "Error: Cannot get a volume property on a non-volume!");
return;
}
*p = ((vtkVolume *)this->LODs[index].Prop3D)->GetProperty();
}
// Set the texture for an LOD that is an actor
void vtkLODProp3D::SetLODTexture( int id, vtkTexture *t )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot set an actor texture on a non-actor!");
return;
}
((vtkActor *)this->LODs[index].Prop3D)->SetTexture( t );
}
// Get the texture for an LOD that is an actor
void vtkLODProp3D::GetLODTexture( int id, vtkTexture **t )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot get an actor texture on a non-actor!");
return;
}
*t = ((vtkActor *)this->LODs[index].Prop3D)->GetTexture();
}
// Set the backface property for an LOD that is an actor
void vtkLODProp3D::SetLODBackfaceProperty( int id, vtkProperty *t )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot set an actor backface property on a non-actor!");
return;
}
((vtkActor *)this->LODs[index].Prop3D)->SetBackfaceProperty( t );
}
// Get the backface property for an LOD that is an actor
void vtkLODProp3D::GetLODBackfaceProperty( int id, vtkProperty **t )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX )
{
return;
}
if ( this->LODs[index].Prop3DType != VTK_LOD_ACTOR_TYPE )
{
vtkErrorMacro( << "Error: Cannot get an actor backface property on a non-actor!");
return;
}
*t = ((vtkActor *)this->LODs[index].Prop3D)->GetBackfaceProperty();
}
void vtkLODProp3D::EnableLOD( int id )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE )
{
return;
}
this->LODs[index].State = 1;
}
void vtkLODProp3D::DisableLOD( int id )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE )
{
return;
}
this->LODs[index].State = 0;
}
int vtkLODProp3D::IsLODEnabled( int id )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE )
{
return 0;
}
return this->LODs[index].State;
}
void vtkLODProp3D::SetLODLevel( int id, double level )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE )
{
return;
}
this->LODs[index].Level = level;
}
double vtkLODProp3D::GetLODLevel( int id )
{
int index = this->ConvertIDToIndex( id );
if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE )
{
return -1;
}
return this->LODs[index].Level;
}
double vtkLODProp3D::GetLODIndexLevel( int index )
{
if ( index == VTK_INVALID_LOD_INDEX || index == VTK_INDEX_NOT_IN_USE )
{
return -1;
}
return this->LODs[index].Level;
}
// Release any graphics resources that any of the LODs might be using
// for a particular window (such as display lists).
void vtkLODProp3D::ReleaseGraphicsResources(vtkWindow *w)
{
int i;
// Loop through all LODs and pass this message along
for ( i = 0; i < this->NumberOfEntries; i++ )
{
if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE )
{
this->LODs[i].Prop3D->ReleaseGraphicsResources( w );
}
}
}
// Standard render method - render any opaque geometry in the selected LOD
int vtkLODProp3D::RenderOpaqueGeometry(vtkViewport *viewport)
{
int retval;
// Check if the selected index is in range
if ( this->SelectedLODIndex < 0 ||
this->SelectedLODIndex >= this->NumberOfEntries )
{
vtkErrorMacro( << "Index out of range!" );
return 0;
}
// Check if the selected index is valid
if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE )
{
vtkErrorMacro( << "Index not valid!" );
return 0;
}
// Actually do the rendering
retval =
this->LODs[this->SelectedLODIndex].Prop3D->RenderOpaqueGeometry(viewport);
this->EstimatedRenderTime +=
this->LODs[this->SelectedLODIndex].Prop3D->GetEstimatedRenderTime();
return retval;
}
// Standard render method - render any translucent geometry in the selected LOD
int vtkLODProp3D::RenderTranslucentGeometry(vtkViewport *viewport)
{
int retval;
// Check if the selected index is in range
if ( this->SelectedLODIndex < 0 ||
this->SelectedLODIndex >= this->NumberOfEntries )
{
vtkErrorMacro( << "Index out of range!" );
return 0;
}
// Check if the selected index is valid
if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE )
{
vtkErrorMacro( << "Index not valid!" );
return 0;
}
// Actually do the rendering
retval = this->LODs[this->SelectedLODIndex].Prop3D->
RenderTranslucentGeometry(viewport);
this->EstimatedRenderTime +=
this->LODs[this->SelectedLODIndex].Prop3D->GetEstimatedRenderTime();
return retval;
}
// Override the method from vtkProp - add to both this prop and the prop of
// the selected LOD
void vtkLODProp3D::AddEstimatedRenderTime( double t, vtkViewport *vp )
{
// Add to this prop's estimated render time
this->EstimatedRenderTime += t;
// Check if the selected index is in range
if ( this->SelectedLODIndex < 0 ||
this->SelectedLODIndex >= this->NumberOfEntries )
{
vtkErrorMacro( << "Index out of range!" );
return;
}
// Check if the selected index is valid
if ( this->LODs[this->SelectedLODIndex].ID == VTK_INDEX_NOT_IN_USE )
{
vtkErrorMacro( << "Index not valid!" );
return;
}
// Now that error checking is done, add to the estimated render time
// of the selected LOD
this->LODs[this->SelectedLODIndex].Prop3D->AddEstimatedRenderTime(t, vp);
}
void vtkLODProp3D::RestoreEstimatedRenderTime()
{
// restore the EstimatedTime of the last LOD to be rendered
if ( this->SelectedLODIndex >= 0 &&
this->SelectedLODIndex < this->NumberOfEntries )
{
this->LODs[this->SelectedLODIndex].Prop3D->RestoreEstimatedRenderTime();
}
}
// Set the allocated render time - this is where the decision is made
// as to which LOD to select
void vtkLODProp3D::SetAllocatedRenderTime( double t, vtkViewport *vp )
{
int i;
int index = -1;
double bestTime;
double bestLevel = 0;
double targetTime;
double estimatedTime;
double newTime;
// update the EstimatedTime of the last LOD to be rendered
if ( this->SelectedLODIndex >= 0 &&
this->SelectedLODIndex < this->NumberOfEntries &&
this->LODs[this->SelectedLODIndex].ID != VTK_INDEX_NOT_IN_USE )
{
// For stability, blend in the new time - 25% old + 75% new
newTime =
this->LODs[this->SelectedLODIndex].Prop3D->GetEstimatedRenderTime(vp);
this->LODs[this->SelectedLODIndex].EstimatedTime =
0.25 * this->LODs[this->SelectedLODIndex].EstimatedTime +
0.75 * newTime;
}
this->SavedEstimatedRenderTime = this->EstimatedRenderTime;
if ( this->AutomaticLODSelection )
{
bestTime = -1.0;
targetTime = t;
for ( i = 0; i < this->NumberOfEntries; i++ )
{
if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE &&
this->LODs[i].State == 1 )
{
// Gather some information
estimatedTime = this->GetLODIndexEstimatedRenderTime(i);
// If we've never rendered this LOD and we have no info on it,
// then try it out
if ( estimatedTime == 0.0 )
{
index = i;
bestTime = 0.0;
bestLevel = this->GetLODIndexLevel(i);
break;
}
// If we do have at least a guess as to the render time, and
// this seems like the best we have so far, pick it.
// It is the best we have if
//
// 1) our estimated time is less than what we are looking for,
// but greater than any we have selected so far.
//
// 2) we have not selected anything else yet
// (regardless of what the estimated time is)
//
// 3) it is less than the time of the currently selected LOD
// if that LOD's time is greater than the time we are targeting.
//
if ( estimatedTime > 0.0 &&
( ( estimatedTime > bestTime && estimatedTime < targetTime ) ||
( bestTime == -1.0 ) ||
( estimatedTime < bestTime && bestTime > targetTime ) ) )
{
index = i;
bestTime = estimatedTime;
bestLevel = this->GetLODIndexLevel(i);
}
}
}
// If we aren't trying some level for the first time with 0.0 bestTime,
// make sure there isn't a LOD that can be rendered faster and has a
// higher level
double level;
if ( bestTime != 0.0 )
{
for ( i = 0; i < this->NumberOfEntries; i++ )
{
if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE &&
this->LODs[i].State == 1 )
{
// Gather some information
estimatedTime = this->GetLODIndexEstimatedRenderTime(i);
level = this->GetLODIndexLevel(i);
// Update the index and the level, but not the time. This is
// so that we find the best level that can be rendered
// faster than the LOD selected above.
if ( estimatedTime <= bestTime && level < bestLevel )
{
index = i;
bestLevel = level;
}
}
}
}
}
else
{
index = 0;
while ( index < this->NumberOfEntries && this->LODs[index].ID !=
this->SelectedLODID )
{
index++;
}
if ( index == this->NumberOfEntries )
{
vtkErrorMacro( << "Could not render selected LOD ID: " <<
this->SelectedLODID );
index = 0;
while ( index < this->NumberOfEntries && this->LODs[index].ID !=
VTK_INDEX_NOT_IN_USE )
{
index++;
}
}
}
this->SelectedLODIndex = index;
this->LODs[this->SelectedLODIndex].Prop3D->SetAllocatedRenderTime( t, vp );
this->EstimatedRenderTime = 0.0;
this->AllocatedRenderTime = t;
// Push the matrix down into the selected LOD
vtkProp3D *p = this->LODs[this->SelectedLODIndex].Prop3D;
// Getting our matrix here triggers a ComputeMatrix, if necessary,
// which updates our MatrixMTime
vtkMatrix4x4 *mat = this->GetMatrix();
if ( p->GetUserTransformMatrixMTime() < this->MatrixMTime )
{
p->SetUserMatrix(mat) ;
}
}
void vtkLODProp3D::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "Number Of LODs: " << this->NumberOfLODs << endl;
os << indent << "Selected LOD ID: " << this->SelectedLODID << endl;
os << indent << "AutomaticLODSelection: "
<< (this->AutomaticLODSelection ? "On\n" : "Off\n");
os << indent << "AutomaticPickLODSelection: "
<< (this->AutomaticPickLODSelection ? "On\n" : "Off\n");
os << indent << "SelectedPickLODID: " << this->SelectedPickLODID << endl;
os << indent << "CurrentIndex: " << this->CurrentIndex << endl;
}
void vtkLODProp3D::GetActors(vtkPropCollection *ac)
{
vtkDebugMacro(<< "vtkLODProp3D::GetActors");
int index;
int lodID;
lodID = this->GetPickLODID();
index = this->ConvertIDToIndex(lodID);
if (index == VTK_INVALID_LOD_INDEX)
{
return;
}
if (! this->LODs[index].Prop3D->IsA("vtkVolume"))
{
ac->AddItem(this->LODs[index].Prop3D);
}
}
int vtkLODProp3D::GetAutomaticPickPropIndex()
{
double bestTime = -1.0;
int index = 0;
double targetTime = 0;
double estimatedTime;
for (int i = 0; i < this->NumberOfEntries; i++ )
{
if ( this->LODs[i].ID != VTK_INDEX_NOT_IN_USE )
{
// Gather some information
estimatedTime = this->GetLODIndexEstimatedRenderTime(i);
// If we've never rendered this LOD and we have no info on it,
// then try it out
if ( estimatedTime == 0.0 )
{
index = i;
break;
}
// If we do have at least a guess as to the render time, and
// this seems like the best we have so far, pick it.
// It is the best we have if
//
// 1) our estimated time is less than what we are looking for,
// but greater than any we have selected so far.
//
// 2) we have not selected anything else yet
// (regardless of what the estimated time is)
//
// 3) it is less than the time of the currently selected LOD
// if that LOD's time is greater than the time we are targeting.
//
if ( estimatedTime > 0.0 &&
( ( estimatedTime > bestTime && estimatedTime < targetTime ) ||
( bestTime == -1.0 ) ||
( estimatedTime < bestTime && bestTime > targetTime ) ) )
{
index = i;
bestTime = estimatedTime;
}
}
}
return index;
}
int vtkLODProp3D::GetPickLODID(void)
{
int lodID;
vtkDebugMacro(<< "vtkLODProp3D::GetPickLODID");
int index;
if (this->AutomaticPickLODSelection)
{
if ( this->SelectedLODIndex < 0 ||
this->SelectedLODIndex >= this->NumberOfEntries )
{
index = this->GetAutomaticPickPropIndex();
}
else
{
index = this->SelectedLODIndex;
}
lodID = this->LODs[index].ID;
}
else
{
lodID = this->SelectedPickLODID;
}
return lodID;
}
void vtkLODProp3D::SetSelectedPickLODID(int id)
{
this->SelectedPickLODID = id;
this->Modified();
}
void vtkLODProp3D::ShallowCopy(vtkProp *prop)
{
vtkLODProp3D *a = vtkLODProp3D::SafeDownCast(prop);
if ( a != NULL )
{
this->SetAutomaticLODSelection(a->GetAutomaticLODSelection());
this->SetAutomaticPickLODSelection(a->GetAutomaticPickLODSelection());
this->SetSelectedLODID(a->GetSelectedLODID());
this->NumberOfLODs = a->NumberOfLODs;
for(int i=0; i<this->NumberOfLODs; i++)
{
}
}
// Now do superclass
this->vtkProp3D::ShallowCopy(prop);
}